Range 500
Manaless
Passive: Ammo pouch
Basic attacks and damaging spells generate charges
If you have 4 charges, your next basic attack gains one of these bonuses (On a rotation)
1st proc: Burning shot
Deals 75% your AD as true damage over 2 seconds
2nd proc: Explosive shot
After 4 seconds, deal the attacks damage again to the target, ignoring 35% of their armor
3rd proc: Charged shot
Stuns the target for 0.5 seconds, 1 second if they already had impaired movement
Q: Eagle eye
30 second cooldown after empowered auto
Passive: Basic attacks lower the cooldown of Eagle eye by 1 second
Active: After channeling for 1.5 seconds, gain 20/30/40/50/60% bonus damage and 500/550/600/650/700 range on your next basic attack. If the target is a champion, you also reveal them for 6 seconds. For the next 10 seconds after the empowered auto, your attack range is extended by 50, stacking up to 3 times. (Stacks are aqquired via getting Eagle eye off cooldown before the buff finishes.)
W: Cluster shot
12 second cooldown
Shoot a cluster of 5 pellets in a target direction, each dealing 10/20/30/40/50 (+.3 AD) Physical damage to the first target they hit.
For each shot that hits an enemy champion, the cooldown of Cluster shot is reduced by 0.75 seconds
E: Flare
17 second cooldown
Launches a flare in a target direction. All enemies it passes over are dealt 30/40/50/60/70 (+.3 AP) Magic damage per second for 3 seconds, are slowed by 40/45/50/55/60% for 3 seconds, and have their sight radius reduced for 3 seconds.
R: Marksman's wager
Variable cooldown
Shoots a red-hot steel shot in a target direction (Global range, 75 missile width) Dealing 200/300/400 (+.8 AD) Physical damage to all targets it hits. If you hit a champion with it the cooldown is 50 seconds. If you do not, the cooldown is 120 seconds.