McGraw, the Wrangler
Lore: McGraw is a cowboy. I'll add more later.
Role: ADC Auto attack range: 500 Ranged/ 150 Melee Secondary Bar: Mana
Passive: Reusable Bullets:
McGraw’s auto attacks have an ammo system like Graves and Jhin. McGraw auto attacks with a revolver and bullets so the maximum ammo is 6. McGraw’s auto attack damage is 120% of his AD and has an additional 25% crit damage.
When McGraw auto attacks a target, the bullet fired falls on the ground where the target was hit for 20 seconds. McGraw can walk on top of the bullet to pick it up and reuse it which adds to the ammo system.
McGraw can instantly regain all bullets when arriving at his fountain. If he runs out of ammo, his auto attacks are replaced with a pistol whip and if he's on his horse, the horse kicks with its front hooves both of which makes him melee. When melee, his auto attack damage becomes 100% of his AD and he loses the bonus crit damage. After every 4 seconds of not auto attacking, McGraw reloads 3 bullets.
Q: Lasso Throw:
McGraw spins his lasso channeling between .5 to 2 seconds to increase range between 400 to 1000 units. McGraw is slowed by 50% and cannot auto attack or use other abilities during the channel. After channeling, he throws the lasso as a circular ground targeted skillshot of 300 radius dealing magic damage to enemies within the radius and pulling them halfway towards McGraw. Bullets within the aoe are pulled all the way to McGraw giving him more ammo. Enemies cannot be pulled through walls.
Damage: 60/ 100/ 140/ 180/ 220 (+50% AP). Cost: 80/ 85/ 90/ 95/ 100 Mana. Cooldown: 18/ 17/ 16/ 15/ 14 seconds.
Example: If an enemy is hit at max range (1000 units), they’re pulled 500 units. If an enemy is hit at 800 units, they’re pulled 400 units. If an enemy is hit at 500 units, then they’re pulled 250 units.
W: Extra Long Bullet:
McGraw loads an extra long bullet in his revolver making his next auto attack within 5 secs gain 250 bonus range and deal bonus true damage. When the extra long bullet hits the target, it shatters into 4 pieces and fall onto the ground in 4 different directions 400 units away from each other for 8 secs. Picking up these bullets reduce the cooldown of this ability by 20% each. These bullets can also be retrieved by the Q Lasso.
Damage: 30/ 50/ 70/ 90/ 110 (+30% Bonus AD). Cost: 30/ 35/ 40/ 45/ 50 Mana. Cooldown: 12/ 11/ 10/ 9/ 8 seconds.
E: Trip Lasso:
Warning: This ability requires a lot of coordination with an ally. McGraw can tie (bind) his lasso to an ally champion or minion or pet within 200 units to himself for 5 secs. All enemies that pass through the lasso take physical damage and are slowed by 40%. All enemies can only be hit by this ability once. The lasso can only extend up to 750 units before snapping. This ability can be used differently depending on how you and or your binder ally moves.
Damage: 70/ 100/ 130/ 160/ 190 (+85% Bonus AD). Cooldown: 12/ 11/ 10/ 9/ 8 secs. Cost: 40/ 45/ 50/ 55/ 60 Mana.
R: Whistle:
McGraw whistles to summon his horse. The horse trots towards him for 1 second and then McGraw mounts it for up to 10 seconds. The horse has its own health bar. While mounted McGraw gains bonus movement speed.
The horse has space for one more ally champion to ride with McGraw. The ally riding the horse cannot control their movement and cannot auto attack or use abilities. McGraw however can still auto attack and use abilities. The ally cannot mount the horse without McGraw but can dismount anytime they want. The ally can remount again or another ally can mount.
If an enemy deals damage to McGraw and or his ally while riding the horse, the horse takes the damage instead like Skaarl and Kled. If the horse runs out of hp, then the horse dies and everyone mounted on the horse are dismounted. When the horse dies, all riders become untargetable for a brief moment like Kled when Skaarl runs out of hp.
If either McGraw and or his ally are under cc while mounted, all riders of the horse are effected by the cc.
Bonus Movement Speed: 40/ 70/ 100%. Horse health: 300/ 550/ 800 (+40% AP). Cooldown: 100/ 80/ 60 secs. Cost: 100 Mana
Playing as McGraw:
McGraw is a supportive ADC. In lane try to land the Q to bring your enemies within his auto attacking range which is low for an adc. Then tie the E to an ally. This is the part when you and your ally needs to cooperate. Try to coordinate with your ally to move such that the lasso hits your enemy and keeps them within your auto attacking range from the slow. This works well with mobile or tanky supports so they can move the E lasso safely or quickly like Alistar or Rakan or Blitzcrank. For extra damage or if you enemy is running away from you, use the W. When it's safe, try to pick up all bullets. If you pick up all 4 bullets of the W, it will almost refund the cooldown.
When you get your ult, you can roam to help your other allies. The extra space allows another one of your allies to ride and roam with you. The extra movement speed allows you to land your E faster.
Attack speed synergizes well with McGraw. By building attack speed, each bullet will land closer to each other making it safer to pick up more bullets and allowing more bullets to be grabbed by his q hook since more bullets would be within the AOE.
Sounds cool?