Hunter Hearne: Zauns Biotechnical Marksman

Sylas Dr3gb0urn3·2/16/2017, 11:14:09 PM·4 votes·1,999 views
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Would like to give a shout out to this month's CCOS hosted by Echoing.

Good Neighbor Review:

Uriel: The Mana Conduit by Adam79

Introducing: HUNTER HEARNE: Zaun's Biotechnical Marksman.

Visual Depiction:

https://s-media-cache-ak0.pinimg.com/736x/2d/35/84/2d358425c1f55bc565309150c96b6746.jpg I am not an artist, and this image is NOT mine. I do not have any rights to it. It is for Illustrative purposes only.

Summary:

Primary Role: Marksman Secondary Role: Assassin Gender: Male Race: Human Resource: Mana Attack: High Mobility: High Defense: Medium Ability/Difficulty: Medium Health: 525 (+65) HP/5: 8 (+0.5) Mana: 271 (+29) MP/5: 6 (+0.25) AD: 63 (+3) AS: 0.62 (+.05) Armor: 19(+2) MR: 26(+2) MS: 335 Range: 640

Lore:

Hunter lay in bed, thinking of the plans he had for tomorrow. Tomorrow he was getting married. After being engaged to his fiance for 2 years, and being committed to one another for another 2, they were finally going to tie the knot. He was thrilled. He was excited. He was more than a tad bit nervous. He was wide awake. Normally, big life events like this didn't phase him. He was hard, tough, emotionless. But he was a quivering fool right now. The rawness of his emotions are what terrified him the most. He closed his eyes again, doing the meditations his father had taught him long ago to block out everything around him. He was one with the air and one with his surroundings. He was about to doze off to sleep, finally, when he heard a crash coming from the living room window. His eyes flew open. He jumped out of bed. Reaching his closet, he found his firearm. Heading for the living room, he tried to control his breathing. What was going on? Who was in his home. Just then another crash came from the room to his left and a dark hooded figure emerged. The next thing Hunter knew, he was in agonizing pain. His arms and legs were on fire with pain. Finally, the sleep he sought so hard for only moments ago, found him.

18 Hours later: Hunter woke up and found himself in what appeared to be a medical room. His entire body was in excruciating pain. Just then, someone entered the room. "Ah, you are awake. I am glad to see that you survived the surgery." "The surgery?" "Well, of course! We had to remove your arms and legs. But don't you worry, we replaced them. In fact, I think you will be more than happy with them. They are the newest advancement. They are a combination of the most advanced magical, technological and medical sciences Zaun has come up with to date. Don't you worry though, we will help you with rehabilitation and teach you how to use them. And don't worry about the cost, the city needed a test subject and your father gave the approval. So they are free. The only cost you have to pay is for the surgery itself, which you can take care of once you are released." Hunter looked down at his arms, noticing them for the first time. They looked like no arms he had ever seen before. They looked more like Guns. Hunter screamed.

Champion Overview:

Hunter Hearne is a skilled marksman, adept at focusing, targeting, and kiting enemies. His high mobility and massive surge in damage against champions just spawning and low percent health champions, and his advanced critical strike damage gives him the cutting edge to burst down enemy champions who dares to defy him their nexus. You'll need to outsmart this enemy or bring a group of your allies along, if you want to take him down. He's a bit weak early game, so don't give up when playing this champion if you have a hard time early game. He draws his power in the mid to late game.

**Passive: **

Biotechnically Advanced Marksmanship: A.) On targets above 80% HP and Below 20% HP, GAIN 25% bonus Crit Strike CHANCE. B.) Critical Strike Damage deals 300% instead of 200%. C.) Critical Strike chance against Vulnerable enemies are doubled. D.) Can only build up to 20% Crit Strike chance. (Any crit strike chance built from runes or items above 20% is ignored; unless the bonus is from this passive directly). E.)Only one non-ultimate ability may be toggled at once.

item 3031 Further Clarification/Information concerning Passive: (When attacking a Vulnerable target 20% Crit strike chance against an enemy is actually 40% and 45% Crit strike chance against a Vulnerable target is actually 90%. Attacking a Vulnerable enemy above 80% HP or below 20% HP with Infinity Edge equipped, grants the caster 90% Crit Strike Chance. 90% Crit Strike chance is the MAXIMUM This champion will ever receive.

Q:

Advanced Biceps Artillery Passive: Permanently gain 1/2/3/4/5% Total AD. (This includes Base and Bonus AD built) Active: Cooldown: 5/4/3/2/1 seconds and shares cooldown with other non-utimate abilities. (The spell cast determines the cooldown timer.) Active Cost: 6/7/8/9/10 mana per target hit per each auto attack. (Always cost at least 12/14/16/18/20 mana per auto (even if only one target is available) and never costs more than 30/35/40/45/50 per auto. (even if more than 5 enemies are hit) Toggle to deal an additional 20/21.25/22.5/23.75/25% damage to targeted enemy on each auto attack. Additionally nearby enemies within 200 units range take damage equal to 20/21.25/22.5/23.75/25% of total AD. Target and all enemies hit by this ability are marked as Vulnerable for 6 seconds. This ability can critically strike.

Note on Advanced Artillery: The active deals bonus damage to the primary target but only deals a portion of his TOTAL AD to those within the range of the ability. Both can critically strike, but they crit for the amount of damage they would normally deal. So for the primary target (assuming 0 armor) if the caster had 100 AD and was using advanced Artillery they primary target would take 120 dmg, and all surrounding targets would take 20 damage (assuming he only had level 1 in this ability). If this ability critically striked and all enemies were critically striked as well that were hit, then the damage would be 360 (or 420 if they had Infinity Edge equipped) to the primary target and 60 (or 70 if they had Infinity Edge equipped) to all other enemies. (Additional note: Assuming one had Infinity Edge equipped, once base AD was figured in, Hunter would** actually **have more than 100 AD, so please excuse the numbers on this example, as 100 was just a simple round even number to use for example purposes. Additionally, if Hunter built Crit Damage runes, as well, he could Deal up to about 395% Dmg when critically striking a champion (assuming he had Infinity Edge)).

W:

Tricep Survival Skills: Passive: Permanently gain 2/4/6/8/10% bonus healing from all sources. Active Cooldown: 5/4/3/2/1 seconds and shares cooldown with other non-ultimate abilities. (The spell cast determines the cooldown timer.) Active Cost: 6/7/8/9/10 mana per target hit per each auto attack. (Always cost at least 12/14/16/18/20 mana per auto (even if only one target is available) and never costs more than 30/35/40/45/50 per auto. (even if more than 5 enemies are hit) Toggle to heal for 2/4/6/8/10% of damage dealt. This effect is doubled against Vulnerable Targets.

Note on Advanced Survival Skills: The passive on this increased the active on this. So if he had level 1 (and assuming no other lifesteal effects were added, He would gain an additional 2% of the 2% heal of damage dealt If it was level 5 he would gain and additional 10% of the 10%(which is 1%) heal of damage dealt for a total of 11% (basically lifesteal).

E:

Advanced Hamstring Tactics Passive: Permanently gain 2/4/6/8/10% movement speed Active Cooldown: 5/4/3/2/1 seconds and shares cooldown with other non-ultimate abilities. (The spell cast determines the cooldown timer.) Active Cost: 6/7/8/9/10 mana per target hit per each auto attack. (Always cost at least 12/14/16/18/20 mana per auto (even if only one target is available) and never costs more than 30/35/40/45/50 per auto. (even if more than 5 enemies are hit) Toggle to slow targeted attacked enemies by 5/10/15/20/25% for 1/1.25/1.5/1.75/2 sec. This effect is doubled against Vulnerable Targets.

R:

Master Interactive Quadriceps: 2/3/4 Charges: 5/3/1 sec Charge Cast Cooldown (Does not share cooldown with other abilities) Charge up timer: 30/25/20 sec. Gain 1 charge when killing an enemy champion or 1 charge after every 10 minions/monsters killed. Cost: 50 mana per charge cast. Cast to use a charge and jump up to a distance of 600 units range. For the next 6/8/10 seconds after casting, gain 15/20/25% bonus attack speed and deals TRUE DAMAGE for the 6/8/10 second duration.

Recommended Item Build:

Start: item 1083 item 2003 item 3340 Early Items: item 1038 item 1018 item 1001 Essential Items: item 3031 item 3812 item 3006 Final Build: item 3006item 3031item 3812 item 3072 item 3153item 3065

Changelog:

2/23/2017 At the Excellent Suggestion of Arakadia, a fellow summoner, I have changed the name of the Ultimate ability, to prevent it from being misleading, and the names of the other abilities to keep them more thematically flowing, and to create a stronger bond to his Persona and Theme.

9 Comments

Arakadia2/19/2017, 7:08:35 PM4 votes

His passive would honestly be more cancerous than Tryndameres. Because atleast once Tryndamere builds crit, you know he's going to crit you atleast. With Hunter you can't really predict or estimate how much damage each auto will be. And a crap ton of Hunter's damage is based off RNG, because either he crits for 325% of his AD late game, or he doesn't.

I sortta like his stance changing, but it seems sorta boring like Udyr. In fact its very similar to Udyr's. His Q gives bonus damage on autos, just like Hunter's except Hunter's has the splash damage. Just like Hunter, Udyr's W gives lifesteal. Just like Hunter, Udyr's E gives movement speed. And just like Hunter, Udyr has a boring bunch of stat changing stances that make them a big ball of stats.

His ultimate is literally named Master Escape Artist, however it encourages you to use it than CONTINUE the fight. You'd think it would be a purely disengage ability or an ability used for roaming. However it gives ANOTHER stat buff that encourages you to, not escape, but continue fighting.

I'm going to count how many stat buffs hunter has:

  • 1 (Free crit Passive)

  • 1 (Increased Crit Multiplayer Passive)

  • 1 (More free conditional crit Passive)

  • 1 (Q passive)

  • 1 (Q Active)

  • 1 (W Passive)

  • 1 (W Active)

  • 1 (E Passive)

  • 1 (E Active)

  • 1 (True damage from ult)

  • 1 (Attack Speed from ult)


All adds up to 11 stat buffs. And sure some of these stat buffs combine with their active, like activating W will combine the two buffs into one, but any other time you have a crap ton of buffs active.

Sorry if I seemed aggressive, but I hate Udyr's design and while Hunter is much better, he's not in a great spot imho atm.

Foodtank2/17/2017, 4:21:21 PM3 votes

Hey there! I'm here to give your concept the ol' neighborly review.

Advanced Marksmanship seems a little convoluted. You're granting free crit some of the time while limiting the ability to build crit? I think it would make more sense to just give Hunter bonus damage in those situations rather than extra crit chance. Critical strike is based on a degree of randomness, which could remove some player agency when you sort of have to hope that you'll crit enough to make the passive worth it. Not a deal breaker, but something to think about in terms of making the kit interesting for players.

I'm a little unclear on what you mean by "spell cast determines the cooldown timer". Is that different from spell rank?

Overall, I wonder if this kit is trying to do too much at once and spreads itself thin. The idea of choosing between extra damage, healing, and a sow is appealing in concept, but I think it would end up being diluted to achieve balance, leaving him to be a jack of all trades, master of none. Again, though, I like the ideas here, more of a versatile marksman who can adapt.

My real problem with his kit, though, is the ultimate. Everything else seems to be setting up Hunter to be a quasi-hyper carry: auto-attack focused with an emphasis on crit and on-hit effects for dps rather than burst. Giving him a 600-unit dash means he won't really need protection, though, and he has a get-out-of-jail free card every 30 seconds. Against a champion like this, enemies should be rewarded for getting onto him, not feel helpless when they spend everything to get close, and he just jumps away. Too mobile for what his kit seems to be emphasizing. It might just be a matter of tuning it to shorter range or higher cooldown, but something needs to give. As it is, this makes escapes too easy for him.

The lore is pretty underwhelming. Doesn't explain a whole lot about his background (the breathing exercises and references to a father figure leave me wanting more), and the fiance-marriage thread seems to be a bit of a throw away. I'd rather see more of him after the surgery, and learn about how he copes with the transformation.

Hope this was helpful! Best of luck in the CCOS [slayer-pantheon-thumbs]