[Fan Rework] Graves, the overly manly Marksman.
#
Graves, the Outlaw
###True Grit
Out to get you :
Graves receives 3 less damage from basic attacks and up to 4/6/8/10% less damage from champion basic attacks depending on how near he is to the attacker
(Max% at 100 range ; levels 1/6/11/16)
My weapon, my rules :
Graves spells also heal for Life Steal (follows Spell Vamp's rules).
###Buckshot
Range 1050 | Cooldown 10 | Cost 60/70/80/90/100 Mana
- Cone has a noticeably smaller angle
- Enemies hit by multiple bullets receive 100% damage from all bullets (instead of 35%)
- May be cast while moving, but with 40% movement speed slow.
Shoots three bullets in a cone, each dealing 50/65/80/95/110 (+30% bonus attack damage) physical damage to all enemies in their path.
MAX PHYSICAL DAMAGE 150/195/240/275/330 (+90% bonus attack damage)
###Smoke Grenade!
Range 800-1050 | Cooldown 20/19/18/17/16 | Cost 70/75/80/85/90 Mana
Graves pulls the clip off of a smoke grenade and holds it over his head for 2,5 seconds, leaving a smoke trail behind him that lasts for 3 seconds. After the 2,5 seconds he may throw the grenade for 3 seconds, or after 0,5 seconds he may recast to throw it. He gains bonus cast range based on how long he held it.
While holding the grenade in the initial 2,5 seconds he converts his bonus attack speed into bonus movement speed % (1 attack per second as attack speed = 38,3%).
A cloud of smoke is created where the grenade lands, that lasts for 4 seconds. Enemies inside a smoke area are slowed for 18/21/24/27/30% and have their sight range reduced.
- Deals no damage.
###Human Battering Ram
Range 450 | Cooldown 16/15/14/13/12 | Cost 60 Mana
Graves dashes forward, dealing 10 (+70% total attack damage) physical damage to any unit hit and applying a 'knocked down door' debuff for 3 seconds. Damage dealing abilities can proc this debuff to ignore 30/35/40/45/50% of the enemies bonus armor.
###Collateral Damage
Range 900 | Cooldown 100 | Cost 100 Mana
Graves fires an explosive shell that deals 200/300/400 (+100% bonus attack damage)(+40% ability power) physical damage to the first enemy hit. After hitting an enemy Champion or reaching the end of its range, the shell explodes, dealing 115/170/225 (+85% bonus Attack Damage)(+25% ability power) physical damage in a cone.