[Concept] Caitlyn rework - Sniper
Stats
Range: 525 MS: 325 AD: 65-94 AS: 0.655 (+0-35%) HP: 490-1790 HP5: 5-8 Mana: 250-375 MP5: 6-12 Armor: 22-45 MR: 30-45
Passive: Perch
If Caitlyn hasn't taken damage recently, she can climb on top of impassable terrain, gaining unobstructed vision (though you cannot see into brush). Caitlyn cannot perch on top of inhibitors, nexi, or the sides of the map.
While perched, Caitlyn can shimmy around at 20% speed and is camouflaged if she hasn't fired in the last 6 seconds.
If Caitlyn takes direct damage, she is knocked off her perch and stunned for 0.5 seconds.
Q: Arsenal Toggle, 1 second CD, no cost. Caitlyn changes between her Peacemaker and her Revolver. If Caitlyn does not have a rank in Arsenal, she will weild her Revolver
Revolver Standard basic attacks, but with a reload system. 6 ammo, 0.5 seconds reload.
Peacemaker +100/200/300/400/500 range, double while perched. Basic attacks critically strike for a 1.25x multiplier (increased by 0.01 for every 1% crit chance) and ignore 10/15/20/25/30% of the targets armor. Basic attacks have a 3 second charge time, bypassing attack speed. After firing, Caitlyn must spend 1 second reloading the Peacemaker. If Caitlyn takes direct damage or the target dips out of vision during the charge, the attack is cancelled. Peacemaker shots can be body blocked. Enemies being aimed at can see a targeting reticle if they have vision of Caitlyn. When a Peacemaker shot is fired, Caitlyn's location is briefly revealed.
W: Yordle Snaptrap 1 second CD, 35 mana Store a trap charge every 25 seconds, up to 3/3/4/4/5. Caitlyn can place traps on the ground, arming after 1.1 seconds and Enemy champions who step on traps take 75 physical damage, are rooted for 1.5 seconds, and are revealed for 8 seconds. The Peacemaker gains perch range against trapped enemies, and Quickdraw prioritizes trapped enemies.
(Revolver) E: Quickdraw 8 second CD, 50 mana Forces Caitlyn to reload if the revolver was full on ammo, then empower your first basic attack within 6 seconds to empty the chamber, spreading the shots to all units within 350 range of the target, prioritizing champions. The primary target will always be shot at least twice, and units hit by multiple shots take 20/22.5/25/27.5/30% damage from extra shots.
(Peacemaker) E: Shrapnel 16 second CD, 70 mana Empowers your next Peacemaker shot to explode into shrapnel on impact, dealing (0.05/0.1/0.15/0.2/0.25 AD) bonus magic damage on hit in a 350 radius of the target, applying grievous wounds to all units hit for 5 seconds.
R: Ace in the Hole 100 mana, 120/100/80 second CD Passive: Reduce the Peacemaker charge time by 0.5/1/1.5 seconds. Active: Gain true sight of a target enemy for 8/10/12 seconds (Same range as your basic attack). Grant the Peacemaker global attack range against the target, and cause Quickdraw to zero in on the marked enemy if they are in range.
