[Champion Concept] Johnson, the Scoundrel
Primary: Marksmen. Secondary: . Additional Roles: Player Choice. Statistics: Attack Power: 9. Defense Power: 2. Ability Power: 1. Difficulty: 8. Place of Origins: Noxus. Upon Selection: It only takes one bullet.
Health: 381(+29). Health Regen.: 1.8(+0.37) Mana: 0(+0). Mana Regen.: .0(+0.) Range: 520(Range). Attack Damage: 57(+3.5) Armor: 13(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.
Friends: . Enemies: .
Appearance: .
Summoner Spells:
Item Builds: Starting Items:
Essential Items:
Offensive Items:
Defensive Items: will fill in later on
Passive: Silver Dollar Bet. Every 10.5 seconds Johnson will accept a bet from every allied Champion within 180-radius of him to be able to kill an enemy Champion with 1 shot, for every allied Champion who bets they will offer a Silver Dollar to Johnson. Each Silver Dollar will allow Johnson’s next Basic Attack to deal 4% of his current Attack Damage as True Damage, if this enhanced Auto-Attack kills an enemy Champion Johnson will gain 10% increased Experience from the kill as well as gain bonus gold from the kill which is increased by 4%. If this enhanced Auto-Attack does not kill an enemy Champion then Johnson will be Silenced for 1.75 seconds & his next Basic Attack will miss.
Q-Ability: Bullet Burst. Range: 400. Cool Down: 17/16/15/14/13. Cost: None. Physical Damage: 15/25/35/45/55(+50% bonus AD). Passive: every 3rd Basic Attack that Johnson makes will have him fire a second bullet at the same time that will deal 55(+5pts per Champion Level) (+10% bonus AD) additional Physical Damage, if this enhanced Basic Attacks kills an enemy Champion then his next Basic Attack will deal the additional True Damage however afterwards this Passive will go on a 3.25 second Cool Down. Activate: after Johnson has chosen a narrow path with this Ability then upon its activation Johnson will fire his revolver in rapid fire, after the initial activation Johnson will Rooted in place for 2 seconds but he will fire a bullet in the chosen direction every 0.5 seconds dealing Physical Damage to every enemy within the path. While this Ability is active he can still use Dirt Slide to move while still having the end of the path pointing in the same direction.
W-Ability: Dirt Slide. Range: 400. Cool Down: 20/19/18/17/16. Cost: None. Damage Reduction: 8/10/12/14/16%. Activate: after Johnson has chosen a narrow path with this Ability then upon its activation Johnson will slide across the ground on the heel of his boots, while Johnson is sliding across the ground he is Immune to Stuns & Roots. After the slide Johnson will have a set percentage of Damage Reduction for 1.5 seconds.
E-Ability: Popper Grenade. Range: 450. Cool Down: 14/13/12/11/10. Cost: None. Physical Damage: 75/105/135/165/195(+40% bonus AD). Increase Damage: 10/12/14/16/18%. Activate: after Johnson has chosen a 150-radius within this Abilities Casting Range then upon its activation Johnson will grab a small grenade from his belt, after the initial cast & a 0.25 second delay Johnson will throw the grenade at the targeted location. When the grenade hits its target location it will explode dealing Physical Damage to all enemies within the radius while also Stunning affected target for 1.5 seconds, for the duration of the Stun enemies will take a percentage of increased damage from all sources.
R-Ability: Draw! Range: Self-Cast. Cool Down: 95/85/75. Cost: None. Physical Damage: 280/320/370. Activate: when Johnson activates this Ability he will holster his revolver & will start Channeling for 1.5 seconds, while Johnson is Channeling he can move but at 15% Reduced Movement Speed & is unable to use Auto-Attacks or other Abilities. For the duration of the Channel any enemy Champions who come within 225-radius of Johnson will be marked with a cross-hair above their head, at the end of the Channel Johnson will draw his revolver & fires at any marked enemy Champions within the radius dealing Physical Damage & applying a 30% Movement Speed Slow for 1.75 seconds.