Gustav, The Bountyman
Hey guys thanks for stopping by! This is a fleshed out kit I've been tweaking with for a little while, and while ability names, ratios, durations, etc, wouldn't be final, I still wanted to share this concept idea as I believe it honestly brings a whole new kit idea to the game that could be explored in so many different ways! Anyways, enough rambling. Let me introduce what I am naming Gustav, The Bountyman!
Passive: Heavy Arsenal - Gustav starts with a handgun. Unique takedowns unlock weapons exclusive to Gustav in the shop. Each unique weapon offers different attack styles with varying buffs and nerfs to Gustavs stats. Each weapon can be purchased after a takedown is performed on randomly associated enemy champions. All weapons can be exchanged at no cost once unlocked by returning to summoning platform. Weapons assigned to enemy champions based on takedowns is completely RNG
Weapons: Shotgun, Rocket Launcher, Minigun, Sniper rifle, Submachine Gun
Weapon perks and stat changes:
"Shotgun"- significant bonus AD compared to other weapons. fixed attack speed. Shorter AA range. 3 round reload mechanic. Each attack can penetrate up to 3 enemies. Dealing subsequent damage to each target past the first. "Rocket Launcher"- capped attack speed at 1.5. Auto attacks deal damage to surrounding units equal to 35% of damage dealt to initial target. "Minigun"- large increase in AS at a cost of overall AD. After 10 attacks in less than 5 seconds, weapon "overheats" and must cooldown for a period of 1.2 seconds. "Sniper Rifle"- Bonus AA range. Slight increase to attack damage. Critical strikes deal a bonus 10% damage. "Submachine Gun"- slight buff to AS at a cost of slight reduced AA range. Bonus attack speed past 2.5 is converted into bonus AD.
Q ability: Incendiary Rounds/Weapons Cache once Gustav reaches 5 unique takedowns "Incendiary Rounds" activates on each auto attack and transforms into "Weapons Cache"
Incendiary Rounds: Gustav's next 2 AA's burn the target for 4-12% of damage dealt and deals grievous wounds over the next 2 seconds. Weapons Cache: Gustav no longer needs to visit the summoning platform to alternate between weapons and "Incendiary Rounds" is always active.
W ability: Nerve Agent Gustav fires a specialized nerve agent at an enemy(skillshot). If an enemy is hit with "Nerve Agent" they are slowed by 40-60% and all healing affects cast on them are reduced by 25-35%. Additionally, if an enemy passes through "Trapwire" while under the affects of "Nerve Agent" they will be silenced in addition to the already applied affects.
E ability: Trapwire Trapwire: Gustav tethers 2 traps together on walls no greater than 350 units apart and cannot have line of sight broken. The first enemy to pass through the trapwire is stunned and creates a wall of laser energy that burns remaining units passing through for a short time. Trapwire will stay active for 120 seconds or until Gustav activates "Trapwire" again. Placed "Trapwire" traps are stealthed.
R ability: Fullmetal Jacket Gustav spins in a circle, firing shots in all directions from all weapons he currently has available. Gustav can move while this ability is channeled and each takedown received while channeling "Fullmetal Jacket" increases the duration.
Please leave your thoughts, critiques, and ideas below! Good luck sommoners!