Jacob Thompson, Lone Star of Bilgewater [champion kit idea]

Oventoasted·2/14/2016, 1:57:06 PM·3 votes·446 views

So I was thinking. Bilgewater has big time criminals like Gangplank, TF, and Graves. There's also big time bounty hunters to catch them like Miss Fortune. But Bilgewater needs a sheriff. Someone to handle the day to day crimes that happen, but can also go toe to toe with the likes of Bilgewater's famous cutthroats when the need arises. I also have been really liking the reload mechanics that go with Graves and Jhin. It makes you feel like you're playing a character with a gun. What I ended up with is an marksman designed to duke it out in the top or bot lanes at close to mid range. His kit is built to punish tanks and assassins who try to dive the back line. Rapid-fire attacks synergize well with cooldown reduction and armor pen to create a wall of pain for anyone trying to get past you. While great against engage, Thompson's kit does poorly against champions who kite and/or poke well, and his damage output depends on how well you can use your Lawbringer rounds.

Working on lore and whatnot, but here is his kit: (would love some feedback. I'll do a review for a review for a little while)

Thompson, Lone Star of Bilgewater

Base Stats > Health: 520(+80) > Health regen: 6(+.5) > Armor: 25(+3 per level) > Magic resist: 30 > Move speed: 355 > Attack damage: 57(+2 per level) > Attack speed: 0.7 > Attack range: 550 Note: Base stats are just approximations. These are difficult to balance without testing the champion.

Passive Six Ways to Sundown > Reload time: 1.5(-50% attack speed) seconds > Thompson’s revolver is loaded with 6 bullets. Basic attacks and abilities consume bullets. When the revolver is empty, it must be reloaded.

Lawbringer Rounds > The 6th bullet in the revolver is a Lawbringer round. It deals 10% of the target’s missing health as physical damage on hit when fired last. This damage is not reduced by Fan the Hammer's damage reduction. Additionally, Thompson’s basic abilities have a special interaction with Lawbringer rounds.

Q- Fan the Hammer > Cooldown: 12/11/10/9/8 seconds > Range: 650

> Fires all remaining bullets at a rate of 5 bullets per second, following your cursor. Each bullet deals 50/60/70/80/90(+60% bonus ad) physical damage. Bullets after the first on the same target deal 20% damage. Maximum 100/120/140/160/180 (+120% bonus ad) physical damage on a single target.

> Lawbringer- Lawbringer rounds penetrate minions and slow the target by 60% on hit, decaying over 2 seconds.

W- Gunman’s Roulette > Cooldown- 14/13/12/11/10 seconds > Reloads the revolver and begins spinning the cylinder (at a rate of 1 rotation per second). On recast or after 3 rotations, locks the current bullet into the active slot and refreshes the cooldown on Fan the Hammer.

> Lawbringer- When a Lawbringer round is the first bullet fired from the revolver, it deals 60/80/100/120/140(+26/27/28/29/30% of target's bonus health) as bonus physical damage on hit. This damage is not affected by Fan the Hammer’s damage reduction.

E- Double Tap > Cooldown- 24/22/20/18/16 seconds > Range- 150 > Knockback: 550 > Kicks the target champion, dealing 10/15/20/25/30(+25% ad) physical damage and knocking the target back to base attack range. Thompson then fires a shot at the target, dealing 80/90/100/110/120(+50% ad) physical damage. The bullet can be blocked by enemy champions (Total 90/105/120/135/150(+75% ad) for both hits.

> Lawbringer- Stuns the target for 1/1.25/1.5/1.75/2 seconds on hit.

R- High Noon > Cooldown- 120/110/100 seconds > Range: 600 > Thompson reloads his revolver with 6 Lawbringer rounds and then becomes stationary for 2/3/4 seconds. During this time, nearby visible enemies cannot face away from him and Gunman's Roulette will load 6 Lawbringer rounds.

3 Comments

King Maruilla2/14/2016, 5:20:28 PM2 votes

Counter Quotes:

Maruilla: Good to see some form of police in Blightwater.

Marie: ...how would a Ink variation work with that?

Tenbatsu: Think you can arrest this Rakkor Pirate?

Nonki: And to think, I didn't have enough problems with Gangplank...

Oventoasted2/14/2016, 11:17:47 PM1 votes

By the way, Ive tried to format this post with quotes, but I cant get it to work. Anyone know what Im messing up?

FloRaider422/15/2016, 9:24:55 AM1 votes

Cowboy concepts seem to be a thing around here ;P

The passive feels a lot like Jhin's, but I guess thats unavoidable. The Q seems very interesting. One question: Do you channel this ability or do you cast it while moving. Do you load additional "Lawbringer Rounds" when you use his W ? His E seems to have too much knockback, in my opinion. (half of Lee Sin's ultimate on a basic ability) From what I understand his R has a semi Taunt effect where enemies can't run away ? Overall pretty interesting.

He seems to be a bit illequipped as a standard marksmen as he lacks mobility and his main damage tool roots him, which means he probably needs some tankyness to survive, but sacrafices a lot of power in the process. In a 1v1 he is pretty strong, but his TF potential feels lacking (don't know if intentional).

Best Regards, A customer of the Bilgewater Tavern