Rambi, the Rune Destroyer
Human, male, and from Shurima.
Some kind of lore may come later, but for now I just want to make an ability kit and worry about that. This concept is under the idea of making the classic assault rifle character work in League of Legends, obviously it will be a magical kind of assault rifle and not something that is "technologically advanced" or even shoots bullets.
Rambi is a marksman, he does not have a traditional resource, but he can enter various modes to change how his gem blaster fires, like an assault rifle, but powered by a magical gem shooting out powerful beams at a rapid rate. When he really wants to dish out damage, he can overcharge the gem and really lay down a beating, but at the cost of heating up the gem and if the gem overheats then Rambi becomes disarmed for several seconds, so you better watch your heat!
Attack Range: 575 units Movement: 340 units per second Attack Speed: 0.575 +6% per level Attack Damage: Average Heat: 100, starts at 0
Gem Blaster (Passive):
Rambi uses a Gem Blaster, firing his basic attacks in a 3 shot burst, dealing (+40%AD) physical damage each shot. Each shot critically strikes separately. Every 3rd shot applies on hit effects.
Rambi uses Heat as his resource, upon reaching 100 Heat, Rambi disarms himself and begins cooling down immediately until his Heat reaches zero. While not generating Heat for 2 seconds, Heat cools down by 25 over 1 second.
Rapid Fire Mode (Q):
Generates: 4 Heat per shot
Passive: While either Rapid Fire Mode is active, deal 4/4.5/5/5.5/6%(+2% per 100AP) of target's maximum health as bonus physical damage on hit.
Toggle: Rambi turns on Rapid Fire Mode, increasing his total attack speed by 120/135/150/165/180% and attack speed cap to 5.000 attacks per second, but only fires one shot at a time.
Hold: Rambi immobilizes himself and ramps up his firing rate even further, increasing his total attack speed by 360/405/450/495/540% and attack speed cap to 10.000 attacks per second, but his shots travel in a straight line towards the mouse cursor 750 units and stopping at the first enemy struck, firing one shot at a time.
(Disarms prevent Rapid Fire Mode from being used.)
Fire Flask (W):
Cooldown: 6 seconds; Generates: 40 Heat; Range: 825 / 400 units
Rambi launches a burning flask from his Gem Blast to the target location, exploding on impact and burning the area for 3 seconds, dealing 4/5.5/7/8.5/10%(+1.5% per 100AP) of struck enemies' maximum health as true damage and applying grievous wounds over 1 second.
Minions and monsters are dealt 20/30/40/50/60(+30%AP) true damage over 1 second.
(Disarms prevent Fire Flask from being cast.)
Hustle (E):
Cooldown: 16 seconds
Passive: Rambi's attacks on hit reduce Hustle's cooldown by 1/1.25/1.5/1.75/2 seconds.
Active: Rambi gains 80/85/90/95/100% bonus movement speed that decays over 4 seconds and cools down heat twice as fast during this time.
Single Shot Mode (R):
Generates: 15 Heat per shot
Toggle: Rambi fires a powerful, piercing single shot for his attacks, dealing (+125%AD) 75/50/25% physical and 25/50/75% true damage and gaining 125/175/225 bonus attack range, but critical damage is halved. Every shot applies on hit effects.
UPDATE NOTES:
Rapid Fire Mode: Passive damage lowered to 4/4.5/5/5.5/6% +2% per 100AP from 4/5/6/7/8% +3% per 100AP
Fire Flask: Cooldown lowered to 6 second 17/15.5/14/12.5/11 seconds Now generates 40 Heat from 0 Cast range lowered to 825 from 900 units Duration lowered to 3 seconds from 4 seconds (Maximum duration for damage and grievous wounds to 4 from 5 seconds) Damage adjusted to 4/5.5/7/8.5/10% +1.5% per 100AP from 4/5/6/7/8% +1.5% per 100AP over 1 second burn
Tooltip changed to make it sound like the flask is firing from the Gem Blaster to make sense to why it generates heat, causing it to be treated like another attack. This also makes sense to why it is silenced from disarms.
Single Shot Mode: No longer is a single target, long range skill shot that deals 160/180/200%AD 40% physical and 60% true damage Now is a proper attack mode, granting bonus range and converting a portion of damage dealt to true damage, but sacrifices critical damage making the attack efficient damage, but not bursty damage.
Cooldown removed Heat generation reduced to 15 per shot from 30 per cast