Garrett: The Law of the Island

Remlap1223·12/16/2017, 10:05:52 AM·2 votes·415 views

"Ain't nowhere left to run, outlaw. There's only two destinations left for you now; The Locker, or the Grave. Choose wisely."

Growing up in the Castaway Orphanage in Bilgewater, Garrett was raised on stories of the golden era of the island and dreamed of being a warden, the old lawbringers of Bilgewater before the Tyranny of Vincent and Gangplank. After coming of age, he began working in a local Gunsmithery, eventually creating a firearms masterpiece, a revolver he lovingly dubbed "Six Chambered Justice" out for a test fire on the criminal scum of Bilgewater, raking in the bounties and donating it to the workshop and the orphanage, and earning the admiration and respect of the young girl that lived there. After Gangplank razed the workshop to the ground and killed the family that took him in, his passion for justice became quelled by an intense desire for vengeance and began mercilessly killing every criminal on the bounty board. After the cycle of vengeance ended up claiming the orphanage he grew up in as well, he gave his creation to the Bearded Lady, cutting all ties from Bilgewater and living a quiet life in Ionia, until he heard about the demise of Gangplank at the hands of the girl he grew up alongside. With the spark of hope in his heart reignited, he returned to Bilgewater where he received a warm welcome from its new leader, an official recognition as the Sheriff of Bilgewater, and his hand cannon, in pristine condition, that he threw into the sea so long ago.

STATISTICS HEALTH 500 (+66) ATTACK DAMAGE 52 (+6) HEALTH REGEN. 5 (+0.5) ATTACK SPEED 0.625 (+ 2.25%) MANA 225 (+66) ARMOR 28 (+ 2.5) MANA REGEN. 5.0 (+ 1) MAGIC RESIST. 30 (+ 0.5) RANGE 550 MOVE. SPEED 325

PASSIVE: Every Shot Counts

Six Chambered Justice: Garrett's revolver has six rounds, and his basic attacks and abilities will use ammunition. The more rounds Garrett has, the more rounds Flashpoint and Clean Sweep will fire, but will have increased mana costs. When out of rounds, Garrett cannot attack or use Bank Shot. Garrett will reload his weapon after all 6 rounds are expended, his ultimate is activated, or he does not attack or use abilities for 6 seconds. He reloads his gun one round at a time, taking 0.5 seconds to do so. Garrett's does not gain attack speed outside of level bonuses unless using Sleight of Hand. Instead, he gains 2% bonus AD + 1% per level, plus 10% of his bonus attack speed.

Bilgewater Duelist: Every time Garrett reloads his weapon, he gains the DRAW! perk, which will cause his next auto attack to have a significantly reduced windup time. This is disabled once he either is damaged by an enemy champion, large monster, or he damages them. If he is damaged, the passive is disabled until he reloads all of his rounds or casts Six Paces. If he damages one or more enemy champions or large monsters, he will disarm them, cancelling all channels and rendering them unable to attack for 1.5 / 2 / 2.5 seconds at levels 1 / 7 / 13. He also deals 5 / 6 / 7 / 8 / 9 / 10% of the target's missing health as bonus physical damage on hit for hard CC'd targets at levels 1 / 3 / 5 / 7 / 9 / 11.

The ammunition indicator will glow red while DRAW! is active.


Q: Bank Shot TARGET RANGE: 550 per bounce COLLISION RADIUS: 40.25 SPEED: 2600 COST: 22 / 29 / 36 / 43 / 50 MANA + 1 BULLET COOLDOWN: 8 / 7 / 6 / 5 / 4

ACTIVE: Garrett fires a heavy round that bounces off all terrain, dealing 20 / 40 / 60 / 80 / 100 (+50% AD)(+30% AP) physical damage to all enemies hit. If it bounces off of terrain, it gains power and the range is reset. Each bounce doubles the damage of the shot and can apply on hit effects, but only to the first target of each bounce. Each hit on the same target reduces the damage output by 25% per hit, for a minimum of 50% reduced damage.

If Garrett has DRAW! active while this ability is cast, all enemies hit by the bounces will be disarmed. Enemies cannot be disarmed more than once.


W: Flashpoint / Sleight of Hand

COST: 20 MANA + 20 MANA PER BULLET COOLDOWN: 18 / 16 / 14 / 12 / 10

ACTIVE (Loaded): Garrett rapidly fires at his last target, rooting himself in place, resetting his auto attack, and causing all subsequent shots after the reset to fire at 40 / 55 / 60 / 75 / 90% AD (+50% critical strike chance)(+10% crit modifier)(+100% bonus attack speed exceeding 2.5 AS) efficiency, and become unable to crit, but applying all attack speed bonuses at double efficiency for each shot.

_ Deals a flat 100% damage to structures. On-Hit effects are 50% effective. Garrett will miss enemies that leave his range. Garrett can move or reactivate the ability to cancel, refunding 50% of the mana cost for every bullet he didn't fire. _

ACTIVE (Unloaded): Garrett will use his speed reloader to reload his weapon, increasing the reload time to 1.5 seconds, but reloading all rounds at once.

_ Takedowns grant a free speed reload once ammo is expended for six seconds._


E: Clean Sweep / Six Paces

TARGET RANGE: 425 TARGET RADIUS 550 COST: 40 MANA + 10 MANA PER BULLET MANA COOLDOWN: 18 / 17 / 16 / 15 / 14

ACTIVE ( Loaded): Garrett dashes a short distance then leaps into the air, shooting at up to 6 targets within the area of effect, depending on his ammunition count. He will prioritize the lowest health enemy champions, followed by their pets, large and small monsters, and minions, dealing 40 / 80 / 120 / 160 / 200 (+30% AD)(+25% AP) physical damage to enemies targeted in the area as well as applying on hit effects.

_ Leaving the area of effect before Garret fires will cause the attack to miss. Garrett has vision of the area while airborne. Successfully proccing DRAW! will cause all enemies to be critically struck for 50% bonus damage._

ACTIVE (Unloaded): Garrett will dash and gain one round in the chamber. This round grants DRAW!

Garrett cannot reload until the round is spent or he has not attacked within six seconds.


R: High Noon

EFFECT RADIUS: Global EFFECT RANGE: 1300 COST: 100 MANA COOLDOWN: 180 / 140 / 100

**PASSIVE: ** DRAW! guarantees a critical hit, and deals bonus damage equal to 50 / 75 / 100% of Garrett's critical strike chance.

_DRAW!'s critical damage is multiplicitve with critical damage modifiers item 3031 _

ACTIVE: Garrett instantly reloads his revolver, and places a five second countdown timer above the heads of all enemy champions. While the timer is active, 12 / 16 / 20% movement speed towards enemy champions and 50 / 100 / 150 bonus range. Once the countdown timer is ended, all enemy champions still moving will be stunned for 1.6 / 1.8 / 2.0 seconds.

Any champion mid dash, blink, or leap will be instantly grounded. Actively channeled spells or attacks will not stun as long as the user remains stationary.

3 Comments

KelikZenair12/17/2017, 7:05:45 PM1 votes
  • How can a gunman globally stuns moving enemies? That ult doesnt really fit his theme at all. And you should specify the period where enemies will be stunned after the timer ends. If it is the instance the timer ends, then pro players can just press S at the exact moment to ignore the ability.
  • His passive really makes him very weak if run out of rounds and abilities. He will have a hard cap of 0.5 AS, which is very very bad. At least Jhin reloads all his bullets at once, and have a big bonus MS to disengage. Garett reloads each at once, so if he gets jump on after using his bullets to farm, he will almost certainly lose the trade. This is further exacerbated with the fact that his abilities need bullets also. Of course he can speed load, but 1.5s of doing nothing is enough for him to lose. And he would not always have his ult up, right?
  • How many bounces will his Q have? U should specify that.
  • His E at 6 rounds cost 100 mana. What? And the scaling is very bad. No Garett would want to use this ability to both waste bullets and mana like that.
  • How fast would he fire with his W? And he should have the option to cancle the abilty, because it can kill him if player uses it untimely or simply misclicks.
  • Exceeding 2.5 AS. U do know that 2.5AS is very hard to achieve right? It would be a gimmick most of the time.
  • Overall, he feels very clunky and weird to play. I dont really think Garrett can compete with more efficient marksman like Jhin or Graves who use similar mechanics.