Aer, the Last Pistolero [Champion Concept]

MrGency·6/24/2015, 5:11:15 AM·2 votes·401 views

So this is a very rough concept of a character. I don't have any solid numbers or cooldowns (I'm sure there are people more qualified to do complicated math than I), and any numbers I list are merely for reference for a broad idea. With that, I give to you:

Aer, the Last Pistolero

Preferred Role: Support

Aer is not your average pistol slinging do-gooder. Her focus and expertise lends herself best to help her teammates, not be in the frontlines securing kills. Though as any shooter worth their weight in gold knows, there's a time and place for everything.

Passive: Reflex- Aer's bonus attack speed increases her armor and magic resist -and- Precision- Aer takes the time to focus her shots on non-critical body parts, leaving the enemy slightly weaker and disoriented. Her attacks deal 50% of their regular damage, but each hit increases the damage taken by her target by 1%.

Q: Take Aim! Aer sacrifices her basic attacks to charge a devastating aimed shot. This ability is channeled and gains stacks at the rate of Aer's basic attacks. These effects are cumulative. She can move at 80% speed during this effect, and the target must be in range when it ends, or else the shot misses. 1 stack: increased damage (+ad) 2 stacks: reduced armor 3 stacks: bleed damage (+ad) 4 stacks: target is snared 5 stacks: target is blinded

W: Cover Fire! Aer intercepts the next basic attack within 2 seconds for a target allied champion, moving across them to their other side. If she successfully intercepts an attack, she counters with a pistol shot (+ad) that applies on-hit effects.

E: Hold the Line! Aer creates a defensive zone around her that increases in effect the more allied champions it contains: 1: increased movement speed 2: increased armor 3: increased magic resist 4: increased attack speed 5: damage reduction

R: FINAL STAND! DRAW! Aer targets an allied champion, and that champion gains all of Aer's current remaining hp as bonus temporary hp. In addition, the target gains the benefits of Aer's passive abilities, but not the damage reduction. This ability has a duration of 4 seconds, and refreshes on kills and assists. Aer is invulnerable for the duration, and dies at the end. This ability immediately ends if her target dies. Kills and assists refresh the duration and have additional benefits while it is active: 1 kill or assist: Target regains health. At the end of the duration, Aer is stunned instead of killed. 2: Target regains health. At the end of the duration, Aer is not stunned and regains 20% of missing health. 3: Target regains health. Aer's cooldowns are refreshed. 4: Target regains health. Aer ignores the damage reduction of her precision passive. 5: Target regains health. Aer and the targeted ally gain a permanent 10 bonus attack damage.

Note: this ability probably needs to be toned down. I've considered a debuff on Aer when she uses it so she doesn't have as much ability to contribute while invulnerable, but in general I think the idea could lead to a pretty cool mechanic that allows more adc's to make "final stands" against a large group of enemies, especially some of which are low. It would also be fun because since they know they can't hurt Aer it would turn everyone towards the adc for even more shenanigans.

Anyways, that's her! I wanted to see some fun interactions with a marksman who felt more like a support than an adc (but the difficulty was making it so that they couldn't just be played as a domineering adc). Item choices here would be pretty interesting. Since the damage output is low, I think it would make sense to build attack speed, almost like a regular adc, and perhaps the occasional support item for increased tankiness or active abilities (one of the drawbacks of a champ like this is that it is not supported by the current itemization, something I attempted to get around with her passives). She makes an excellent dueling support, where she wants to keep the auto attacks coming to increase the enemies' vulnerability, but her weaknesses lie in the low damage and build up required, and the lack of heavy team fight. She definitely needs a teammate to be effective, but 2v2 duels (or 2v5, if she's feeling risky) are definitely her forte.

Let me know what you think!

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