Champion Concept: Raider, the End (Work in Progress)

CarbRundum·4/8/2016, 2:35:03 AM·1 votes·221 views

[Passive]: Sidearm Fire Effect: Raider's basic attack deals 45% AD physical damage, increased to 70% on minions and monsters. He can hold up to 4 charges in his gun. Attacks against monsters and champions consume one charge, stunning the target hit for 1/1.25/1.5 seconds, as well as dealing bonus magic damage equal to 15% of his AD. One charge is gained every 10 seconds, reduced by 1 second every time he lands an auto attack or his Q, and charges twice as fast out of combat. Charge expenditure has a 6 second on-target cooldown

[Q]: Snipe Cost: 40/30/20/10/0 mana Static* Cooldown: 5 seconds Range: 2000 Active: Take aim in the target direction, granting you a laser sight. Reactivating the ability will allow you to shoot a projectile that deals 40/65/90/115/140 (+110% AD) physical damage to the first enemy champion hit, as well as all monsters hit, and 75% damage to minions. Applies on-hit effects and can critically strike. The cooldown scales off of attack speed, with 1% attack speed equal to 1% cooldown reduction, up to a maximum of 60%. The damage dealt is increased by 30/45/60/75/80% on movement-impaired targets, increased by an additional 20% if they are rooted, stunned, suppressed, knocked up, suspended, or snared. Killing an enemy with this ability refreshes its mana cost and cooldown.

[W]: Deadly Scope Cost: 40 mana Cooldown: 6 seconds Range: N/A Passive: You gain 10/15/20/25/30% armor penetration

Active: Increase the range of your next Snipe or basic attack by 60/80/100/120/140 (doubled for Snipe), as well as making it critically strike for (-30/-20/-10/0/+10)% damage.

[E]: Reload Cost: 70 mana Cooldown: 7 seconds Active: Refresh the cooldown of Snipe, grant one charge of your passive, and reset your auto attack timer. The next Snipe's damage is increased by 25/50/75/100/125 (+25% AD).

[Ultimate]: Careful Aim Cost: 100 mana Cooldown: 160/130/100 seconds Range: Global Active: Become immobile for 3 seconds and channel. At the end of the channel, shoot a fast bullet in the target direction that deals 200/400/600 (+ 200% AD) (+140% AP) physical damage to the first enemy champion struck, stunning them for 1.5/2/2.5 seconds. Your next Snipe has a global range and deals an automatic critical strike, as well as Reload's bonus damage. During the channel, there will be a red line that shows where the bullet will go, and the angle of fire turns slowly, like a Vel'Koz ult. Resets Snipe's cooldown. Takedowns on enemy champions refresh the cooldown by 20 seconds.

Concept: Raider is an ADC that is very late-game focused, having a large presence in teamfights while not necessarily being present. His huge Q range and global, powerful ultimate will allow him to strike from a "bird's nest", emulating the fantasy of a real sniper. Of course, if caught out, he's basically helpless against his aggressor, being immobile and having a cooldown on his passive's stun. Late game, having built up enough attack speed and AD, he can deal tons of damage to anyone in a teamfight consistently and from a large range thanks to his Q, but early game, his Q's relatively high cooldown combined with it leaving him immobile before he fires, and it giving his enemies a warning signal, as well as his passive's low damage and short stun duration, he is extremely weak. This can help enemies shut him down before he can deal thousands of damage to you from half a map away every 2 seconds. Triforce is a noticeably good item on him, giving him attack damage, crit chance, and attack speed, all things that he wants. The Spellblade passive will also make his Q deal massive amounts of damage. The Spellblade passive also has the same cooldown as his Q when he has its cooldown completely reduced.

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