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Deadshot


Doom
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Name: Deadshot

Portrait: Ghost

Unit Base: Ghost (completely black)

Type: (Depends on skill build)

 

Starting Stats:

Base Health 260

Movement Speed 2.8

Attack Range – NONE

Attack Speed – NONE

Base Damage 60

Attack Name | Animation - NONE

Strength – 25 + 5

Agility – 22 + 4

Intelligence – 37 + 7*

Energy: 20

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Heroic Passive: Unique Hero Design

"Deadshot has no auto-attack. Instead, he shoots in the direction of the cursor when the "A" button is pressed, hitting the closest enemy unit in a maximum radius of 6. This ability has a 2.5 second cooldown, decreasing normally with cooldown reduction. It is further modified by Deadshot's other abilities (one auto-attack cannot be modified by more than two non-ult abilities at a time). Deadshot's non-ultimate abilities can be leveled up to 5 times, instead of spending skill points into stat boosts. Deadshot's energy is not increased by items or intelligence, and doesn't regenerate. At any time, he can press S to reload, restoring all energy, over 4 seconds channel time.

Effect:

 

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Ability One: Heavy Round

"Deadshot fires a heavy round on his next auto-attack, knocking back the first unit it hits, and dealing additional spell damage equal to a portion of the target's Armor. Passively gives additional True damage bonus on attack"

Energy Cost: - 4

Cooldown: 9/8/7/6/5

Range: auto-attack

 

Level 1: 5 extra true damage. 2 unit knock-back. 100% of target's armor

Level 2: 10 extra true damage. 2.5 unit knock-back. 150% of target's armor

Level 3: 15 extra true damage. 3 unit knock-back. 200% of target's armor

Level 4: 20 extra true damage. 3.5 unit knock-back. 250% of target's armor

Level 5: 25 extra true damage. 4 unit knock-back. 300% of target's armor

Effect:

 

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Ability Two: Piercing Round

"Deadshot's "attack" range is increased to 14 units for one attack. That attack deals additional damage to all targets it passes through, and greatly slows all units hit for a short duration. Passively increases max energy. "

Energy Cost: 5

Cooldown: 10/9/8/7/6

Range: auto-attack (increased to 14)

 

Level 1: Max Energy + 2. Deals 40 + 100% int damage. Slows by 55% for 0.4 seconds.

Level 2: Max Energy + 4. Deals 80 + 100% int damage. Slows by 60% for 0.5 seconds.

Level 3: Max Energy + 6. Deals 120 + 100% int damage. Slows by 65% for 0.6 seconds.

Level 4: Max Energy + 8. Deals 160 + 100% int damage. Slows by 70% for 0.7 seconds.

Level 5: Max energy + 10. Deals 200 + 100% int damage. Slows by 75% for 0.8 seconds.

Effect:

 

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Ability Three: Marking Round

"Deadshot's next auto-attack reveals the target for several seconds. If an attack hits that target for the duration, it deals additional spell damage and the range of the next attack is increased for 3 seconds. Passively reduces duration of reload"

Energy Cost: 2

Cooldown: 18/17/16/15/14

Range: auto-attack

 

Level 1: Reveal lasts for 2 seconds. Extra spell damage equal to 10% of auto-attack. Passively reduces reload time by 0.2 seconds

Level 2: Reveal lasts for 3 seconds. Extra spell damage equal to 20% of auto-attack. Passively reduces reload time by 0.4 seconds

Level 3: Reveal lasts for 4 seconds. Extra spell damage equal to 30% of auto-attack. Passively reduces reload time by 0.6 seconds

Level 4: Reveal lasts for 5 seconds. Extra spell damage equal to 40% of auto-attack. Passively reduces reload time by 0.8 seconds

Level 5: Reveal lasts for 6 seconds. Extra spell damage equal to 50% of auto-attack. Passively reduces reload time by 1.0 seconds

Effect:

 

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Ultimate Ability: In the zone

"Deadshot gains becomes immobile, seeing heroic targets within a 10/15/20 range through the fog of war as red dots in a 60 degree cone. During this time, his auto-attack range is increased by 3, his other abilities become more effective, and he gains additional cooldown reduction. Reloading or moving breaks Deadshot out of the zone. Deadshot gains movement speed for 3 seconds after leaving the zone."

Energy Cost: none

Cooldown: Toggle (30/25/20 second cooldown after in the zone ends)

 

 

Level 1: Heavy shot stuns the target for 0.1 * ability level. Piercing shot thickness is increased by 15%. Damage on marked targets increased by 25%. 10% Increased CDR. 10% Movement speed.

Level 2: Heavy shot stuns the target for 0.15 * ability level. Piercing shot thickness is increased by 25%. Damage on marked targets increased by 50%. 20% Increased CDR. 30% Movement speed..

Level 3: Heavy shot stuns the target for 0.2 * ability level. Piercing shot thickness is increased by 35%. Damage on marked targets increased by 75%. 30% Increased CDR. 50% Movement speed.

 

Effect:

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Summary:

 

Quite immobile assassin/long range adc. Has very large range, though even with the most optimal combo, he has 12 auto-attack range against a single target for 6 seconds, providing he hits one auto-attack that has 14 range, during the entire time of which, he cannot move. Speaking of hitting auto-attacks, every auto-attack is a skillshot, it's frequency scaling off of cooldown reduction instead of attack speed. It does travel very fast, however, so it's not a very difficult skillshot to land. Still, at max range it can be dodge quite easily, and furthermore blocked by a tank deliberately standing in the way. I just really wanted a legit int adc.

Edited by Doom
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Kind of reminds me of my Sinon/Asada Shino suggestion.

 

I think Ultimate could use longer range (for "attack"), since there are other spells that easily out range it.

 

The problem with that was it would be overpowered against towers. A 9 range auto-attack is still nothing to be laughed at, however. After landing a shot on a marked target that becomes 12, and a W-modified shot is 14 so it's still good, without being a problem vs towers.

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