Britt, the Six-Shooter

Othello the Cat·2/10/2015, 1:00:25 AM·3 votes·3,125 views

Britt, the Six-Shooter Fighter/Marksman, Ranged

http://i.imgur.com/nYuBdHL.jpg

STATS

Health: 550 (+60) 1570 @ 18 Health Regen: 2.7 (+0.7) 14.6 @ 18 Attack Range: 400 Attack Damage: 40 (+2.5) 85 @ 18 Attack Speed: 0.644 (+2.9%) 0.962 @ 18 Armor: 30 (+2) 66 @ 18 Magic Resistance: 30 (+1.25) 52.5 @ 18

ABILITIES

Passive: Ammo Britt uses a special resource to cast his abilities called "Ammo". Ammo is generated every 6 Basic Attacks, and decays by 1 Ammo per 2.5 seconds if Britt isn't in combat for 10 seconds. Britt reduces the amount of attacks needed to gain Ammo by 1 per Ammo stack, capping at 2 attacks. Ammo caps at 6.

Q: The Blunt End Britt tries to conserve his ammunition and instead strikes his enemy with the butt of his gun. Britt targets a nearby enemy, deals 15/50/85/120/155 (+100% Total AD) Physical Damage and Blinds the target for 2 seconds. If the target struck is not a champion or Epic Monster, the target will also be dealt 10/13/16/19/22% of its Maximum Health in Physical Damage. The Blunt End counts towards one of the attacks to generate Ammo. Ammo Cost: 0 Cooldown: 10 Range: 300

W: Dustrunner Britt slowly gains 7/9/11/13/15% Movement Speed per second over 3 seconds, and stays at the Maximum for 1 second after. If he uses a Basic Attack while the buff is active, the Basic Attack slows the unit hit for whatever his MS boost was for 1.5 seconds and removes the buff. (e.g., 21% boost when attacking, 21% slow is applied) Britt's Q can also apply the slow during this time. Ammo Cost: 2 Cooldown: 10

E: Make 'em Dance Britt fires his gun at his enemies' feet, dealing 30/40/50/60/70 (+35% Bonus AD) Physical Damage and knocking them up for 0.5 seconds. He can reactivate the ability within 3 seconds of casting at the cost of more Ammo to shoot again, knocking them up again and dealing the same damage. Ammo Cost: 2 (Per shot) Cooldown: 10/9.5/9/8.5/8 Range of Cast: 650 Radius of AoE: 150

Ult: Empty the Barrel Passive: Britt gets a better stance on his gun, upgrading the quality of one of his abilities when leveling the Ult.

The Blunt End: If the Britt kills a target with his Q, the Cooldown is immediately refreshed. Dustrunner: Attacking an enemy Champion refunds 1 Ammo, and the boost increases by an extra 4% per second. Make 'em Dance Britt can reactivate the ability a third time and the cost of each cast is reduced by 1 Ammo. Empty the Barrel: Britt permanently increases his Ammo storage by 2.

Active: Britt prepares to unload his gun, making his next basic attack within 5 seconds strike as many times as his current amount of Ammo is (e.g., 4 Ammo, 4 attacks), the first attack applying active effects. These attacks cannot critically strike. If Britt doesn't attack a unit after activating his Ult, the cooldown is reduced by half. Ammo Cost: 100% of current Ammo Cooldown: 120/100/80 (After Basic Attacking)

LORE:

Ever since the Shadow Isles started pesterin' with my hometown of Bilgewater, officials have been gettin' scared of what'll happen to us; to our society. They've been thinking about relocatin'... Goin' out to the Fyrone to find some new plot of land to set up shop until Bilgewater is safe, if that'll ever happen. I had my doubts about this whole "Wild Frontier" business, but I still felt like I had a duty to my home, so I volunteered and set sail to the Flats.

Gettin' to the Fyrone was probably as hard as what livin' there's like; although I've lived on an island my whole life, I've always gotten seasick easy, and the waters were ROUGH, let me tell you. Tossin' and turnin' and makin' me all dizzy ain't what I'd like to call a good time. At least the trip was only a few days, so I got back onto good, solid earth soon enough. The Fyrone was a pretty barren place, but not like Shurima, more just abandoned-lookin'. Almost like there was something here at one point but everyone just got up and left. At least, that's how I saw it the first time I got here.

After my fellow settlers (there were about two hundred of us) all got off the boat, we were left with supplies to find and build new homes. One group of scruffy-lookin' men all grouped up and left the remainin' 160 or so to make the rest of the town. We assumed that they were just huntin', but a twitch in the back of my head made me just a little suspicious. I didn't let it bother me too much; the settlers needed help.

After three weeks and no sign of the scruffy men, we figured that they either left us for good or died to somethin' out there. Our town was comin' along; we had a few homes, a meetin' center and a food storage area. The settlers seemed to look up to me like I was some sort of leader, but I was just good at shootin' and tellin' people what to do. I would barely call that leadership. Anyway, the town was comin' alomg pretty well, but unfortunately a few of our hunters went missin' a while back, so we were survivin' on scraps for a while. But, like I said, I was good with a gun, so I always brought back somethin' to eat.

The men came back one night. They came back while we were sleepin' and stole our food supplies and our weapons. We knew it was them because they came back the next mornin' holding the head of one of our misson' hunters. They said that we were to serve them, that they ran this town. Many were confused, and I will admit, I was a bit too, but I realized later that they were just pirates lookin' for power they couldn't get back at Bilgewater. Now, they had got an entire town at their feet. They must have felt pretty powerful. A lot of people looked to me for help, but without a weapon I could do no better than blow dust on their boots. We were forced to work for them for a month.

Their leader, Martin, had gotten drunk one night and couldn't stop yellin' around town about how he had tricked all of us in to thinking they were dead, but they were just livin' in the forest in a cave they'd found. A few people got annoyed and told him to quiet down. They got shot. Nobody bothered him afterward. I'd taken what he had said and kept it in mind, because that cave could be the place where I could find a weapon to fight back with. When I was sure Martin was passed out, I first checked to see if I could use his gun, only to find it was empty. I took it anyway, 'cause it'd be useful to beat the crap out of with. I then head out to that cave he yelled about, hopin' intuition would guide me like a map.

It certainly was a ways away from the town, but it was there, nonetheless. Marked by two flamin' heads on sticks, also of hunters, the entrance was pretty clear. I could barely believe how savage these men had become. I went in to see that many men were huddled in a tight circle around two shirtless and bleedin' men beatin' the hell out of each other. I figured that no one would mind if I looked around at their weapon supplies, so I went around them and came upon a pile of guns and swords in a wet corner of the cave.

It took a while before I found a gun with any ammo in it, but once I found two, I crept back to where the fight was happenin' and pulled back both barrels. The click of the hammer seemed massive, even with the sounds of screamin' and yellin' and punchin' goin' on. The men stopped lookin' and the fight and started lookin' at me, and for a moment, everythin' went quiet while they reached for their guns. I then started firin' left, right and center, hittin' as many dirty, scruffy, savage men I could, and when I ran out of ammo on one gun, I'd pick up the gun of a dead man and start firin' that one. Sometimes, a man would get lucky and get a shot off at me, but I'd usually respond with a more accurate one to stop any more from comin'. As bullets ran low, I was forced to use the guns as clubs, beatin' them on the head until they gave no more struggle. When all of them were dead, I went back to the weapon pile, rooted out my pistol and loaded it before walkin' back to the town.

It was still night when I came back, and Martin was still passed out. I figured I'd be a gentleman and wait for him to wake up before I'd tell him his entire gang had been shot dead. Before that, I'd get myself some well-deserved rest, and I know that it's well-deserved due to the blood soaking my skin.

QUOTES

**Upon Selection "I kill with my heart."

Starting a Match "Let's get goin'." "Time to get along, now." "I have a duty to do."

Moving "Ride out." "Hup!" "Move it!" "Keep it up!" "Destiny guides me." "I walk a lonely road." "A gun's poor company." "My father would be proud." "Every story has an end." "Magnificent..." "I ain't no leader." "Some people just can't live normal lives, I guess." coughs "A little bit thirsty..." "Thank you, sir." "What's the holdup?" "Alone with my thoughts..."

Attacking "They have forgotten themselves." "Do I even need to aim?" "Luck has nothin' to do with this." "Let's round 'em up." "Can't we talk this through?" "You'll be fine, don't worry." "I beg your pardon?" "Shootin's all I'm good for nowadays." "Pain's only temporary." "We all have to go sometime." "My path lead to you." "Put up a fight and make it interestin', eh?"

Casting The Blunt End "Not today!" "Who needs ammo?" "Durable, isn't it?" "Right smack-dab on the forehead!" "That'll leave a mark..."

Casting Dustrunner "Quickly!" Whistles sharply "Get runnin'!" "Whoo-ee!"

Casting Make 'em Dance "Over there! Now over there!" "This way, that way!" "This is fun!" "I missed on purpose!"

Upgrading The Blunt End "Good amount of heft to it, huh?" "They'll be dazed soon enough!" "Why even shoot at all?"

Upgrading Dustrunner "We don't reward the runners." "Deserters never win." "You've just got to go fast, don't you?"

Upgrading Make 'em Dance "Time for a hoedown!" "What a great time we'll have!" "It's a rootin' shootin' good time!"

Upgrading Empty the Barrel "Well, look at this..." "Oh, some spares!" "Not much of a six-shooter anymore, huh?"

Casting Empty the Barrel "Only got one shot..." "Gotta make it count..." "Gotta be quick..." "I need to shoot first." "Can't take chances..." "Make or break..."

Taunt "You're all poor excuses for a challenge." "Are you even tryin'? Is this some kind of warm-up?" "One good bullet's all I need to put the likes of you down."

Taunt to Graves "A life of crime doesn't suit you, Malcolm." "I'm sorry to have to do this, Malcolm, but you chose a different path." "Size doesn't mean everythin' when it comes to a gun."

Taunt to Twisted Fate "What sort of demons have gotten into you?" "You used to be a real man... What happened?" "Was it really worth destroyin' your friendship?"

Taunt to Miss Fortune "If you need my help, just ask." "Hm... I should get a second gun, too." "Sarah... As elusive as ever..."

Taunt to Nocturne "DEMON, GET BACK!" "No... NO! Go away!"

Taunt to Shadow Islander "What's so special about my home?" "What even IS this 'Harrowin''?"

28 Comments

Othello the Cat2/10/2015, 8:47:51 AM1 votes

Updated

JaeCryo2/10/2015, 9:50:41 PM1 votes

Really nice concept, first one out of the entries so far that pulled me in. My concept is also based on "stances" kind of like the type of ammo. I've seen other concepts that contain parts of this one but you've brought it together really nicely. There are a few things I would change like the actual "stance" types in order to be more thematic with the abilities, but if I didn't have a concept in the running I'd definitely be rooting for yours.

Alaurina2/11/2015, 3:53:38 AM1 votes

Hi ^^

First, i would like to say that i like the idea of this champion so far ^^ it's a good idea to create a resource bar as ammo but i have few question on the mechanism ^^.

First, his basic attack are melee or range? If they are range, the problem is that you don't want to get close to the enemy to do the ability. Also, i think you should put a maximum on enemy minion/ monster. if you deal 35% maximum health on monster, let say baron who have 12000 health and you are level 18 with 350 AD. you have 195+ (50% of 350) 175 = 370. So far so good but add this in the equation : 370 + (35% of 12000) 4200 = 4570 damage. That is almost 5 smite each 6 second ^^'

Let me get a point also on the W. I do understand the concept of it. but lest take again the exemple of level 18 : you apply a full debuff which is 45 % movement speed reduction, right after you have a 45% movement speed bonus yourself. No one can escape from that. Maybe either reduce the amount or maybe onbly reduce the slow amount?

I like the E ability, nothing to say there ^^ though just to say, 75 radius range is quite the snipe ;) (really tiny hit box)

For his ultimate, is it like the ult of Khazix where he increase 1 ability each time he put a point in it?

I think a few tuning is needed but its going in a nice direction ^^

Please review my champion if you have time ;)

Mortis, The Frozen Champion

ladention2/11/2015, 11:09:12 PM1 votes

I really like the concept, especially ammo, but could you do something a little different on the ult to make it less of a Kha'Zix ult and more original? Maybe change the way the level up works? Also, rootin shootin seems like it could be unfairly chaining CC for a long root. -Ladention

Keagn2/12/2015, 12:33:04 AM1 votes

You have an interesting concept, but there are some issues I realize really early on. I'll try to as delicate as I can, while still giving you the feedback you need:

Resource: I've seen people use "ammo" before, but this is a fairly unique use of it. The only problem with it is how difficult it makes the rest of your concept. It both fits thematically and doesn't at the same time. 6 shots fits with your theme, but if he's a marksman constantly firing shots, what's happening to his "ammo"? I don't comprehend this. I can sort of understand your auto attacks doing more damage with ammo in your reserve, but how he's doing damage else wise doesn't make sense.

Q: Firstly: Not too shabby giving a ranged champion a melee ability. This, from what I understand, hasn't been done. Melee champs get ranged abilities all the time, but it doesn't work the other way very often. What I don't understand is how hitting someone with a gun deals more damage than shooting someone. Mechanically, it works incredibly well with the rest of your kit, but doesn't make sense to me thematically.

W: Why does it cost "ammo" to move quickly? Or is this more so for his empowered auto attack? 2/6 of his ammo cache is a bit steep, and doesn't make sense to me in the thematic sense. Mechanically though, its still really neat, transferring a speed boost into a slow to get you in range of an enemy is really nice.

E: This is the one I'm not a huge fan of thematically or mechanically. A rooting starcall doesn't make sense to me, and neither does rooting enemies by firing a shot into the air. Out of curiosity, have you fired a gunshot into the air? It doesn't go where you tell it to, or when you would like it to :P

R: I like the ult active, but the ult active doesn't seem like a wise decision to me. I can see if you want "upgrades" of sort, but an extra 2 ammo ruins the 6 shooter thing. The upgrade of E makes it that much closer to a 2nd ult, but a little weaker, and you time the shots a bit better. As a whole, the active is a good beatdown finishing for a marksman.

Lore: The lore is GREAT. I love the concept, Wild West Pioneer with a couple six shooters, kicking out the thugs that take his town? Classic. Putting the lore from his perspective was a smart move too only thing I'd recommend is maybe changing out "were"'s for, "was"'s, it gives it more of a southern/wild west sound to it. I read it twice, once as is, the 2nd time using "was" in place of "were", and I got a much more western country pioneer vibe from it. Additionally, Bilgewater is a City-State, not a town :P

I'll make a recommendation, do with it what you will:

Replace "Ammo" with "Grit", you'll see why as I explain more. Remove costs on abilities, but increase cooldowns, and maybe do scaling cooldowns instead of flat ones. For E, perhaps instead make it so enemies around him are debuffed with fear or silence, and do flat AoE magic damage around him. It fits a lot better thematically, since Gangplank fires a gun in the air, but all it does is rouse people to fight harder. I figure your guy could scare his enemies this way enough. R: Remove the upgrades to the rest of the abilities, again, you'll see why.

Now, how Grit would work is this: Every x Amount of auto attacks, or each time he uses an ability, Britt would gain a stack of Grit, reducing incoming damage by a percentage, and increase his attack damage as well. Now, at full Grit (6 flat), his abilities gain extra effects. For example, and example only, his Q would deal additional damage, and will stun them instead of blind. His W would have an increased speed boost, and increase the range of his next auto attack, E would knock back enemies around him a short distance in addition to normal effects, and his ult would fire twice as many shots.

How you could determine how many shots he fires is up to you. I'd stick with just 6 increased damage shots, maybe have the 6th/12th shots deal a bit of true damage? Not really sure. I hope you don't take any of this to heart, just trying to help you out man. I'll keep tabs on ya.

Auryiel2/13/2015, 5:23:01 PM1 votes

Overall I really like it, only thing I gotta say is : his ult needs to change. It's a point and click ability that can deal over 2000 damage.

Making it so the attacks can't crit is nice, but it can still deal a ridiculous amount of damage.

Raptamei2/14/2015, 10:57:17 PM1 votes

CCOS feedback:

The name reminds me of Pritt glue sticks.

Ammo - Having ammo makes sense for a gunman but it seems to be implemented in an odd way. You gain bullets when shooting them, you can apparently fire multiple bullets at once, and you lose bullets when walking around because there's a hole in your ammo pouch. It fulfills its role as a gameplay mechanic, but it is so at odds with what it is supposed to represent that I wonder why a more straightforward interpretation (bonus damage to auto attacks but can't attack for a short time after your 6th shot while reloading) was not chosen?

Also, the passive is completely useless at low levels because it takes a long time to build up stacks, you lose them very easily and they don't really do much. The concept of a slowly growing damage bonus is good, but it is so easy to set you back to 0 and so hard to keep it going between creep waves without risking an unfavourable trade for the sake of getting 2 more damage.

I'm not even sure if it is useful at high levels. Gaining 5 damage until combat ends compared to triggering Silver Bolts... not a contest. It may be just a passive, but it doesn't have to be so weak as to be ignorable.

The Blunt End This could actually end up being a damage loss if you don't religiously put points into it at every opportunity. This is fine, but having it hover on the edge of more or less damage than a regular attack makes it hard to tell when you want to be using it on a fleeing opponent. Unless it counts as an auto attack reset, in which case mash away.

The 2 second blind is actually balanced because the near-melee requirement is difficult to fulfill without getting wafflestomped. Sucks to be the enemy Xin Zhao or Wukong because they have no choice but to dash into range and then their entire burst is nullified, but that's life.

Do increase its cooldown a little though. With some CDR, you're looking at a 2 second blind on a 3.6 second cooldown. Yeah. No.

Dustrunner This is an interesting twist on the concept of a gap closer and has several decision points and tons of depth. Thumbs up!

I'm on the fence about the ammo cost. All it does is shut out the ability if you happen to spend a few seconds too long out of combat, and the solution is to go hit golems or auto a minion a few times. It doesn't really seem to serve a purpose.

If you keep the ammo mechanic, have the character shoot two bullets into the air ("YEE-HAW") when cast to justify the ammo cost.

Rootin' Shootin' Dat name.

The second activation seems like a no-brainer because a 0.75 second root sucks and the best chance to land the second hit is when they are already rooted from the first. Just press the button and if it hits (fat chance with a 75 radius) press it again. Only reason not to is if the first hit kills them, which it won't because the damage is AP based for some reason and therefore sucks eggs.

Also, how on earth do you root people with a bullet from the sky. Perhaps he rode a cattle drive with Xerath? To make this make a little more sense, change it to that western trope where the bad guy empties his guns at the ground to make the gringo "dance" (as in Sona's ult).

Empty the Barrel Passive: okay, we don't have one of those yet. Good!

  • The Blunt End: This would be useful if we stick with the incredibly short cooldown on Q, but we should not, and the ability is meant as CC instead of burst anyway.
  • Dustrunner: Wrong bonus, you don't want to reward people for chickening out. How about refunding the cost if you do attack someone?
  • RS: Okay, now we're looking at 330 flat burst and a 2.25 second AoE root that is still completely unavoidable once the first shot hits. Super high damage that doesn't scale and AoE CC isn't really something you'd expect or want on an adc.
  • ETB: Good, balanced.

Active: Okay, this makes the ammo system make a little more sense. You're still stuck with the "hit golems 50 times before every fight" antipattern, but at least you are rewarded by attacking, um, 8 times at once. I tried to estimate how much damage this would be and went insane. Aggglgmgalkjazealjb.

Change the name, because emptying the barrel means firing one shot unless you think the bullets in a revolver are sitting in a row in the barrel. :p

Verdict This has some very creative abilities (Q, W, ult) contrasting against the wonky implementation of ammo and the silly E. Ditch the E in favour of something that actually adds dps because this is an adc, change ammo a bit and you're on to something very good.

Othello the Cat2/16/2015, 8:42:43 PM1 votes

In hopes that it fits better thematically due to all the people telling me about it, I've updated him. I hope he's better.