[Champion Concept] Traq, The Terrifying Imp

Melborne·11/8/2017, 6:11:23 AM·7 votes·901 views
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Revision v1.03

##CCOS Reviews

Zeras, The Last Rak Shar Hahna, The Skybane Twig, Infinitesimal Apprentice of Doom Josefina, The Countess Oberon - The Iron Paladin

##Contents

  • Champion Introduction
  • Lore
  • Champion Stats
  • Concept Damage
  • Champion Abilities
  • Playstyle
  • Music Theme/Audio
  • Changelog
  • My Other Works

#Introducing Traq, ##The Terrifying Imp of Bilgewater

"If it's golden, it's mine, everything else goes black" - Traq


Champion Type - Ranged Assassin Gender - Male Faction - Bilgewater, Grey Harbor Race - Fiend/Imp Weapon - The Black Mist

Traq is a tiny imp born from the Black Mist, driven by his lust for gold and poses a threat to anyone with a purse. Able to evade any sort of capture, this demon has only been seen as a rumor in the streets of Bilgewater.

#Lore Not many things are known of Traq, for his tale has become a myth over the past few years and told only by a few. Born in the Grey Harbor from the deaths of hundreds, a manifestation of greed and hate for the living. He was given life by the black mist to stalk the living and feed the darkness that follows him each day.

Since his creation, Traq has become very skilled at taking the life of the living as well as their purse, he has sent many souls to the mist in payment for his life. Often using their greed against them, Traq has learned that each creature of life yearns for the gold he will soon take, by inviting them in with the disguise of wealth but promising them death.

Only a handful of people have ever seen this creature and lived to tell about him, although laughed at, these people have gone mad knowing Traq lives, for he stalks the land without limitation and takes what he desires. They say he is barely larger than a poro, but when he looks at you.. he knows you.

Traq lives in the bellows of the Grey Harbor, each day returning to the spot he awoke. A barren and dark dwelling near a very large well, he lives in solitude with only but the gold he slumbers upon until the mist calls for him. The sounds he hears from a well below, so dark and deep no torch could light, and for each soul he returns with a coin flies out of the well.

".. More" he hears, the sound of a woman crying out, his eyes open as he grips a handful of the gold beneath him.

Traq hears it again, looking out to the well he nods his head and sniffs the air. "Over there" he murmurs, pointing towards Rat Town.

With haste Traq leaps forward, looking back at his pile of gold coins as if he quickly counts them, "More, more" he grins. With the biggest, evilest, grin one could imagine with teeth jagged, sharp as razors and his eyes glowing red.

And in an instant, he's gone into the darkness of the night.

Within minutes, a howling cry of death floods the streets of Rat Town, and ended as quickly as it was heard.

Traq returns for his gold, as always promised. And awaits for the darkness to call again.


#Champion Stats Health - 450 (+35 per level for 1045 level 18) Health Regeneration - 7.0 (+.75 for 20.5 level 18) Mana - 0.0 Mana Regeneration - 0.0 Attack Damage - 60 (+2 per level for 96 level 18) Attack Speed - 0.55 (+2% per level) Armor - 32 (+3 per level for 86 level 18) Magic Resistance - 45 (+4 per level for 117 level 18) Attack Range - 525 units

Traq is unable to purchase the following Items (they're too big for him): Infinity Edge, Triforce, Warmogs, Arch Angel Staff.

Damage ◼◼◼ Toughness ◼◻◻ Control ◻◻◻ Mobility ◼◼◻ Utility ◼◼◻ Difficulty ◼◼◼


Concept Damage - "Corruption"

Corruption is a form of damage that deals both physical and magical damage, dynamically based off of the enemy's weakest resistance. ie; Corruption vs 100 Armor and 80 Magic Resistance Taric, the Corruption damage would become magic damage against Taric.


#Skills

Passive-** "Shapeshifter" ** Traq is able to shapeshift into a allied minion, channeling for 1 second. Or neutral creature, receiving double the gold and experience with a 4 second channel, summoning the black mist to swallow the neutral creature for him. 90/60/30 second cool down. Traq is not revealed unless he is attacked, or attacks.

Q -** "Sting"** Activate: Traq conjures a small ball of the mist, throwing the skill shot at his target and marking them for three seconds (600 range) for 65/80/100/120/150 magic damage. He has three seconds to cast up to two extra Stings on his target before going on cooldown. If Traq manages to land another on his marked target, they are dealt a corruption damage equal to 65/90/135/190/250 + 40% of his ability power over 3 seconds and applies on-hit effects, it only stacks to 3 seconds but can be refreshed with his last sting. Cooldown 19/16/13/10/7 seconds. The mark appears as a rotating black ball of smoke above their head.

W - "A Mortals Soul" Activate: Upon activation a pool of black mist appears under Traq for 2/3/4/5/6 seconds with a unit range of 200, removing all crowd control effects for the 1/1/2/3/4 seconds, any enemy champion within that range will receive a corruption damage equal to 75/85/100/130/180 + 25% of his ability power, instantly and marking them with his Sting. If Sting is on cooldown it is instantly refreshed. 36/30/24/17/15 second cool down.

E -** "Feed the Darkness"** Passive:* For each take down Traq receives bonus gold for feeding the mist. 5/15/30/60/100*

Activate: Traq consumes a portion of health of any champion, or creature, within 350 unit range for 2.5/3/4/5/6% of their maximum health points, and heals himself for 2.5/3/4/5/6% of his maximum health. For each target consumed, Traq gains a stack, each stack increases his max health by 1.5. Max 200 stacks. Each target reduces the cool down of Sting by 1 second. Cooldown 18/15/12/9/6 seconds.

Ultimate (R) - "The Black Mist" Passive: *Upon entering a bush, or fog of war, after three seconds out of combat Traq becomes camouflaged and is only revealed by true sight. Unit range 400. If Traq sits in a bush for five seconds a random enemy target (champion) appears for him, unbeknownst by all, Traq will receive a charge for its death. * Cooldown 120/90/60 seconds on gaining a charge.

Activate: Traq consumes the power of the Black Mist and doubles in size. Increasing his attack range by 100/200/300 units, and health by 45/50/60%, his attack damage scales from ability power to 80%, for 4/8/14 seconds. He gains a magic damage only shield of 8/10/12% of his max health. Cost: 1 charge. Max 3 charges. Cooldown 60 seconds between using charges.

*Charges can be purchased for 100 gold after level 9. * Health Stacks and Charges are shown in his "buff bar".

#Playstyle

Traq is designed for the Jungle. Being able to evade capture, he is an excellent counter jungler. He possess the ability to sneak behind enemy lines, and disguise himself for a quick kill.

He is mostly a single target champion, however in tight quarters he is able to deal damage to a few foe that dare try to hold him down, all while healing himself to ensure his escape.

Early game you would normally find Traq trying to invade the enemy jungler as soon as possible, in the attempt to steal his camps and sit and wait for his prey to arrive. And in a quick attempt and fancy foot work, Traq can make away with a wonderful bounty.

Mid game Traq relys heavily on his team to keep his enemies busy while he attempts to pick off his masters targets. During team fights Traq has no fear of leaping into the fray, being able to match up to the tallest of foes Traq gains the ability to fight like a long ranged AD carry all while using the mist to his advantage. If he is out numbered, or out gunned, Traq should make his way to the nearest bush to hide. If an enemy is caught alone trying to soak up a juicy wave of minions, they better start counting for one of them may be Traq trying to sneak up and take them back to his well.

Late game Traq becomes a very strong force to be reckoned with, despite his size and limitations on items, he can easily find ways to out smart and out gun his enemies.

Suggested Item Build item 3706 item 3146 item 3085 item 3001 item 3089 item 3020 item 3711 item 3146 item 3085 item 3115 item 3022 item 3020 item 3706 item 3146 item 3091 item 3135 item 3090 item 3020

When the mist calls, he strives only for their death.

#Music Theme / Audio

Erik Braa, I plead you to read my post. I believe you'd throw this one out of the park as the voice actor for Traq. Despite being a yordle, I believe Traq's voice over should be done by Erik, his strong low tone voice.. murmuring for gold.

As Traq is a mysterious, shadow-lurking, little demon imp, I believe his musical theme should follow suit with a fast, dramatic and sinister tempo. The sort of music that sounds evil played on a church organ when it's turned low, grainy, displaced and out of tune.

I'm honored to be mentioned...thank you. Keep it up. I hope we both get the chance to work together. Cheers, Erik

An actual quote by the famous man himself, I am honored you enjoyed my work


Changelog :

1.01 - Reduced health per level by 60%, reducing his base value health at level 16 to nerf his ultimate's overall bonus. Changed his Q's casting to 1+2 if marked. Increased the max level cooldown of his W from 10 seconds to 15 before any cool down reduction.

1.02 - With the new rune changes, I wanted to introduce some of the effects into the champion. Reworking his Pickpocket ability to "Feed the Darkness". Reworked his passive, although keeping the shapeshifting but rewording to make more logical sense. Reduced the duration of Mortal Soul by 1 second to 1/1/2/3/4 from 1/2/3/4/5. Removed tenacity from his ultimate and reworked the cost, to suit his lore. Finished corruption.

1.03 - Completed the Lore, and finalized the champion concept for publishing.


#My Other Concept Designs Traq, The Terrifying Imp Submitted for the November CCOS Contest Alanae, The Voodoo Princess Aire, The Beastmaster

Disclaimer : I do not claim ownership of the above concept art, ownership to its respective owner.

9 Comments

Frontline Fury11/8/2017, 7:17:05 AM1 votes

A well thought out champion. Its a shame it incorporates a couple abilities that sound fun but do not work in practice.

Riot has consciously shied away from "passive gold generation" in spells in the past, and reducing the gold of other players is a strict no-no.

Disguising as a minion sounds fun, but in practice it will only work against sleepy, inebriated or low rank players. You think people in gold and above wont realize there's an extra minion on the enemy side? How would you go about hiding your presence without breaking the disguise if you cannot attack minions? Will minions be focusing you as if you were a minion while disguised?

So let me get this straight, he increases BOTH his max health by a MASSIVE chunk as well as gaining a shield on top? You realize everybody would just build full tank with item 3193 item 3748 rather than AP, right?

Crowd control immunity is already an extremely overpowered gimmick. Granting it on a basic ability is already stretching it - but for up to 5 seconds, on a spell that also deals AOE damage?

What if he manages to land multiple Q stings on his opponent during the "free cast period"? Implying the skill shot is not instant, players that can tap the key extremely fast on a low ping connection could potentially line up multiple stings over the duration it takes the second one to land, effectively increasing the player's damage output based on how fast their internet connection is.

Melborne11/8/2017, 8:28:23 AM1 votes

Awesome response, Love it. Thank you for the feedback!

Incorporating a private item for the champion to purchase, like other champs receive, could alleviate the gold/experience or perhaps removing it all together and allowing the champion to receive full experience/gold for the camp regardless if it's completely dead. Perhaps something related to the champion, an orb of mist replacing the jungle item. The main reason it was added, was because without the abilities to clear camps he's forced to be extremely behind. And I believe this champ would serve best early game.

Perhaps giving the champion a specific amount of gold, over taking, might be a better option. It's a very interesting idea, and I'd love to keep going with it.

You're correct, and I believe that's where the fun is! I did toy around with the idea of sacrificing a caster minion and replacing it, as Traq, however it would steal gold and experience from the enemy. Regardless if they last hit, or not.

If you were Traq, running down lane with the casters and you've right-clicked (example) the caster to shape shift yourself into one.. you'd reach the middle of the lane, and either A) get attacked and revealed, or B) initiate the gank.. and revealed. So yes, minions would focus you.. as you are an enemy. I don't think you'd sit there for 6-18 seconds and wait until the enemy team has initiated on the caster minions before launching your gank. Your team could also keep them distracted, and when the wave rolls in, jump in and help. Many, many possibilities. Especially mid to late game, following up with a wave and catching that ADC that slid down bot to soak up a nice juicy wave while his/her team has everyone else focused elsewhere. Have to think of the big picture, not level 1, then level 18!

Correct, yes I see your point. I had done some math and discovered quite the difference and it would be illogical to give such an advantage, especially if he wasn't able to be stopped from reaching a back line. What do you suggest, Frontline? I'd love to hear your thoughts. Perhaps lowering his health per level to a below average amount, say 35, as of now (doing the math) at level 16 he'd have 3,000 health with a 360 health shield. But, if it were lower, he would greatly rely on such items that you posted, even if he cannot buy the hydra (technically). At level 16, he'd have around 2100 health without items (during his ult).

I do see your question in regards to a crowd control removal and an aoe, but like you said, most people will build tank. 40% of 0, is still zero. Even if you built a void staff to combat a MR heavy team for whatever reason, 40% of 80 is only +32 damage before any reductions from the enemy. Perhaps giving him a charge of his Q, like Rumble, with two shots for example, after he lands a mark. However, building a few tank items rather than full tank will probably be his Meta simply because he gains 80% attack damage based off of his ability power. That number is far greater than what a titanic hydra can/will give you, even coupled with multiple other health based items, especially since ranged champions (like Traq) cannot purchase the melee weapon.

I believe him to be a hybrid, between AD and AP, using items like the item 3146, the item 3085 and item 3115.

Perhaps you've got an idea that can help him evolve into something workable! Thanks again for your feedback.

An honest full build idea would be;

item 3085 item 3146 item 3115 item 3151 item 3020 plus his jungle item.

Melborne11/8/2017, 9:01:35 AM1 votes

Updated, and changelog noted for each change above.

Melborne11/14/2017, 7:42:04 AM1 votes

Updated, and changelog noted for each change.

I'd like to introduce; Traq - The Terrifying Imp. Submitted for the Concept Contest.

Much love to those who gave me their opinions, advice and most importantly.. support. Let's hope to see him in-game soon!

Vanic99811/24/2017, 3:40:38 AM1 votes

Passive: It looks unique. It like a weaker invisibility since enemies are less likely to hit you and lasts longer than most invisibility.

Q: A good form of sustained damage that takes skill since it’s a skill shot and rewards you for having good aim. Looks good.

W: This ability helps with surviving in team fights with the CC removal. It works well with his bruiser like role.

E: Just like the W, it also works well with his bruiser like role.

R: In my opinion, this ability is the most problematic. The passive part is not unique. It resembles teemo’s passive. I don’t understand why he has invisibility when his first passive is already similar to invisibility. It’s almost redundant.

The active part is not unique. It resembles Kog’s W. The shield and bonus health however do fit with his bruiser like and sustained damage role.

The kit shnergizes well. It mainly helps him be a sustained damage dealing beuiser. The corruption damage makes it harder to itemise against him so he poses some threat to tanks. His natural tankyness is balanced by his lack of mobility which makes sense. The ultimate is the only issue with his kit in my opinion. Other than that, this champion looks fine.