Chillingworth, the Grave Gunner

Lord Acacius·11/25/2015, 7:15:10 PM·4 votes·3,928 views
gungrave corel trace by thatdarnmoose

http://img09.deviantart.net/93b8/i/2013/014/1/d/beyond_the_grave_by_luigiix-d5riul7.jpg

Click! ^^^

http://vignette3.wikia.nocookie.net/gungrave/images/e/ee/392974789.jpg/revision/latest?cb=20100422162306

http://img3.wikia.nocookie.net/__cb20090813201929/trigun/images/thumb/3/37/Wolfwood_id_trigun_maximum_by_samanosuke89.jpg/500px-Wolfwood_id_trigun_maximum_by_samanosuke89.jpg

Gun Grave is heavily inspired by "Wolfwood" from "Tri-Gun", perhaps a skin should be dedicated to him?

http://orig15.deviantart.net/199e/f/2011/121/6/6/gungrave_sig_by_ranmabaka-d3fc60c.png

Chillingworth, the Grave Gunner

The name "Chillingworth" comes from the main antagonist from the novel "The Scarlet Letter" who spends his life seeking revenge.

Heavily inspired by "Beyond the Grave" from the game "Gun Grave".

**Lore: ** Chillingworth was a big-time criminal on the streets of Bilgewater. He performed unspeakable crimes, slaughtering many innocent people with dual pistols and an array of weapons. All in the name of money. Chillingworth was considered the "Go-To" hitman during his time. Whenever somebody had a grudge to settle, Chillingworth was the man they sent to settle the score. He allied himself with nobody because he trusted nobody but himself.

However, Chillingworth received an impossible job from a grizzled man, but for a hefty sum of money. For the first time, Chillingworth set out to find a worthy partner to help him complete the hit. He came upon a deadly assassin, who never truly told him his name. The assassin's profession in the art of stealth lended Chillingworth a great deal of help as he was only capable of mayhem and destruction. With his partner by his side, Chillingworth set out to kill his target.

The hit went well, under the cover of night, Chillingworth surpassed all of the target's guards. However, as Chillingworth was about to shower his inteded hit with lead, his partner, the assassin, stabbed Chillingworth from behind. As Chillingworth fell to the ground, he saw the asssassin's face for the first time. It was the grizzled man who had requested the hit. The grizzled man whispered in Chillingworth's ear, "This is for my brother".

And with that, the man slit Chillingworth's throat. Chillingworth went into deep thought as his soul lay in rest... who was that man? Perhaps it was the brother of one of his victims? Either way, Chillingworth sought vengeance against his killer. This desire grew so strong that one day, as he lay within his coffin, that he arose from the dead, nobody knows what power caused this (perhaps it was Karthus?), but Chillingworth was free to walk the streets of Bilgewater. Chillingworth gathered his weapons, set them within his coffin, and slung the coffin onto his back. Chillingworth was on a quest for vengeance.

Now, Chillingworth seeks for his killer on the fields of justice.

Quotes:

Upon Selection

"You've chosen the right man."

While Moving,

"They'll pay..." "Trust no-one." "One bullet, one kill." "Get a move on." "Who do you want me to kill?"

While Attacking,

Maniacal Laughter "Eat lead!" "Taste my vengeance." "I've got nothing to lose." "Payday!" "I'm BACK!" "I feel alive!" "I've come for my revenge."

While Casting "Deathfire Bullets"

"Bang." "Hmph." "With every shot." "Die!" "Vengeance!"

While Casting "Coffin Smash"

"Up and Away!" "See ya' later!" "Eat this!" "Sorry, boys/girls..."

While Casting "Demolition Shots"

"BOOM!" "AHA!" "Light 'em up." "Easy money."

While Casting "Machine-Gun Coffin"

"Meet my new friend." "Say hello to my little friend!" "Ready for some action?" "Sick 'em!"

Role: ADC Attack Range: 500

Passive: Heartbeat meter Chillingworth does not use mana and is only restricted by cooldowns. As Chillingworth attacks enemies, he builds up his "Heartbeat Meter" as he feels more alive as he kills his enemies. The "Heartbeat Meter" gives his basic abilities bonus effects based on the current level. The beat meter has 2 levels, "Life!" and "I'm Back!", and maxes out at 100 "Heartbeats". "Heartbeat" decays after 5 seconds of not being in battle.

Chillingworth's abilities and basic attacks grant him 5 "Hearbeats" per target struck plus an addition 1 "Heartbeat" for every second he is in battle.

The meter's levels stand as follows: After 50 "Hearbeats" = "Life!" **At 100 "Hearbeats" **= "I'm Back!"

_Abilities do NOT cost "Hearbeat" from the "Hearbeat Meter", they simply gain bonus effects based on its level. _

http://jmc-ascension-jessie.weebly.com/uploads/2/6/7/3/26734173/154083_orig.png

This bar would resemble the "Heartbeat Meter". At this point, the "Heartbeat Meter" has grown past "Life!" and is not yet at "I'm Back!". When the bar is full, it will have reached "I'm Back!". When the bar surpasses the halfway mark, it will have reached "Life!".

Q: Deathfire Bullets Cost: None Cooldown: 14/13/12/11/10 seconds (reset timer starts after the last shot is fired)

Chillingworth pulls out both of his Cerberus Pistols and gains the ability to cast "Deathfire Bullets" that shoot out a deadly bullet that damages the first enemy hit. "Deathfire Bullets" can be cast consecutive times, scales with attack speed, and can be cast while moving. Chillingworth cannot basic attack or use any other abilities during this time and is dealt a movement penalty. Lasts until all casts have been expended, or after 5 seconds of not casting "Deathfire Bullets".

"Deathfire" shots act as basic attacks, applying on-hit effects, critically striking, and applying lifesteal.

Range: 600 Physical Damage: 40/50/60/70/80 (+100% of total AD) Consecutive Casts: 3 times (+1 cast per .1 bonus attack speed) Cooldown Between Casts: NONE Cast time: .5 seconds Movement Penalty: 50%/40%/30%/20%/10% Slower

If used on "Life!" Level: "Deathfire Bullets" deal 50% more damage If used on "I'm Back!" Level: "Deathfire Bullets" cast time reduced to .25 seconds AND deal 50% more damage.

http://2.bp.blogspot.com/-FLePiDXYevE/UF_DyHukHaI/AAAAAAAAANs/06EOHcPxrT8/s1600/Cereberus_composite.jpg

W: Coffin Smash Cost: None Cooldown: 15 seconds Chillingworth smashes his coffin into the ground knocking back nearby enemies for physical damage damage and launching him a short 300 units away.

**Physical Damage: **80/110/140/170/200 (+50% of bonus AD)

If used on "Life!" Level: "Coffin Smash" knocks back units further. If used on "I'm Back!" Level: "Coffin Smash" slows units knocked back for 3 seconds AND knocks back units further.

"Im Back!" Slow: 40%/45%/50%/55%/60% for 3 seconds

http://pre04.deviantart.net/a815/th/pre/i/2005/111/b/9/gungrave_beyond_color_by_deathbox_was_taken.jpg

Click! ^^^

E: Demolition Shot Cost: None Cooldown: 10/9/8/7/6 seconds Chillingworth takes his coffin and launches a missile out of it, detonating on the first unit hit, dealing physical damage and slowing enemies for 2 seconds in an area.

Range: 600 Physical Damage: 60/100/140/180/220 (+60% of bonus AD) Slow: 20%/25%/30%/35%/40% for 2 seconds

If used on "Life!" Level: "Demolition Shot" shreds the armor of all targets that are damaged for 6 seconds. If used on "I'm Back!" Level: "Demolition Shot" stuns targets for 2 seconds AND shreds armor for 6 seconds.

Armor Shred: 10%/15%/20%/25%/30% of armor

http://www.geocities.jp/yadayo8/eiga/gazo/gungrave.jpg

R: Machine-Gun Coffin

Cost: None, but only available for use at "I'm Back!" Level. Cooldown: 120/100/80 seconds

Chillingworth throws his coffin at a target location, dealing minor physical damage. The coffin then takes .5 seconds to transform into a large machine-gun that damages nearby enemy units. The Machine-Gun fires a steady stream of bullets in a straight line that damage the first enemy hit. Chillingworth can control who the Machine-Gun attacks by reactivating "Machine-Gun Coffin" onto a target.

Damage on Cast: 100/125/150 (+50% of bonus AD)

The Machine-Gun lasts for 8 seconds, has 50% of Chillingworth's maximum health, and has the same amount of armor and magic resist as Chillingworth.

Range: 500 **Damage: **5% of total AD Rate of Fire: 5/10/15 shots a second **Total Damage: **200%/400%/600% of total AD

http://www.deviantart.com/art/Vindicator-Minigun-from-SR-48794185

Click! ^^^

**Overview: ** Chillingworth is an ADC who deals damage mostly from his abilities. He must keep the maximum amount of "Hearbeat" to strengthen his abilities, otherwise, he is quite weak in terms of an ADC. However, he surpasses most ADC's when his "Hearbeat" meter is full.

Chillingworth's Q, "Deathfire Bullets", is his main source of damage. It scales wickedly with attack speed and damage, however, it deals miniscule damage unless it is used during "Life!" or "I'm Back!". Chillingworth is extremely vulnerable to cc this way because any stun or slow would reduce his ability to get off "Deathfire" shots. However, the reward of getting of a lot of shots onto a single target is massive, as it deals tons of damage if you can land multiple shots. I feel that this ability will make the player feel like a walking gun, as they dish out damage whenever they cast "Deathfire Bullets".

Chillingworth's W, "Coffin Smash", is his main escape tool. Similar to Caitlyn's net, this ability offers a little less distance for a lot more utility. By giving it knockback, it feels impactful and not wasted, unlike Caitlyn's net. All in all, this is just an escape tool.

Chillingworth's E, "Demolition Shots", is his main set-up tool. The cc that it offers makes it essential in order to get of multiple shots with "Deathfire Bullets". The initial slow is nice, however, the goal is to get off the stun, so that it is impossible for the enemy to get away from your "Deathfire Bullets".

Chillingwroth's R, "Machine-Gun Coffin", is his ultimate. This ability can dish out large amounts of DPS if given a clear path and a single enemy to focus on. Chillingworth can use this ability to great effectiveness in a teamfight to focus down additional targets while he wrecks another, or to increase his DPS on a single target. Chillingworth should use this in conjunction with the stun from his E, "Demolition Shots", in order to maximize its DPS.

Chillingworth has many weakness. If his "Deathfire Bullets" are interrupted it reduces his DPS significantly. If he misses his "Demolition Shots" he won't be able to get off very many "Deathfire Bullets". If his Machine-Gun from "Machine-Gun Coffin" is destroyed, he can't deal as much damage as he would like to. If Chillingworth wastes his "Coffin Smash" and places himself in a bad position, then he has no other escape. Counterplay against Chillingworth is relatively easy, but very punishing if a mistake is made.

Design Insight: Chillingworth is a direct interpretation of "Beyond the Grave" from "Gun Grave". To me, he's a walking arsenal of weapons who just totally wrecks if given the right set up or time.

Chillingworth offers a sort of "Bad-Ass" gameplay experience. He'll walk around like its none of his business and dish out damage wherever he likes. I think this will be extremely attractive to players and keep them coming back for more!

http://img06.deviantart.net/0573/i/2011/201/0/a/gungrave_by_joseugai-d415cl0.jpg

Click! ^^^

I hope you liked my Concept! Don't forget to upvote, so that maybe this can be come a reality!

9 Comments

The Loveless11/25/2015, 7:46:12 PM2 votes

Murderville

VicVictorious11/27/2015, 12:39:29 AM1 votes

I feel like he should be able to be punished for his ult if it is destroyed. I know you can think of something, but realistically the coffin should like take time to comeback. The way you said throw the coffin. I feel like it is kinda like Heim's turret. And should be punished if he left his coffin. Like he has to go back and pick it up. Or he goes back to the shop and buys his coffin costing 0 money's. Let me know or specify if I didn't understand your interpretation. But this is a bad ass champion. I feel like he has potential in almost any lane.

mosdeadly11/27/2015, 10:09:08 PM1 votes

This is why I figured you were a genius on abilities. Your abilities seemed fine except for the ult which seems like heimerdingers ult. Maby it would be a good idea to give him a beefier side. Since your champion is designed like lucian and is a cross between graves and twisted fate in lore (which would make an intresting encounter if you had him deal with the two of them on the docks when they were almost captured.)

If I were to be thinking i would say make his ult give him a oversheild for the dps he does for some seconds. That way its a unique champion and makes more sense for the lore. Expecially since i dont know how the turret fits into his kit.

The coffin design is definitly a good idea too so maby that could be a quick way to put his ult on the map. Instead of a turret he throws coffins in a radius being minefeilds for his enemies and 2 second sheilds?

I'm not an ability expert but you are so its entirely up to you. However ive taken enough writing classes and such to know that if you want to fit his lore into bilgewater try to give him some form of encounter. (gnar and rengar for example). This will give the player a feel of where he fits in the lore of bilgewater.

LSmaster1612/12/2015, 12:42:50 AM1 votes

I love the concept, especially the lore and appearance. The q is also really cool. One problem though, at full heartbeat and CDR and rank his e is on a 3.6 second cd with a two second aoe stun. Also, even with no CDR, he has 100% uptime on the armor shred. Maybe raise CD and lower stun duration and shred duration Also, just a weird idea, but what if to differentiate his ult from heimer's make it act sort of like an azir w where he can attack and cast from the coffin. Would instabuy this champ.

VicVictorious12/31/2015, 5:13:35 AM1 votes

Hey dude THERE MAKING YOUR CHAMPION

https://www.youtube.com/watch?v=6VQEsP76bDU

Thank you for the comment on my post for blunt I am super hyped there making your champion but with a different lore probably.

Disneylord12/31/2015, 1:36:35 PM1 votes

Lucian