A Marksman Jungler Concept
Author's Note: I know Riot has already made a ranged AD marksman jungler (Kindred). But is one enough? This is my attempt at creating an Markman champion kit concept that can also be played well as a jungler. I do not have a name for this conceptual champion yet, so I'll just call him/her "Hunter" for now.
Abilities
[Passive] RANGE: 1000 Hunter gains 50% bonus attack speed and 5% bonus movement speed for 5 seconds as he begins attacking a target. This effect has a 20 / 15 / 10 second cooldown (Levels 1 - 6 / 7 - 12 / 13 - 18).
[Q] RANGE: 400 / 300 COOLDOWN: 16 / 14 / 12 / 10 / 8 COST: 60 / 69 / 78 / 87 / 96 Mana
ACTIVE: Hunter dashes toward the cursor's location while resetting his autoattack timer. Autoattacking targets at close range (less than or equal to 300 range) reduces the ability cooldown by 75% and reduces the mana cost by two-thirds, but also reduces the distance of the dash.
[W] PASSIVE: Hunter's basic attacks at close range (less than or equal to 275 range) deal bonus physical damage equal to 40 / 45 / 50 / 55 / 60% of his base attack damage. Hunter's basic attacks at long range (276 - 550 range) deal only 50 / 55 / 60 / 65 / 70% of Hunter's base attack damage and mark his target with Rope Tethers. After marking a target with 5 Rope Tethers, Hunter's next basic attack will consume the marks and pull the target towards him dealing 80 / 120 / 160 / 200 / 240 (+40% bonus Attack Damage) true damage while granting him a shield that absorbs incoming damage for 1.5 seconds. Tethers disappear from a target if Hunter does not damage the target for 3 seconds.
SHIELD STRENGTH: 90 / 120 / 150 / 180 / 210 (+70% bonus Attack Damage)
[E] RANGE: 800 / 250 COOLDOWN: 20 / 18 / 16 / 14 / 12 COST: 70 / 75 / 80 / 85 / 90 Mana
ACTIVE: Hunter fires a flash bomb at the target area, granting vision of the area, dealing 60 / 110 / 160 / 210 / 260 (+60% Ability Power) magic damage to all nearby enemies, slowing enemies by 15 / 20 / 25 / 30 / 35% for 1.5 seconds, and blinding them as long as they remain in the area of effect which lasts for 4 seconds.
[R] RANGE: 2400 / 1200 COOLDOWN: 100 / 85 / 70 COST: 100 Mana
ACTIVE - FIRST CAST: Hunter fires a harpoon in the target direction, latching onto the first enemy champion hit stunning them for 4 seconds while dealing 150 / 250 / 350 physical damage (+100% bonus Attack Damage) as a bleeding effect over time. The harpoon remains latched on for 15 seconds, the window of the bleed. Hunter and his team has vision of the harpooned target. The harpoon will break if Hunter dies before recast. There is a minimum 3 second delay before the ability can be recast.
SECOND CAST: Upon reaching a certain distance from the harpooned target, Hunter can recast [R], pulling the harpooned target to 300 Range in front of Hunter.
NOTES: QSS will remove the harpoon.
Explanation of the Kit
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Jungling: Hunter's [W] is taken first, as the passive gives him bonus damage on each of his autoattacks at close range, allowing for a faster leash. Proceed with [Q], which will allow Hunter to kite around his camps much like the Kindred playstyle. Hunter's [E] will negate significant damage taken by the jungle creeps because of the AoE blind.
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Ganking: Ganking with your passive up will increase your damage output significantly as well as allow to stick to your target better given the bonus attack speed and movement speed. Use several basic attacks from range to get a few tethers in before closing in on the target with your [Q].
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Skirmishes: Hunter has great fighting potential against melee autoattack based champions attempting to dive him given his AoE blind that he can drop down during the engagement as well as the bonus damage he recieves when autoattacking champions at close range. Hunter has great kiting from his [Q] so its hard to shut him down without reliable crowd control, as Hunter is very squishy. At max rank and full CDR, his [Q] can be used every 1 second which gives him crazy mobility, so he doesn't necessarily have to stick to the back line unlike other common AD Carry champions; in fact Hunter's damage output is maximized at close range, so why stay in the far back line? Hunter's [R] Ultimate is pretty much a very long range Blitzcrank hook that can pass through creeps, so if you can land it on the enemy glass cannon during a teamfight, they are pretty screwed unless they have QSS or Cleanse available prior to the ability recast.
Feedback/criticism is very welcome