Character Concept: Boosted Sniper

Morotikiasis·10/17/2019, 7:32:00 AM·1 votes·1,131 views

I should first say that my design philosophy is rather straight forward. Everything has a tradeoff. The higher any particular stat is (mobility, damage, defense, etc.) the lower other stats will be as well, some more than others. A character designed for teamfights (aoe damage and effects) can't handle the 1v1 rather well and vice versa. A character who can take a beating can't at the same rate dish it out without taking hits to their mobility. High damage means a higher likelihood of dying from a passing slap to the face. And so on.

Also, I don't design characters that end fights in a matter of seconds and expect multiple rotations of ability to be used in order to take out an opponent. No design of mine ever one-shots or half healths at early to mid-game and even at late game it takes a bit of work to secure a kill on one's own. Outplay's occur when players have time to react and adjust, rather than just a split second before getting blipped from the map.

One last thing. I didn't create this character with league in mind. I refer to champions as destroyers, ap = attack power, and mp = magical power. Carry on.

I've always wanted to play a sniper champ that sits far back in the fight and peppers the enemy, but Dota's sniper is lame imo, and Jhin doesn't fully hit the mark. Caitlin can die in a fire. That outfit is just too weird for me. Personal fetish hate aside, I wondered how a real sniper could play in a moba as they use personal vision abilities, rely heavily on staying out of reach, and pick off those pesky 2 hp jerks that have the audacity of running away. Then I decided to stop wondering and start writing.

The Boosted Sniper (unlike what the codename suggests) is a long-range magical damage dealer that can bring the pain so long as no one touches them. Once touched, they basically go up in flames. They have vision for days and can ruin your toilet sessions in the river. I see you, Gragas. Don't try to run from this sniper, because you'll probably just die instead. Numbers can always change.

Passive- For every 2 points of ap you gain 1 additional range on your aa and spells. Your aa speed is set, but your aa's deal 35% of your ap as additional damage.

Ability 1- Passive- Every 3s that you don't take damage your Q will gain 25% additional damage, up to 100% out of combat and 200% in combat. If you take any damage from an enemy destroyer or epic monster, then the damage bonus resets. Active- In a line, fire off a high caliber bullet that shreds through minions and damages the first enemy destroyer hit.

Ability 2- Passive- Damaging enemy destroyers grants vision of them for 2s. Active- If you have vision on an enemy due to W passive, you can target them with a half damage auto that slows for 50% for 1 second. Internal cd.

Ability 3- Ammo system- Send out a drone to a nearby area. While there it grants vision and will attack any enemy destroyer that gets too close. You can hold up to two at a time. Drones last 20s.

Ult- In a large cone, set your sights on the enemy. As long as you avoid taking damage and remain still you will execute any nonepic enemy that you see under 10% hp. You can still cast your other spells and can auto. Lasts 10s. Must recast to cancel and move.

Yes, this sniper has some range on them for sure when it comes to late game and the damage can be terrifying, but with average range at the start of the game and having skin like notebook paper, they can be dealt with from the get-go and even when things seem to get dicey, as long as you just flick them on the forehead the threat should go away. If they aren't smart enough to stand behind literally their entire team then they deserve to die in the river water that Gragas is finished with. And don't be too deterred by those drones. Who honestly pays attention to the minimap?

Anyway. If you like it, cool. If you don't, hey. At least it ain't in the game.

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