Champion Concept: Gull - The Storm Crow

ChaosReyn·12/22/2018, 6:24:35 PM·8 votes·4,435 views

Gilgayu...you win check for updates. :P

Lore: A veteran nautical navigator and first mate to the infamous Gangplank, Gull went deep into hiding after the destruction of the Leviathan, Gangplank's (stolen) ship. Upon the resurfacing of his captain, Gull has taken two distinct roles: Lookout, and informant. Eager to one day sail the twelve seas with his captain like the old days, Gull's main job currently is to spread misinformation about Gangplank to any bounty hunters or enemies that come asking, and to screen the few daring enough to join the captain in his fight over Bilgewater without breaking his fragile cover as a man thought to be dead. This suits Gull greatly, as he essentially acted as the crew's tactician - always guiding them through troubled waters, be it from storms, or from cannons. This earned him the name of Storm Crow in his crew...but that wasn't the only reason for his nickname. Preferring longer ranged combat, Gull's long-barreled rifle is a strange armament to most sailors, who typically prefer hand cannons and swords. But this makes Gull an absolute menace from the crow's nest, often able to place key shots on enemy crew members to heavily cripple their supply chain when they're trying to load and move their cannons to position. This is not to say that Gull can't make terrifying use of this weapon in close quarters - he's been trained by the best captain to ever sail the twelve seas, after all. His rifle is equipped with a wicked bayonet, looted from a Noxian admiral during the theft of the Leviathan. Currently without a ship or a crew, Gull spends most of his time as a rifleman, in disguise as an often drunken sharpshooter in the ranks of one of Bilgewater's gangs.

Role: Mixed damage Marksman

Base Stats: HP: 495|+53 HR/5: 7.1|+.72 MANA: 360|+35 MR/5: 5.5|+.53 AD: 55|+1.4 AS: .41|+.025 AR: 29|+1.2 MR: 32|+0.43 MS: 345 RN: 550

Passive: Loot Hoarding - Gull collects Salvage from last hitting siege minions and large monsters, and from getting takedowns on enemy champions. Salvage is used to increase Gull's stats throughout the game through the shop interface. Each option has 3 tiers and costs 100 salvage. Tiers MUST be bought in order. Gains 2 salvage from siege minions, 5 from large monsters, and 10 from champion takedowns. Additionally, salvage crates worth 25 salvage will spawn periodically (randomly between 2-5 minutes at a time) in the river and last for 2 minutes. Enemies can "loot" these themselves, gaining 10 gold for denying you your booty.

Salvaged goods: Scope: Gain 35 range per tier - up to 105 at max tier. (max 655 range.) Munitions: Gain 10/15/20 AD. Incendiary Rounds deal (4/8/12%AP) more damage over time. Bayonet: Bayonet Strike does an additional 10/20/30%AD as bleed damage over the next 3s. Enemies that die to the bleed damage do NOT grant the reset. Attire: Gain an additional 4/7/10% movespeed.

Q: Bayonet Strike - Gull stabs forward 250 units with his bayonet, dealing damage to enemies in its path and slowing them by 25% for 2s. Killing any enemy with this ability's initial cast resets its cooldown and refunds its mana cost. Damage: [65/80/95/110/135(+65%AD)] || Cooldown: 10s || Mana: 65

W: Incendiary Rounds - Toggle: Gull loads his special ammunition, empowering his attacks to deal additional magic damage over time. Enemies Soaked in rum are ignited, taking 50% more damage as true damage over 2s. Ignition stacks up to 3 times. Damage: 4/6/8/10/12%AP, up to 24% with max munitions and max rank. (not including ignition bonus) || Mana: 10/15/20/25/30 mana per shot

E: Bottle of Rum - Gull (reluctantly) throws a bottle of high proof rum, shattering upon hitting an enemy and dealing light damage to enemies within an 85 unit radius (170 unit diameter circle) of the shattering point. Affected enemies are Soaked with rum for the next 5 seconds. Damage: [40/50/60/70/80(+20%AD)(+35%AP)] || Cooldown: 16/14/12/10/8s || Mana: 45/55/65/75/85

R: Magic Bullet - Gull fires a single shot that bounces off terrain and pierces enemies. Enemies can take damage from Magic Bullet multiple times, but at a 30% reduction after the initial hit. Indicator will only show the FIRST bounce, not any thereafter. Bullet will bounce 5/7/9 times, and will gain speed with each bounce. Damage: [100/200/300(+30%AD)(+55%AP)] || Cooldown: 150/120/90s || Mana: 100/125/150

24 Comments

SUPERSATANA12/22/2018, 6:43:03 PM1 votes

CD AND mana refund on a skill seems totally broken tbh

ff 20 please ty12/22/2018, 7:10:59 PM1 votes

Hmm, what to say about this, some of the skills are a little broken (not damage wise or anything just CD/Mana refunds

King Lego12/22/2018, 7:17:55 PM1 votes

Hmmmm interesting idea and all, however I got a few things to say. 1- I don't think the refund of the Q is a good idea. Maybe mana refund only and not the cooldown. 2- I think Q and W should be swapped. 3- The R...the projectile bounces on terrain? I have a small crazy idea, what if the R bounces on walls? Or too dumb? Also the R to have same number on AD and AP is not a good idea. One of them has to be alot weaker than the other.

Mr Voidling12/22/2018, 8:48:59 PM1 votes

Honestly CD and Mana refund isn't a big deal, as it doesn't even deal a lot of damage, and doesn't have huge aoe. E aoe is pretty dang small... 40% the size of Karthus Q? Should be at least 80 units if you wanna hit something.

R reminds me of one of my champs abilities that ricochets off walls. I think it should give a feint 1st ricochet indicator though, since you'll probably be using it for just that. I could see it being pretty powerful with Anivia/Trundle/Ornn. Or after getting hit with J4 R... Ouch. Or possibly stealing Baron.

Overall not bad, I just don't see where he is intended to shine. As Q won't be good to use bot or mid in 90% of matchups.

nasu01012/22/2018, 9:44:57 PM1 votes

And so pubG Joins the frey .meh its kinda average tbh not sure what all the bitching's about. Oh wait my bad is this a battle field 1 meets pirates kinda champ yeah still nothing over the top here its actually a pretty decent concept values and all i would however specify how long the bullets can bounce for and reduce the reduction with scaling . E.g, bullet bounces for 2/4/6 seconds and deals 30/20/10% reduced damage from the previous bounce. Seems about fair to me since nothing guarantees that the next bounce will hit so for about 6 seconds this shoot is allowed to move about hitting almost random locations but if it does get the kill then damn thats either luck or a real skillshot IMO

ChaosReyn12/23/2018, 2:57:23 AM1 votes

In reference to the reset: Keep in mind that this is a very short ranged ability, requiring Gull to be well within range to be engaged on to use it, and it's damage before it's upgraded with the passive is actually pretty underwhelming, so it's sort of like a last-hitting tool for when your autoattacks are down...in order to use it though, you have to be closer than you should be, so the trade off for the reset is its absurdly short range.

Voidling: I meant a 40 unit RADIUS on E (80 diameter) but it probably still is a bit too small. I'll have to run my number for that radius a little better.

In reference to the ultimate: the projectile will travel a total of 4500 units, this includes all the bounces. I'd say it'd probably last around 1-1.5 seconds, but the main factor is more distance than time.

nightwraith king12/23/2018, 3:28:51 AM1 votes

If this champ was real I would main Him. I do have a question though can Q hit more than 1 Target.

Lo4ding12/23/2018, 11:24:08 AM1 votes

I guess he is supposed to be an adc. I don't see him on top since he starts with low HP and doesnt have any escape or defensive mechanic for trades.

By my opinion Q is perfectly valid. It's more like clear/last hitting tool. Range 250 is small. Almost like cho'gath R.

However I got a little problem with core mechanics. IMHO hybrid champions gain strength by high attack speed and on hit effects, that's why item 3124 and item 3115 is almost always in every hybrid champions. You W effect doesn't really fit in. If the damage is dealt over 3 seconds.(3seconds is looong in lol) he doesn't gain any benefit from high attack speed. He would literally one shot and wait for damage to be done. You could probably make him full AP build and you wouldn't see difference on his damage out put. I would say that even if you max munitions from passive and go full ap with item 3085 to maximize your W damage. He would be still a really underwhelming.

By quick math with 1000 Ap and item 3085 in super late. You will deal like 180 magic and 180 true over 3 seconds to three targets if they are soaked in rum. Which is pretty much impossible due to E radius.

Note. If true damage is not supposed to be a Dot effect but on hit. Than he is a little bit stronger but compared with kaisa or kayle still really weak.

That brings me to E. That ability is pretty much single target skillshot. If this is intend to be like Ezreal W. Then ok. But it's CD is way too high. If this is supposed to be a area effect. Than CD is ok but radius needs to be like brand W or twitch W.

Ulti looks nice, but deffinetly make it to bounce of walls for some neat synergies. And I would boost its traveling distance with level of spell. Like 4500/6000/7500. However it would need that each subsequent hit will deals 30% less damage with minimum of 30%.

Realy nice concept for hybrid adc however I think he needs some work to make him useful in role he would be played in.

Iron Jarvis12/24/2018, 7:25:13 AM1 votes

i havent been on for awhile brother :D , what a treat this is hehehe i love the champ passive , feels so bilgewatery and rewarding :D gj gj

Gilgayu1/5/2019, 12:07:59 AM1 votes

I feel like his passive upgrades should be more powerful (or did you kept it weak to match it with gp's lol). 25 range is very little, and gaining salvage would be close to impossibly unless she is a jungler, but most marksman aren't jungle because their lack of mobility (can't kite camps), lack of multi-traget ability (kindred still has her q), and just overall lack of damage in general.

It would also be nice if he could get at least a slow on his q, since it would help her kite camps better or even get rid of assassins during team fights. The cd of q should also be lowered as it will his main jungle clear tool (if you didn't mean to create a jungler, mb).

Cool concept on r, but I'm still confused about why you want it to "bounce off walls," yet limiting the range it travels rather than the number of times it bounces (which, in my opinion, will allow cross map plays if your teammate can make terrains)