Felix, The Lucky Rifleman
So, this is my first attempt at making a Marksman of any kind. I know I undershot on some of his abilities as far as damage goes, but I'm having a hard time figuring out AD scales, mostly in regard to the power difference between total and bonus AD. So these numbers are clunky, but I think they're in the ballpark, anyway.
With Felix, I was trying to experiment with the interaction between a marksman and their support. I imagine he would work well with tanky supports who can keep themselves between him and his opponent. Proper coordination would allow Felix to keep his distance while he stacks his Q, and he can help his support reposition by landing his AAs on them instead of minions. I do imagine, however, that this means his base range is fairly low (probably higher than Quinn's, but lower than Ashe's, for example), and he'd have to be fairly squishy in order for an enemy duo with solid engage that can get past his support to be rewarded appropriately for doing so.
So, yeah. Lemme know what you think, folks!
Felix – The Lucky Rifleman
Passive: Trick Shots – Felix‘s AAs can target allied champions to give them a movement speed buff. In addition, the shots will ricochet to a nearby enemy within range at a 40/20/0% (Levels 1/8/16) damage penalty (prioritizes enemy champions, then lowest health minions/monsters).
- • Bonus AA range – 50% Felix’s total AA range
- • MS Bonus – 25
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o Duration – 1 sec
Q: Crosseyed – Felix fires a carelessly aimed shot, hitting a targeted enemy for physical damage. If this ability kills an enemy unit, half the cost is refunded and Felix gains bonus AD for several seconds. This bonus can stack up to 5 times.
- • Range – 950
- • Cost – 70/75/80/85/90
- • Physical Damage – 50/65/80/95/110 (+65% total AD)
- • CD – 7
- • AD Bonus/Stack – 2/3/4/5/6
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o Stacks Duration: 10 sec
W: Warning Shot – Felix fires a bullet in a line, dealing physical damage to champions and lowering their AS for a few seconds. The shot travels a set distance, and any minions or monsters in its path are dealt half damage and become feared for 1.5 seconds.
- • Range – 1000
- • Cost – 70
- • CD – 10 sec
- • AS Reduction – 15/20/25/30/35%
- o Duration – 3 sec
- • Physical Damage – 25/60/95/130/160 (+80% bonus AD)
E: Fortunate Timing – Passively grants Felix critical strike chance (2/4/6/8/10%). On activation, Felix dashes towards the player’s cursor and is given a short but potent movement speed buff. Critical strikes on champions reduce Fortunate Timing’s cooldown by 1 second.
- • Range – 400
- • Cost – 50
- • CD – 20/18/16/14/12
- • MS – 40%
- o Duration – 1/1.25/1.5/1.75/2
R: Impossible Shot – Felix channels briefly, then fires a magic bullet at a targeted enemy champion, dealing magic and physical damage. This shot will then ricochet to another nearby enemy champion, dealing the same magic damage in addition to escalating physical damage with each hit. An enemy champion can only be hit by this spell once. Each hit applies on-hit effects.
- • Range – 1500
- • Cost – 75/100/125
- • CD – 90/80/70
- • Magic Damage – 50/75/100 (+100% AP)
- • Initial Physical Damage – 100/130/160 (+25% total AD)
- • Escalation per hit – 20%
- o Maximum physical damage (5th hit): 200/260/320 (+150% total AD)