Concept Idea for a Jungle Utility Marksmen Champion
Zardus Calber is a hextech cowboy hunter with a semi automatic sniper rifle. He can utilize the Jungle as his domain or bunker down in lane. In tft he is a hextech ranger with the ability that after reaching full mana uses Blasting Shells for the next three auto attacks. *__
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Passive -- Blasting Shells / Hextech Outposts : Blashting Shells -- Zardus can hold up to 3 blasting shells. Each auto attack consumes a blasting shell to deal bonus damage in a cone with an area affect about the size of titanic hydra's cone on hit. _ Hextech Outposts_ -- There are two types of outposts: jungle outposts and a Calber's outpost. They both after 6 seconds gains a blasting shell that can be retrieved by Zardus when he is in the area. Hextech Outposts can only hold one blasting shell at a time. Jungle Outposts -- Jungle outposts are located in the jungle at choke points mainly of both sides of the map, and if there are more than one Zardus the closes one to it in range of the area takes the Blasting Shell. If a Zurdus cast Armor Piercing Shot while nearby the jungle outpost it will cause a pules explosion dealing damage and slowing nearby enemies for that Zardus's benefit. The Aram map has jungle outposts placed in lane instead. Calber's Outpost -- After standing still for 1.5 seconds Calber's outpost will be placed. This outpost will be destroyed if hit 4 times. There is a 90 seconds cooldown if destroyed and there can only be one at a time. If you cast Armor Piercing Shot while nearby Calber's outpost it will fire an Armor Piercing Shot towards where you fired Armor Piercing Shot but with increased range. The personal outpost can attack nearby enemies prioritizing your target. Personal outpost attacks will fill a meter bar that will grant a blasting shell when fulled, and after 5 consecutive hits from the personal outpost it will apply a mark on the target. If you auto attack that target with the mark the hit will be a critical or super critical hit based on crit chance consuming the mark. Calber's Outpost can only be used by the Zardus that placed it.
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Q -- Armor Piercing Shot : Fire a projectile in a target direction that damages and applies a stack of Shattered Armor to all enemies in the Path. It costs (50 to 80) mana and has a {4,5,6,7,8} seconds cooldown. Shattered Armor -- Shattered Armor reduces armor by 10 per stack up to 5 stacks. Stacks fall off after 5 seconds when out of combat.
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W -- Pulse Bomb / Pulsing Trap : Tap to use Pulse Bomb or hold to set pulsing Trap. Pulse Bomb -- Throw a bomb at target location stunning and damaging all hit in a small area. It costs mana and has a {8,9,10,11,12} second cooldown. Pulsing Trap -- Set a trap that when triggered slows and continuously deals damages for 2.5 seconds. It costs mana, holds 3 charges, has 30 seconds cooldown per charge, and a 3 second cooldown between uses.
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E -- Dash ( Name Filler ) : Dash a short distance in a target direction that can't go over walls, if nearby a Hextech Outpost you gain a Blasting Shell and movement speed. If you target a Hextech Outpost form a short distance you will teleport to it instead. If cost mana and has a 15 seconds cooldown.
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R -- Ultimate ( Name Filler ) : For 5 seconds you have unlimited blasting shells, Calber's Outposts have bonus attack speed and invulnerable, and Hextech Outposts gain bonus damage. It cost mana and 120 seconds cooldown.