Hunter Hearne: Zauns Biotechnical Marksman
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.
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:
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Early Items:
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Essential Items:
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Final Build:
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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.
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.
Early Items:
Essential Items:
Final Build:

