(Champion Concept) Ace, the Hired Sniper
Ace, the Hired Sniper Marksman, Range: 625
Camouflage (passive): Whenever Ace is in a bush and not visible to the enemy team, his next auto attack within 1 second deals 125% of his attack damage and has 10/15/20% additional chance to crit. (15 second cooldown).
Vital Shots (q): Ace stops and reloads his sniper rifle (1 sec channel). Ace's next two basic attacks within 7 seconds deal an additional 10/25/40/55/70 (+ 10% AD) physical damage and slow by 20% for 1 sec. (There is an indicator showing both teams this ability is active). Cost: 70 mana at all ranks Cooldown: 18/16.5/15/13.5/12 seconds
Sensors (w): Passive: Ace stores a sensor every 50/45/40/35/30 seconds, and can hold up to 2 sensors at once. Sensors expire after 50 seconds, and Ace can only have 2 down at once. Active: Ace throws down a sensor at target location near him. The sensor scans an area around itself in a cone, spinning semi-slowly in a circle around itself and revealing that area (the cone). If it spots an enemy, it keeps the cone of vision on it until it is killed by two auto attacks, or the enemy walks out of range. Additionally, a spotted enemy is marked and followed by a spotlight from Ace's personal chopper for 6/7/8/9/10 seconds, granting vision. During that time, Ace's basic auto attacks deal an additional 20/27/34/41/48 (+ 10% bonus AD and 8% AP) magic damage to the marked target and his ultimate deals an additional 15% damage with the first shot, along with the 20% damage reduction being removed if the marked target is hit again. Cost: 50 Mana at all ranks No cooldown
Sidestep (e): Ace dashes a short distance in target direction. Additionally, if Ace is slowed, blinded, poisoned, or exhausted, the cooldown for this ability is set at 5 seconds (unless the cooldown would be shorter). Cost: 60/65/70/75/80 Mana Cooldown: 22/20/18/16/14 sec.
NO-Scope (r): Ace fires a shot from his sniper rifle in target direction after a .5 second channel, dealing 200/325/450 (+ 175% bonus AD) physical damage to the first champion or epic monster it hits in a range of 2500/3000/3500. This ability can be activated a second time within 6 sec, having the same effect, but dealing 20% less damage if the same enemy champion is hit both times. Cost: 100 Mana at all ranks Cooldown: 105/85/65
Thanks for reading my champ idea! Let me know if you like it or what needs to be changed in the comments below.