Sniper Ability Kit [Caitlyn Concept]
This is entirely about making Caitlyn feel like an unique champion and an attempt of turning marksmen into a way to make them unique and balanced in a similar function to mages by making their passive and basic attack directly correspond to each other. So rather than every basic attack dealing 100% damage, they have their own ratio and tuned like how mages get balanced, allowing for their unique strengths (and weaknesses) to shine through rather than whoever does their job the best.
Right now Caitlyn is strong at every single point in the game, is super frustrating to play against and showcases no weakness. For the sake of this concept, I am picking early game as her moment of power and she just falls off from there with removing all the unnecessary shit on her kit, just giving the tools needed to make a sniper fantasy happen. This does not mean she will be useless late game, but she is not going to be a hyper marksman lane bully (that statement right there should showcase how overpowered it is) and just focus on one thing.
Attack Range: 450 units Max Charge Attack Range: 1000 units Attack Speed: 0.664 +4% per level Movement: 330 units per second
Rifle of the Sheriff (Passive): Caitlyn's basic attacks deal (+50%AD) physical damage, (+100%AD) physical damage against non-champions.
When Caitlyn stands still and does attack she will take aim, granting up to 550 bonus range and dealing up to (+250%AD) physical damage for her next basic attack, requires 2 seconds of charging for maximum power. Attacks charge twice as fast while inside brush. Charge attacks deal a maximum of 15% - 35% (based on level) of the target's maximum health per attack.
Caitlyn's critical strikes do not deal bonus damage and instead they deal true damage.
Piltover Peacemaker (Q): Cooldown: 10/8.5/7/5.5/4 seconds; Cost: 50/60/70/80/90 mana; Range: 1400 units Caitlyn fires a shot in the target direction, dealing 80/100/120/140/160(+20%AD)(+100%AP) physical damage to the first enemy struck and marking it for 1 second.
Caitlyn's basic attacks against the marked target are fully charged attacks.
Rapid Fire Mode (W): Cooldown: 12 seconds; Cost: 60/75/90/105/120 mana Caitlyn gains 100/125/150/175/200% bonus attack speed and her attacks charge 50/75/100/125/150% faster for 2 seconds.
Tactical Position (E): Cooldown: 30 seconds; Cost: None Passive: Caitlyn gains invisibility for 1.5/2/2.5/3/3.5 seconds whenever she enters brush and gains 40% bonus movement speed while invisible. This can occur once every 10 seconds, reduced further with cooldown reduction.
Active: Caitlyn creates a brush at her location that remains in play for 8/11/14/17/20 seconds, refunding this passive's cooldown.
Ace in the Hole (R): Cooldown: 160/130/100 seconds; Cost: 100 mana; Range: Global Caitlyn channels in place for 1.5 seconds and fires a shot at the target enemy champion, damaging the first enemy champion that gets in its path for 100/150/200(+100%AD)(+80%AP) to 300/450/600(+300%AD)(+240%AP) physical damage based on the target's missing health.
UPDATE NOTES:
Rifle of the Sheriif: Charged attacks deal a maximum of 15% - 35% (based on level) of the target's maximum health per attack in an attempt to not have Caitlyn sit in a brush to auto - land Q - auto and one shot someone at level 1. Allowing her to still deal full damage against tanks in most scenarios and not one shot squishies at her super range while in the early game still offers poke-and-harass of a lane bully.
Tactical Position: The passive cooldown is refunded upon activating Tactical Position for the option to use the active as an "oh shit" button for an escape. This one time passive cooldown refund could be on the kit or taken away varying on actual gameplay power levels.
and sit in bush. Auto the opponent as soon as they appear. Start Q. AA>Q>AA and you get first blood faster than any Talon ever could. Even a Blitz/Talon combo couldn't FB that quickly.