Champion Concept: Gull - The Storm Crow

ChaosReyn··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

SUPERSATANA1 votes

CD AND mana refund on a skill seems totally broken tbh

ff 20 please ty1 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 Lego1 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 Voidling1 votes

Pretty sure it is set as Q because it is intended for last hitting minions. Hence used far more often. Toggle ability isn't important to have on a specific key.

King Lego1 votes

[{quoted}](name=Mr Voidling,realm=NA,application-id=A8FQeEA8,discussion-id=K2bW5M0R,comment-id=00020000,timestamp=2018-12-22T20:56:23.366+0000)

Pretty sure it is set as Q because it is intended for last hitting minions. Hence used far more often. Toggle ability isn't important to have on a specific key.

Alright, makes sense. Actually i thought it only resets on champion kill. My bad on this one.

ChaosReyn1 votes

Updated: General numbers tweaking to most abilities, scaling AP over AD on hybrid scaling)

Note: "Terrain" means both natural terrain (walls) and created terrain (Ice pillars, Cataclym, etc...) so you're already covered there.

Typically on marksmen other than Ashe, Q is a skillshot and W is an auto-augmenter (see Kog and MF) so it felt more natural for me to put them in that order.

King Lego1 votes

{quoted}

Updated: General numbers tweaking to most abilities, scaling AP over AD on hybrid scaling)

Note: "Terrain" means both natural terrain (walls) and created terrain (Ice pillars, Cataclym, etc...) so you're already covered there.

Typically on marksmen other than Ashe, Q is a skillshot and W is an auto-augmenter (see Kog and MF) so it felt more natural for me to put them in that order.

So the ability can bounce when it comes to contact to a wall. I think it's an interesting idea.

Mr Voidling1 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.

nasu0101 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

ChaosReyn1 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 king1 votes

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

ChaosReyn2 votes

Q can hit anything in its radius, but it's a very short range.

nightwraith king1 votes

Then I would suggest having the Cooldown refund be x% per enemy killed same with the mana. I also would make it like Pykes Q without the mana and cooldown refund so that it will be used in team fights.

Lo4ding1 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.

ChaosReyn1 votes

Updated: Incendiary Rounds now does flat damage, but keeps the ignition of Soaked targets (the true damage portion) as a DoT over 2s.

Updated: Increased radius of Bottle of Rum (that 40 units was supposed to be a radius, but I didn't type it out right) to 85 units. Total diameter AoE circle 170 units.

Note: "Terrain" means both natural terrain (walls) and created terrain effects (Ice wall, Trundle pillar, Cataclysm, etc...) It bounces off walls.

Lo4ding1 votes

Now it looking almost good. I am worrying that you could not keep up with mana usage. If every basic attack will cost you 10-30 mana. Then tear and manamune will be must have because you run out of your main damage boost before team fight. I would go with activable passive like kayle or don't know. Stacks with ammunition maybe. When killing enemy will give you one ammo. Killing enemy champion will give you 10. Max 10-30 based on W level. Or something like this. Or you can give him some max mana ratio and make it mana scaling character.

That's my two cents. Just trying to provide some meaningful feedback.

ChaosReyn1 votes

Don't want to use the ammo mechanic as it'd feel too much like Jhin at that point. I think I'd be ok with him needing to use muramana honestly. It wouldn't be too much different than Jinx using her rockets, except all the extra damage is single target instead of giving it a splash effect. And with the true damage it can cause when combined with E, it should probably warrant a little bit of investment if you're trying to keep it permanently on. Part of the counterplay to his kit, in a way.

Iron Jarvis1 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 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)

ChaosReyn1 votes

I may change the scope to increments of 35 range instead of 25. That's gonna be 585/620/655 range, which would be a little more impressive I suppose. Max rank gives him basically the same range as Caitlyn.

It's pretty interesting to me you'd consider this guy as a jungler. I was just assuming I was making another bilgewater marksman champion. Still, the reasoning for not implementing a slow on Q is because of the infinite chain of resets that could come from one poor misposition. It'd be pretty toxic to just bayonet someone 3 times for a load of damage just because they were standing next to their minions and you killed them all and reset the first two times. But with its short range...it's sort of ok? I'll throw a 25% on there. Don't think I want to lower the cooldown though: your bayonet is not supposed to be your main damage source, more like a closer-ranged farming tool in lane.

I settled on travel time mainly because I do things in a measure of units. It's a bit complicated to word things otherwise. But I will revisit this in an attempt to explain it better at a later time.

Gilgayu1 votes

Just now that I thought about it, I think "Scope" (upgrade) should increase damage passively/on abilities or even just attack speed. This guy is supposed to be a pirate, and thats why I believe he should be more like quinn (dive in, combo, run away, come back again) rather than caitlyn (hide behind the whole team trying to put out max dps).

The main reason I thought Gull is a jungler is because the great difference in salvage gathering as a laner and jungler. Siege minion comes out only once every two waves after a certain minute (is it 5 minutes? don't remember), and gaining only 2 salvage is less than ideal, considering he need at least 100 to do anything with it. He gain 5 salvage from a single camp, and since he has two aoe spells (q and e), I just thought he would be better as jungle. If you decide to make him a jungler, however, I do have some suggestions.

  1. Make salvage appear sporadically in the river (like bard's beads, but not as frequent). This will make scuttle control extra important in games with Gull. It also makes sense with his lore.
  2. Make him also gain salvage from turrets takedowns, this also kinda make sense, and with all the extra gold for turret plating, he will be rewarded more than other junglers for helping their laners push constantly.
  3. (This will be a general suggestion) What if you change his ult? You can make it a very hard to hit skill shot (jhin's w range, but much thinner hit box), and after it lands, let it bounce among the enemy champions. The farther the bullet travel between its targets, the more damage it will do. This will probably encourage enemies to stand closer together, which allows your team to make a wombo combo. I'm not sure how many times it should bounce or how much damage it should do, but if you think this will be a good idea, please experiment on it!
ChaosReyn1 votes

The more I think about it...

I originally limited the range instead of the number of bounces specifically because I didn't want the skillshot to travel off the walls and halfway across the map, but the more I consider the potential of it all, limiting its range instead of its bounces would make it a literal nightmare in dragon/baron pit. I'll probably change this to 5/7/9 bounces instead, and remove the range inhibitor...could be quite annoying to the enemy jungler if someone's aware enough to fire it at their red/blue buff though. :P

Gilgayu1 votes

{quoted} I'll probably change this to 5/7/9 bounces instead, and remove the range inhibitor...could be quite annoying to the enemy jungler if someone's aware enough to fire it at their red/blue buff though. :P

When even your own base is not safe... lol just kidding. Originally I thought this would be a good idea since he will the first champion that doesn't even have to physically gank to help his lanes.

Btw that new twin champion concept is pretty well-down (certainly made the numbers balanced and everything) :) [slayer-pantheon-thumbs]

More from Concepts & Creations

More by ChaosReyn