Exciting! I've read over your champion creation and I have a couple of questions and some suggestions that might clarify his stance as a traditional marksman. First and foremost,
Passive: Artillery
Skillshot Man's basic attacks do not function normally. Instead of right clicking on an enemy to attack, Skillshot man's auto attacks are an ability that starts on a 1.5 second cooldown (reduced with attack speed) that is a line skillshot that moves slightly slower than an q. These skillshot auto attacks deal (115% total attack damage)+(45% ability power) physical damage. These skillshot autos apply on hit affects including crit (crit deals double damage or 225% damage as normal.) You can use this "ability" by left clicking anywhere, this ability will then trigger in that direction.
range: 625
cooldown: 1.5 (reduced with attack speed)
travel speed: Slightly slower than Ezreal's q
Skillshot Man is an ADC right? And when I first read his passive I was very interested in it... until I had Graves rework PTSD flashabacks. Graves' passive functions in a similar matter, believe it or not, in that his basic attacks are basically an ability... a skill shot ability. Skillshot Man's basic attacks sound like they can be blocked by minions which would be SOOOOO frustrating to anyone who tries to play as him. The way you worded his passive means that the skillshot originates from where ever Skillshot Man is positioned and will fly in a linear path to it's intended target... but it's a skillshot lol, it has no choice but to stop at the first enemy hit. This means that minions and even some other champions can position themselves between you and your intended target and mitigate a huge chunk of your DPS (this is exactly the same mechanic that Graves has in his passive). Let's see what could be done to add some more 'umph' to this passive!
- Artillery (Passive): Skillshot Man's basic attacks do not function normally. Instead of right clicking on an enemy to attack, Skillshot Man's auto attacks are a ground-targeted ability that start on a 1.5 second cooldown (reduced with attack speed) and have a 0.25 second delay. These ground-targeted auto attacks deal 80-115% total attack damage (+45% bonus AP) physical damage (based on level). These auto attacks apply on-hit affects including critical damage (critical damage deals double damage or 225% damage as normal.) You can use this "ability" by left clicking anywhere, this ability will then trigger in the center of the targeted area. (Think of this being like Karthu's Q)
TARGET RANGE: 625
EFFECT RADIUS: 150
Bare with me, as you've probably read by now the major change which I suggest to decrease player frustration. Changing Skillshot Man's passive to be a ground target ability kind of makes his name obsolete lol. Let me explain! The main reason why Graves was forced into the jungle was because they made his laning HORRIBLE. Period. Graves will likely never find success in a lane due to his poor ability to last hit efficiently. We don't want Skillshot Man to suffer the same fate, so this minor suggestion should fix that while giving Skillshot Man a very clear and unique identity as a marksman. This idea has never been done before so why not just go all out and introduce some ideas that, on paper seen pretty broken, but in practice will actually be rather lack luster. Skillshot Man's passive basically lowers his DPS output by a significant amount, which is why I did touch the overall attack damage ratio (although I did make it so that it scales into the late game), because... he's going to need it lol. ADC's will eventually need to auto attack something to death and right now Skillshot Man would be lucky if he even managed to drop someone down to 50% health. I'm keeping the passive as close to the original as I can but there is very little that could be done to compensate for this. The main change would be to make him a mage and you've made it very clear you want him to be an ADC so we'll have to look at the rest of his kit for compensation.
Q: Binding Bolt
Skillshot Man fires binding magic in a line. Upon hitting an enemy it deals 40/70/110/140/170+(85% bonus attack damage) physical damage and grounds them for 1/1.25/1.5/1.75/2 seconds.
range: 650
cooldown: 11/11/11/11/10
We run into a similar issue with this first ability as we did the passive. Because of the nature of skillshots, and the way this ability is worded, it would stop upon reaching the first unit it hits (even if that unit is a minion). The intended usage of this ability, I assume, is to provide a form of crowd control for the team but right now, if we consider his passive which is already handicapped, we need to beef up this ability since it will be his bread-and-butter ability. But it begs the question... How?
For starters we can dissect the entire kit of Skillshot Man before we go any further. His W is his escape and leaving it as his W is well advised, but let's take a look at his E which works in conjunction with his Q.
E: Voltage
Skillshot Man electrifies a target enemy with magic, dealing 30/50/70/90/110+(40% ability power) damage. This marks an enemy for 3 seconds. If an enemy marked by this ability is hit by Binding Bolt they are rooted instead of grounded.
range: 450
cooldown: 13/12.5/12/11.5/11
I believe the best way to save Skillshot Man's core kit is to simply do a switch-a-roo with his current Q and his E. Let me explain. Voltage, Skillshot Man's E, is very clear, and cohesive. It's a point-click abi... wait... Skillshot Man has a point-click ability? Sorry, ADHD... anyways. His E is very simple and would function as his bread-and-butter ability better than his current Q. I would also lower the cooldown by a lot! Overall this dude has high cooldowns and on some champions I agree that high cooldowns will keep them in check, but Skillshot Man isn't one of them lol. So let's address some numbers!
- Voltage (Q): Skillshot Man electrifies a target enemy with magic, dealing 30/50/70/90/110 (+40% bonus AP) physical damage. This marks an enemy for 2 seconds. If an enemy marked by this ability is hit by Binding Bolt they are rooted instead of grounded.
TARGET RANGE: 925
SPEED: 1500
COST: 50 / 55 / 60 / 65 / 70 MANA
COOLDOWN: 7/6/5/4/3
I'm not too sure why this has AP scaling, but considering that it's actually quite spam-able I'm ok leaving it in its current AP scaling state. This is a solution to something that we would have had a lot of trouble trying to fix if we had kept his old Q. Now lets take a look at his W:
W: Magical Fireup
Skillshot man dashes, which then empowers his next 'auto attack'. His next auto attack applies grevious wounds for 2 seconds and also applies a burn to the enemy it hits. This burn deals 60/100/140/180/220+(60% ability power) magic damage over 2 seconds. If he misses an enemy with this empowered 'basic attack' he loses the bonus. This cannot be used to dash through terrain.
dash range: 350
cooldown: 15
I really like the grievous wounds portion of this ability! We need more access to grievous wounds outside of items so I am DOWN to seeing this in another ADC with Varus being the only other ADC that has an answer to healers. If you take into consideration the changes I suggested for his passive there is a small change we can make to this ability to make it line up with his passive:
- Magical Fireup (W): Skillshot man dashes a short distance, empowering his next auto attack. His next auto attack crates a scorching zone for 4 seconds that applies grievous wounds for 2 seconds to enemy champions that pass over the affected area. This zone deals 60/100/140/180/220 (+60% bonus AP) magic damage over 2 seconds to enemy units that pass over the affected area.
TARGET RANGE: 400
COST: 50 MANA
COOLDOWN: 18 / 16 / 14 / 12 / 10
Again... I'm not too sure why this ability has AP scaling... but if that floats your boat then let's go with it! The main suggestion from me is to create a zone where your "auto attack" would land. This is only if you would consider the suggestion change I made for his passive. I feel like Skillshot Man is going to need to be able to cross over terrain given that he's basically a sitting duck while he's waiting for his auto attack cooldown lol. Aside from this, I really like the overall concept of this skill! I like this one a lot!
Q: Binding Bolt
Skillshot Man fires binding magic in a line. Upon hitting an enemy it deals 40/70/110/140/170+(85% bonus attack damage) physical damage and grounds them for 1/1.25/1.5/1.75/2 seconds.
range: 650
cooldown: 11/11/11/11/10
We briefly went over this ability earlier so let's jump into the suggestions!
- Binding Bolt (E): Skillshot Man fires a pass through linear skillshot, dealing 40/70/110/140/170+(85% bonus attack damage) physical damage to the first target struck (reduced to 80% to subsequent targets) and grounds them for 1/1.25/1.5/1.75/2 seconds.
TARGET RANGE: 1000
SPEED: 1200
COST: 60 / 62 / 64 / 68 / 70 MANA
COOLDOWN: 10
Making this a pass through skillshot (like Lulu's Q) means that Skillshot Man will have a form of wave management which is important for an ADC to have if they won't be auto attacking as much to maintain the wave. Over all I feel like this doesn't need to be added to the ability but I feel like the player base would really appreciate it <3
R: Distant Barrage
Skillshot Man channels for 1 second, during which he fires a barrage of magic at a target location, regardless of distance, this barrage takes 2 seconds to reach its destination. It then falls upon its target location over a period of 1 second, dealing 60/80/100+(30% bonus attack damage)+(35% ability power) physical damage every 0.25 seconds (ie this effect happens 4 times) to all enemies in the target location. Enemies will know of the target location 0.75 seconds before the barrage lands.
target location radius: 275
range: 2500
cooldown: 140/125/110
Alas... I reach the end of my limits. Stay tuned for the continuation of this review!