Brash, the Gunslinger [ADC Concept]
http://s67.photobucket.com/user/fam26/media/renders/vash1.png.html Look is Inspired by Vash the Stampede from Trigun.
Hey check out these concepts from the December CCOS! (good neighbor bonuses) Balton, the Keeper of the Eyes Kourok, the Marsh Warden
http://gph.is/1KEBsS1 Brash, the Gunslinger
Lore The Fyrone Flats is southwest of Shurima, home to many traders, bandits, and mysterious figures walk the plains. Brash is no exception to this stereotype, in fact, he embodies it! Long ago, when Brash was a little boy, his father, a legendary bandit, gave Brash a revolver as a toy in hopes that he would grow to be the greatest bandit in all of RuneTerra, after himself of course. Little did he know that his son would indeed be, the fastest shot in the west. It is now long after Brash's father's death, but Brash is still alive and kickin'! He honors his father by holding the title of "Fastest Shot in the West" and creates criminal mischief in his father's name. Brash has the single largest bounty on his head in all of RuneTerra, and he has yet to be caught.
"I'd ne'er saw a man who could down a pint and shoot you dead in between yer' eyes faster than you could blink." -Billy Bob the Bartender
Passive: Quick Draw! Brash is your typical gunslinger who prides himself in bein' the fastest shot in the west.
While Brash is not attacking (not the same as out-of-combat), he generates stacks of "Quick Draw", attacking will cause him to lose all stacks. When he reaches maximum stacks, his next basic attack or ability will gain bonus effects. Brash also utilizes a 6-round ammo system. Building attack speed increases the rate of "Quick Draw" stacks that Brash generates when not attacking.
Reload Time: 2 seconds (.5% for every 1% bonus attack speed) Quick Draw Stack Generation: 20 stacks every 1 second (+1 stack every 10% bonus attack speed) Quick Draw Stack Capacity: 100 stacks
Basic Attack Will stun on-hit. Stun Duration: .75 seconds (+.04 seconds per level) Maximum Stun Duration at level 18: 1.47 seconds
Light 'Em Up! Fires in a quicker succession, increases reload speed by 50%, and decreases Fan the Hammer's cooldown by 50%. Reduced Cast Time: .5 seconds
Tuck and Roll Brash rolls faster and will instantly reload. Cast Time Reduction: 50%
Q: Light 'Em Up! The ladies love it when a man fans his hammer, especially when Brash does it! He commonly refers to his technique as the "6-Shot Drop" because a body always drops to the ground after he's used it.
Brash fires his remaining bullets in quick succession, with each shot dealing damage to the first enemy hit. These shots apply on-hit effects and can critically strike. Can be cast while moving, but will cause Brash to face the direction he cast until the end of the ability.
Cost: 50/55/60/65/70 mana (+ remaining ammo) Cooldown: 8/7.5/7/6/6.5 seconds Total Cast Time: 1 second Damage: 15/25/35/45/55 (+20% of bonus AD) Maximum Damage: 90/150/210/270/330 (+120% of bonus AD)
W: Tuck and Roll _Brash always knows how to get himself out of a rough situation, be it with the bartender, or the sheriff. _
Brash rolls in a target direction and shrugs off any slows. Brash can queue any of his other abilities during the roll so that they will be cast directly after he recovers.
Cost: 35 mana Cooldown: 8/7/6/5/4 seconds
E: Dirty Move Brash fights like he plays poker, not fair. He justifies his cheating by simply saying "Life ain't fair."
Brash kicks up sand in a cone in front of him and instantly grants Brash maximum stacks of "Quick Draw". Enemies facing Brash will have their vision reduced significantly for 2 seconds. Additionally, they will be marked as "Confused" for 5 seconds. Enemies not facing Brash are not affected. Does not trigger "Quick Draw".
Cost: 50 mana Cooldown: 16/15/14/13/12 seconds
Confused When marked, the target will take bonus critical damage from Brash. Critical Damage Bonus: 10%/15%/20%/25%/30%
R: Guns a'Blazin! Brash always fancies a big entrance. He often begins a robbery either shooting his gun at everything that moves, screaming like a lunatic, or shooting his gun at everything that moves AND screaming like a lunatic. I think you can guess which one he does the most.
Brash mounts up on his raggedy horse, named "Maple", and** gains a shield while randomly shooting nearby enemies (prioritizes champions)** for 4 seconds. During this time,** Brash gains 30% bonus movement speed, moves through units, cannot stop moving, is immunes to slows, and follows your cursor**. After the 3 seconds,** Brash can re-activate this ability to jump off his horse and land at a target location**. If Brash does not re-activate this ability, he will jump off at his current location.
Cost: 120 mana Cooldown: 140/120/100 seconds Shot Frequency: 2 shots per second (+1 shot per 20% bonus attack speed) Damage per shot: 50/75/100 (+25% of bonus AD) Shield Capacity = 50/75/100% of total health
Design Insight: Brash is a fun concept that embodies the cowboy. We've yet to have a wild west gunslinger to appear in RuneTerra, so I decided to come up with one! The Fyrone Flats are a largely undiscovered part of RuneTerra, I say this because I can't find any information on it xD. I felt like it would prove to be the perfect place to birth a wild-west type city, since it is in fact west of Shurima lol.
Alright, now going into the skills.
Brash's passive is what makes him a gunslinger. He must wait until he can get the jump on his opponent with Quick Draw! I felt that this was the best way to embody the quick draw aspect of a gunslinger. So, with that said, Quick Draw! offers much more utility than damage for Brash. It's meant to set up his attack combo. In order for Brash to deal any type of damage, he needs the stun from his basic attack to land all 5 five shots left for Light 'Em Up!. This is the most reliable way for Brash to get off a combo. However, he can choose to use Quick Draw! for the faster Light 'Em Up! cast if he really needs some quick damage. He can also use Quick Draw! to get off a Tuck and Roll if he is in dire need to reload or get out of a bad situation. All in all, Quick Draw! makes Brash extremely unpredictable and gives him many tools for the right situation.
Brash's Q, Light 'Em Up! is his main damage tool. Getting off a good Light 'Em Up! will easily surpass the damage output of any ADC, however, since Brash is limited to an ammo system, this means that Brash must reload after using this ability. This limits its power, but also allows for the ability to have absurd damage. Now, because of this limitation, this means that you have to plan your attack combo accordingly. You should start off with a Quick Draw! basic attack into a Dirty Move, then a full fledged Light 'Em Up! for a safe trade. This sets the stun so you can land Dirty Move and your Light 'Em Up! Afterwards, the enemy will be left with reduced vision, will have taken more damage, and cannot see you get away.
Brash's W, Tuck and Roll is a safety tool. Brash can utilize this to initiate a quick combo, to extend a combo, or to get out of a sticky situation. It's a pretty basic ability, but core to Brash.
Brash's E, Dirty Move, is more of a marking tool. Brash needs to get off a "Confused" mark in order to deal more damage. Without the enhanced critical damage, Brash will fall behind in terms of damage because he does not deal sustained DPS, but rather DPS that comes in bursts. You often want to use Dirty Move in order to get an enhanced Light 'Em Up! for faster damage so that he can recover faster for another Light 'Em Up!
Brash's Ultimate, Guns a'Blazin!, is very useful teamfight ultimate. The amount of DPS it provides in an area is massive, however, Brash must use this after all hard CC tools have been used so that he use the full duration of this ultimate.
I wanted Brash to be a meticulous, yet brash (funny), adc who needs to use the right combo for the right situation. I hope I captured that well, thanks for reading!