一═=◦︻Sinclaire - The Holdout︻◦=═一
#Lore Sinclaire is a noxian still holding on to his guns after the rune war, and has taken to the fields of justice to prove to every single Demacian that the war isn't over just because everyone else says it is.
#Laning Sinclaire is a fairly simple to play ADC who's unique resource may present a bit of a challenge for some, but will be quite easy to handle for others. keep a sharp eye out for supply drops, and don't be afraid to set traps throughout the map.
#Description Sinclaire wears old-fashioned noxian guerrilla fighter armor, consisting of a heavy coat roughly the color of a bush, an under jacket made of a dark brown color, a hood the same color as the jacket, and a facemask.
his weapons are:
rifle - for pinpoint strike (or any basic attack if you have yet to unlock your q) Sinclaire uses a more noxian version of the Kar98k
heavy machine gun - for supressing fire, sinclaire carries a noxian version of the standard belt-fed HMG
Mortar: for dug in Sinclaire uses a (once again) more noxian version of the standard mortar
as for his supply drops...
basically a case of supplies with a parachute.
#Passive: supply drop.
cases will periodically. if The Hold Out collects these he will recieve one additional ammo case and 10% of his max health back.
each ammo case holds 300 ammo and the hold out can hold a maximum of three. enemies who pick up a supply drop will have 20% of their max health gained and earn 15 gold.
The Hold out's basic attacks require Ammo (at a rate of 1:1)
Enemies and allies will not be notified to the location of a carepackage, however Sinclaire (on both teams) will. They're a handy sustain tool if you're in the jungle, and are critical for you to get your ammo back.
#Q: Pinpoint Strike / Supressing Fire ##cooldown: 3 sec
deactivated - The Holdout deals 10/20/30/40/50% more damage with his critical attacks with his rifle
activated - the holdout deals 60% of his attack damage on his basic attacks and fires wildly with 30/35/40/45/50% bonus attack speed. The Holdout's basic attacks have an area of effect, and have a 60% chance to fire at another unit within 200 feet of the original target. this stacks with Runaans hurricane and can not crit. while this is happening his weilds a heavy machine gun. basic attacks with supressing fire take 3 ammo instead of 1 and slows an enemy hit by 5% for .5 sec (Stacks. maximum of 5 times)
Similar to
's Q.
The rifle is a more fickle but accurate weapon, used for a ton of damage if you have high crits. the machine gun is more of a wave clear, or can be used to stop your enemy from escaping long enough to get a few good shots in from your teammates.
#W: dug in ##cooldown 15/13/11/9/7 seconds
activating this roots the hold out in place for three seconds and grants him a 30% reduction in physical damage. he gains 50/100/150/200/250 range and his attacks become lobbed explosives which can be triggered by right clicking, even on an area where there is no target, dealing 90/100/110/120/130% attack damage. these attacks can not crit. During this time, he uses a mortar
This ability essentially turns your basic attacks into a Karthus q for a short period of time while offering you a bit of protection. make sure you have someone blocking for you. would hate to get stuck and unable to move.
#E: Grenade line ##costs 10 ammo ##cooldown 16/15/14/13/12 sec, new one every 10/9/8/7/6 seconds #max 5
The holdout places a grenade tripwire. if the grenade portion is in a bush, then the line itself is invisible as well.
enemies passing through the line will detonate the grenade, dealing 10/20/30/40/50+100% of his AD in a cone, originating from the grenade's location. enemies hit by this ability are slowed by 20% for 1.5 seconds.
Inspired by but not as severe as satan's mushrooms. these should be used to either harass your opponent as you bait them through bush after bush, or as make shift wards.
#R: Reloading ##cooldown: 0 ##channel time: max of 5/4/3 seconds
The hold out is stuck in place, regaining Ammo from the ammo kits he has stored up as ammo kits, for as long as you hold the button or until he has regained his maximum amount of ammo.
if his ammo has been completely refilled, his next basic attack does an additional 30/40/50% damage as magic damage if it is the absolute first shot out of the new set of ammo.