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[Champion Concept] Maverick, The Hextech Gunner

P R I S M Corp··1 votes·1,024 views

Small description : Maverick is a mobile top lane ranged champion that excels in kiting and area lockdown.

[STATS] Health : 467 (+65) Health Regen : 5.55 (+0.55) Mana : 395 (+65) Mana Regen : 6.5 (+0.9) Range : 475 (Ranged) Attack damage : 55 (+3.4)
Attack speed : 0.625 (+3.2%) Armor : 19.25 (+2) Magic Resist : 30 (+0) Movement Speed : 340

[ABILITIES] [Passive - Mobile Gunner/Prototype VII Shock Revolver]

Mobile Gunner : Maverick ignores unit colision. Additionally, by issuing an A+click command on a target, Maverick will continue to attack the target until it leaves range, even in movement.

Prototype VII Shock Revolver : Maverick's abilities applies Shock to enemies hit for 3 seconds. Hitting marked targets with another ability or basic attack detonates the mark, dealing (15+10 per level) (+0.2 AP) magic damage over 3 seconds and stunning the target for 0.25 second. After being stunned, the enemy cannot be shocked again for 7 seconds.

[Q - Taser Shot - 65/70/75/80/85 Mana - 10 seconds cooldown] Active : Maverick next basic attack deals 110/120/130/140/150% damage and applies Shock to the target. Hitting an enemy champion slows them by 15/20/25/30/35% for 0.75 second.

[W - B-14 Shock-wave Device - 90 Mana - 22/21/19/18/17 seconds cooldown] Active : Deploys a machine at target area for 4 seconds, every 0.5 second, it deals 30/40/50/60/70 (+0.2 AP) magic damage, slows enemies hit by 20% for 2 seconds in an area around itself and shock enemies hit.

B-14 Shock-wave Device cannot detonate Shock.

[E - Top Reflexes - 50 Mana - 16/15/14/13/12 seconds cooldown] Active : Rolls a short distance towards the cursor. Top Reflexes can be reactivated again to shoot a long range skillshot in a direction that deals 50/60/70/80/90 (+1.0 AD) physical damage to the first enemy hit and shock them. When hitting an enemy champion, Top Reflexes' cooldown is reduced by half.

[R - Battery Overload - 100 Mana - 125/115/105 seconds cooldown] Passive : Shock stun's duration is increased to 0.5 second and it deals (+0.2/0.3/0.4 AD) bonus magic damage when detonated.

Active : For the next 6 seconds, Maverick gains 30/40/50% attack speed, her basic attacks gains 200 range, deals 30/40/50% bonus damage to the target and nearby enemies and shock them.

11 Comments

Lucian Shot 2pac1 votes

seems cool

P R I S M Corp1 votes

{quoted}

seems cool

tyty

P R I S M Corp1 votes

EDIT #1

[STATS]

Range : 575 -> 475

This is to accomodate the fact that Maverick can still basic attack while in movement, reducing the basic attack range effectively gives the enemy a chance to catch up on her given she has high base movement speed and a low cooldown escape tool.

[ABILITIES]

Shocked base damage : 40/50/60/70/80 -> 30/35/40/55/60

Given how the damage was a little bit too high early and didn't really matter late game, the base damage of shocked has been reduced.

Shocked scaling : (+0.5 AP) -> (+0.2 AP) Building AP would have resulted in a (+1.5 AP) scaling over 3 seconds. Scary !

Battery Overload cooldown : 90/80/70 -> 125/115/105 Increasing Battery Overload's cooldown will force Maverick to think of when to use her ult correctly.

Battery Overload passive scaling : (0.2/0.3/0.4 AD) -> (0.2 AD) The scaling combined with the increased duration of shocked ended up giving a (+1.6 AD) scaling at level 3. Way too strong.

P R I S M Corp1 votes

EDIT #2

[STATS]

Movement Speed : 330 -> 340

[ABILITIES]

Battery Overload range increase : 300 -> 200

ModThe Djinn1 votes

Don't want to bother with a complete review for one huge reason: Shocked.

It's one of the least-fun mechanics I've ever seen, and Maverick is capable of applying it pretty much constantly to at least one target, more if he has any cooldown reduction.

It's also a 15% up-time disable effect and, rather than provide high moments of power or impact through a longer but less-frequent duration, it immensely detracts from the game enjoyment of anyone it hits: they'll constantly have to reissue commands, lose spell-casts at important times, and generally be hugely inconvenienced by the effect.

I think the mechanic needs a conceptual rework. Making it a DoT that he can trigger with another ability to cause a short stun, perhaps. But constant micro-stuns results in irritating and unavoidable gameplay for everyone on the receiving end of the effect.

P R I S M Corp1 votes

[{quoted}](name=The Djinn,realm=NA,application-id=A8FQeEA8,discussion-id=GAhI5E5M,comment-id=0003,timestamp=2015-06-26T18:38:13.385+0000)

Don't want to bother with a complete review for one huge reason: Shocked.

It's one of the least-fun mechanics I've ever seen, and Maverick is capable of applying it pretty much constantly to at least one target, more if he has any cooldown reduction.

It's also a 15% up-time disable effect and, rather than provide high moments of power or impact through a longer but less-frequent duration, it immensely detracts from the game enjoyment of anyone it hits: they'll constantly have to reissue commands, lose spell-casts at important times, and generally be hugely inconvenienced by the effect.

I think the mechanic needs a conceptual rework. Making it a DoT that he can trigger with another ability to cause a short stun, perhaps. But constant micro-stuns results in irritating and unavoidable gameplay for everyone on the receiving end of the effect.

Is this better ?

[Passive - Mobile Gunner/Prototype 7 Shock Revolver]

Mobile Gunner : Maverick ignores unit colision. Additionally, by issuing an A+click command on a target, Maverick will continue to attack the target until it leaves range, even in movement.

Prototype 7 Shock Revolver : Maverick's abilities applies Shock to enemies hit for 3 seconds, dealing (15+10 per level) (+0.2 AP) magic damage over 3 seconds. Hitting marked targets with another ability or basic attack detonates the mark, dealing (30+15 per level) (0.4 AP) magic damage instantly and stunning the target for 0.25 second. After being stunned, the enemy cannot be shocked again for 5 seconds.

ModThe Djinn1 votes

{quoted} Is this better ?

Much, yes. Your numbers are a bit high though: that's an extra 70 damage + a stun at level 1 (along with heavy AP scaling on a Marksman, which is odd), and 496 (+0.6 AP) damage at level 18, which is really high for a passive. I'd suggest toning back the scaling to +5 per level for both halves.

Actually, check that. You're a marksman (I think): the DoT being consumed encourages passivity instead of attacking. I'd cut the DoT entirely -- maybe make the effect something like this:

PASSIVE -- PROTOTYPE VII SHOCK REVOLVER: Maverick's abilities apply Shock to enemies hit for 3 seconds. Maverick's next basic attack against a Shocked target deals an additional 25 (+10 per level) magic damage and stuns the target for .25 / .35 / .45 / .55 seconds (at levels 1/6/11/16). After being stunned, an enemy cannot be Shocked again for 8 seconds.

You get a bigger but less frequent stun, and never run into the awkward situation of losing your DoT due to the charge detonating early.

P R I S M Corp1 votes

[{quoted}](name=The Djinn,realm=NA,application-id=A8FQeEA8,discussion-id=GAhI5E5M,comment-id=000300000000,timestamp=2015-06-26T20:55:40.543+0000)

Much, yes. Your numbers are a bit high though: that's an extra 70 damage + a stun at level 1 (along with heavy AP scaling on a Marksman, which is odd), and 496 (+0.6 AP) damage at level 18, which is really high for a passive. I'd suggest toning back the scaling to +5 per level for both halves.

Actually, check that. You're a marksman (I think): the DoT being consumed encourages passivity instead of attacking. I'd cut the DoT entirely -- maybe make the effect something like this:

PASSIVE -- PROTOTYPE VII SHOCK REVOLVER: Maverick's abilities apply Shock to enemies hit for 3 seconds. Maverick's next basic attack against a Shocked target deals an additional 25 (+10 per level) magic damage and stuns the target for .25 / .35 / .45 / .55 seconds (at levels 1/6/11/16). After being stunned, an enemy cannot be Shocked again for 8 seconds.

You get a bigger but less frequent stun, and never run into the awkward situation of losing your DoT due to the charge detonating early.

Maverick is indeed, a marksman but priorize utiliy over offense, instead of dealing high burst damage over long periods of time, maverick locks down entire teams for a short amount of time very quickly, her kiting potential gives her an opportunity to fight back when targeted, since she has an option to escape and kite easily. Even tho Maverick can win a teamfight by herself, she's highly predictable, her low attack range warns the enemy when she's going to engage and her E's projectile is highly telegraphed (much like Jinx's W), meaning that it is pretty easy to deny her cooldown reset. Her W cast range and AoE is also pretty small.

P R I S M Corp1 votes

EDIT #3

[NEW PASSIVE] [Passive - Mobile Gunner/Prototype 7 Shock Revolver]

Mobile Gunner : Maverick ignores unit colision. Additionally, by issuing an A+click command on a target, Maverick will continue to attack the target until it leaves range, even in movement.

Prototype 7 Shock Revolver : Maverick's abilities applies Shock to enemies hit for 3 seconds, dealing (15+10 per level) (+0.2 AP) magic damage over 3 seconds. Hitting marked targets with another ability or basic attack detonates the mark, dealing (30+15 per level) (0.4 AP) magic damage instantly and stunning the target for 0.25 second. After being stunned, the enemy cannot be shocked again for 5 seconds.

[Q - Taser Shot] Added : Hitting an enemy champion slows them by 15/20/25/30/35% for 0.75 second.

[W - B-14 Shock-wave Device] Mark removed Added : Slows enemies hit by 20% for 2 seconds Added : B-14 Shock-wave Device cannot detonate Shock.

[R - Battery Overload] Added : Shock stun's duration is increased to 0.5 second Passive scaling : (+0.2 AD) -> (+0.2/0.3/0.4 AD)

Rockman1 votes

Needs work

P R I S M Corp1 votes

EDIT #4

Passive changed to : Prototype VII Shock Revolver : Maverick's abilities applies Shock to enemies hit for 3 seconds. Hitting marked targets with another ability or basic attack detonates the mark, dealing (15+10 per level) (+0.2 AP) magic damage over 3 seconds and stunning the target for 0.25 second. After being stunned, the enemy cannot be shocked again for 7 seconds.

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