Chemring, the Gunslinger is a custom champion that I decided to make for no apparent reason.
Chemring'sbasic attacks hit three times. This burst is called a salvo. Attack speed determines the length of time between salvos. His basic attacks only deal 45% AD per shot, but a whole salvo deals 135% AD. Critical strikes affect all three attacks, though they only deal 70% critical damage. Additionally, only the first shot can trigger on-hit effects.
When Chemring is firing a salvo, his last movement command is not interrupted, but he loses 75% movement speed for the duration of the salvo.
All three shots are guaranteed to hit the target, even if the target leaves attack range.
Chemring is guaranteed to critically strike every six salvos. Whenever Chemringcritically strikes, he grants himself a Gunslinger stack. Each stack decreases the amount of salvos needed before another guaranteed critical strike by 1. Each stack also grants Chemring an extra 7% attack speed. Max six stacks. Stacks last 5 seconds.
Upon activating Deadly Strafe, Chemring will begin to consume bullets. If Chemring runs out of bullets, Deadly Strafe will be automatically cancelled, and will not be able to be activated until the bullets are replenished. Chemring will reload when he doesn't attack for 3.75 seconds.
Active:Chemring fires bullets in the targeted direction. These shots will hit the first enemy it hits, dealing physical damage, increased by 50% against non-champions.
Deadly Strafe must not be on cooldown for Chemring to reload.
Deadly Strafe will be automatically cancelled if it is interrupted by crowd control. Silencing and blinding will not cancel Deadly Strafe, though, if Chemring is silenced, he will be prevented from cancelling Deadly Strafe.
When Deadly Strafe is active, Chemring cannot cast any abilities from any source except movement abilities.
Any attack from Chemring will reset the off-battle time.
Machinegun fires a bullet every 0.125 seconds.
Unlike Revolver Shot, Machinegun reloads instantly after not attacking for 3.75 seconds.
After Revolver Shot is cast, Chemring will be able to recast Revolver Shot up to five additional times within 10 seconds. During this period, Revolver Shot has a static 1 second cooldown. Reactivating will cost 40% of Revolver Shot's mana cost.
Revolver Shot comes in six charges. After 4 seconds of not attacking, or if all charges are spent, Chemring will reload his revolver. This reload time is separate from and comes before Revolver Shot's cooldown.
「 Reload time per bullet: 0.8 / 0.75 / 0.7 / 0.65 / 0.6 」「 Maximum reload time: 4.8 / 4.5 / 4.2 / 3.9 / 3.6 」
Revolver Shot can critically strike for 150% × (1 + (bonus critical damage ÷ 2)) damage.
Active:Chemringchannels for 1 second, transforming his weapon into a powerful grenade launcher, modifying his next 5 basic attacks to deal all of their damage in one shot and to deal bonus physical damage, increased against non-champions. This bonus damage is reduced to 20% against turrets.
「 Bonus Physical Damage:35 / 65 / 95% AD 」「 Bonus Physical damage to non-champions:40 / 80 / 120% AD 」
These shots will deal 90% damage to enemies within 175 units of the targeted enemy.
During Explosive Assault, Chemring's basic attacks will not grant him Gunslinger stacks, and his attack speed is reduced by 25%.
New effect:Deadly Strafe must not be on cooldown for Chemring to reload.
Reload time up from 3.5 / 3.25 / 3 / 2.75 / 2.5 seconds to 3.6 / 3.45 / 3.3 / 3.15 / 3 seconds.
AD ratio changed from (+ 30% bonus AD) to (+ 45% AD).
Static cooldown reduced from 1.5 seconds to 1 second.
17 May 2016
Range reduced from 750 to 700.
8 May 2016
Bonus attack speed down from 30 / 36 / 42 / 48 / 54% to 30 / 35 / 40 / 45 / 50%.
Removed: No longer increases Chemring's attack damage.
New effect: When Gunslinger Skill is active, his critical strikes will deal 50% more damage.
New effect: Chemring has 15% bonus critical strike chance when the ability is not on cooldown.
3 May 2016
Three Round Burst
Critical strike damage up from 25% effectiveness to 55%.
Renamed Deadly Strafe.
24 April 2016
Off-battle time up from 3 / 2.75 / 2.5 / 2.25 / 2 seconds to 3.5 / 3.25 / 3 / 2.75 / 2.5 seconds.
15 April 2016
Base movement speed increased from 320 to 330.
Three Round Burst
Critical strike effectiveness reduced from 50% to 25%.
Stack duration down from 7 seconds to 5 seconds.
Damage per shot reduced from 30 / 37.5 / 45 / 52.5 / 60 to 20 / 25.5 / 31 / 36.5 / 42.
After Revolver Shot is cast, Chemring will be able to recast Revolver Shot up to five additional times within 10 seconds. During this period, Revolver Shot has a static 1.5 second cooldown.
Cooldown up from 8 / 7.5 / 7 / 6.5 / 6 seconds to 10 / 9.25 / 8.5 / 7.75 / 7 seconds.
Bonus magic damage up from 80 / 130 / 180 to 130 / 180 / 230.
Cooldown reduced from 90 / 85 / 80 seconds to 60 / 50 / 40 seconds.
13 April 2016
Now stores bullets, which are consumed upon using.
Chemring can only fire in one direction unless he cancels.
Bullets can be reloaded by not attacking for 3 / 2.75 / 2.5 / 2.25 / 2 seconds.
26 March 2016
Base damage down from 56 to 44.
Base damage modifier up from 2.4 to 2.9.
Renamed Explosive Assault.
14 March 2016
Base health up from 546 to 562.
Base health modifier up from 71 to 74.
Damage per shot up from 25 / 27 / 29 / 31 / 33 to 27 / 30 / 33 / 36 / 39.
Cooldown up from 10 / 9 / 8 / 7 / 6 seconds to 12 / 11 / 10 / 9 / 8 seconds.
2 March 2016
Splash radius increased from 125 units to 170 units.
27 February 2016
New effect: 0.5 seconds after casting Revolver Shot, there will be a 0.6-second window in which Revolver Shot can be reactivated to fire again. This can be repeated for a total of 6 times before going on cooldown.
AP ratio increased from (+ 50% AP) to (+ 65% AP).
Cooldown up from 1.5 seconds to 8 / 7.5 / 7 / 6.5 / 6 seconds.
25 February 2016
Changed stats to fit League of Legends standards.
Only the first shot can now apply on-hit effects.
Critical strikes on individual shots are now only 50% as effective.
Ability power no longer increases the amount of shots fired.
AP ratio reduced from (+ 95% AP) to (+ 50% AP).
Bonus AD ratio reduced from (+ 50% Bonus AD) to (+ 30% Bonus AD).
Cooldown increased from 0 seconds to 1.5 seconds.
Reload time per shot increased from 0.65 / 0.6 / 0.55 / 0.5 / 0.45 seconds to 0.8 / 0.75 / 0.7 / 0.65 / 0.6 seconds.
Mana cost up from 15 / 16 / 17 / 18 / 19 to 30 / 36 / 42 / 48 / 54.
Damage against enemy champions no longer has a Bonus AD ratio.
AP ratio for champion damage reduced from (+ 75% AP) to (+ 45% AP).