Reils (Marksman / Manaless)

CacheFace·7/6/2014, 10:54:36 PM·1 votes·1,373 views

#Reils, The Living Machine


#Stats

Health 375 (+81)

Health Regen 4.0 (+0.74)

Range 550 (Ranged)

Attack Damage 46 (+2.175)

Attack Speed .656 (+2.8%)

Armor 12 (+3.0)

Magic Res. 30 (+0)

Movement 330


##Abilities

Passive: Rail Charge

When Reils successfully auto attacks an enemy Champion he marks them with a Rail Stack. (Max 5). Reil stacks decay over 10 seconds (1 stack every 2 seconds).

2nd Passive: Rail Gun Overcharge

If Reils uses an ability against a champion with 5 Rail Stacks, his ability has an additional effect. Rail Stacks are consumed and champions cannot be marked for 12 seconds.


Q: Railshot [Range 550] [Skill Shot]

Reils charges his Rail Gun charges his Rail Gun instantly dealing instant damage and true damage to neutral monsters and enemy minions.

Deals 10/30/50/70/90 +(110% Bonus AD)

Instant True Damage (To enemy minions and neutral monsters) 8/16/32/64/128 (10% AD)

Railshot Overcharge:

Reils charges his Rail Gun for .15 seconds and fires a quick burst of energy dealing DoT over 4 seconds and additional True Damage to Enemy Minions.

Deals 5/8/12/16/20 (+4% AD) DoT Total 20/32/48/64/80 +(20% AD)

Instant True Damage (To enemy minions and neutral monsters) 15/30/60/120/240 (10% AD)

CD 16/13/10/7/5.5 seconds


W: Calibrate

Passive:

Reils gains additional AD based on his bonus AD.

Bonus AD 10%/15%/20%/35%/50%

Calibrate Overcharge:

Reils's auto attacks against a marked champion consume Rail Gun Stacks and deal additonal damage and are revealed for 4 seconds. In addition Reils gains additional movement speed after the marks are consumed.

Bonus AD 12/38/64/80/96

Bonus MS 10/20/30/40/50


E: Nano Dash

Reils dashes in the direction of the cursor a short distance being untargetable for the duration of the dash

Nano Dash Overcharge:

Reils dashes in the direction of the cursor a short distance being untargetable for the duration of the dash. His next basic attack against a marked Champion consume the marks and gains additional 100% critical strike.

CD 13/11/9/7/6 seconds


R: Railblade

Reils changes the ammunition in his Rail Gun to amplified Rail Ammo. Reils's basic attacks for the next 8 seconds increase his attack speed and every 3 hits deal % Health Damage to targets.

Bonus Attack Speed per Hit 2%/4%/6% (Cap. 10%/20%/30% Bonus AS)

Percent HP Damage 4/6/8%

Railblade Overcharge:

Marked targets' are dealt % health damage in true damage and consume all Rail Stacks. Champion's whose stacks are consumed this way can still be affected by his Passive for 6 seconds after the stacks are consumed.

Bonus Attack Speed per Hit 2%/4%/6% (Cap. 8%/16%/24% Bonus AS)

Percent HP Damage 8%/12%/16%

CD 110/80/50


"Why is Reils called the 'Living Machine'?"

He doesn't fight based on how much energy he has left in him, he fights based on how much energy is in his Rail Gun.


8 Comments

CacheFace7/6/2014, 10:58:10 PM1 votes

Want some opinions on this champ thinking of some way to nerf him (longer CDs,less damage). I made sure his stats were lower compared to other ADCs where he has less AS and scales less. These are just some early thoughts. I'm going to keep him manaless though.

i am very high7/6/2014, 11:15:47 PM1 votes

You get punished for getting champ kills. That's not cool and I don't think rito would ever implement that into a champion. Also ONLY FIVE STACKS? You basic attack five times without even thinking about it. His early game damage would be UNREAL. Just saying, but I like the idea. I also like the idea of a manaless adc, though I think that he should be mana based and that would even look pretty good on him, as no stacks doesn't seem to punish him too severely in any way. Could stack like a Nunu passive. Manaless adc seems pretty op, for obvious reasons.

MrBuffington7/7/2014, 12:09:42 AM1 votes

I'm confused as to why his abilities only have 4 levels, but I like the idea :).

YouLostMe7/8/2014, 1:05:36 AM1 votes

Not a fan of the lost AS. For an extended battle, it's just a math problem (no real decision-making involved) but for a short skirmish or if you can't do on-the-fly math, you'll probably feel bad whether or not you use the ability. Sort of like Kunkka's ult from DotA.

Two separate dashes makes this guy a strong assassin with easy escapes. Generaly not a good idea. Having empowered abilities come from autoattacks also makes it trivially easy to have them up all the time, so he'll be a crazy lane bully with counter-intuitive play patterns.

His ult is weird. The stronger version takes longer to stack up and has less %HP dmg (same problem here as in the first paragraph) and gives a stun which is a bad choice for ADCs, unless you're going to remove a lot of his power in other ways.

Also, the key to winning as Reils is always having attack speed. Everyone will rush Shiv/PD and bully their enemies forever.

EDIT: One more thing. Range should come in increments of (at least) 25. Making Reils' range 5 less than Lucian's puts a big burden of knowledge of players. Not in line with League philosophies.

CacheFace7/8/2014, 9:58:28 AM1 votes

Fixed him up some more. To anyone who saw the old ver. This is completely different.