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Vaughn, the Smoking Gun

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ElementSteel ?? Senior Member
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10-23-2011

Vaughn, the Smoking Gun

Passive: Trigger Happy: (Innate) Vaughn is considered to have max attack speed (2.5). However, he must reload his chambers for 2 seconds after a certain amount of autoattacks. 12 ammo capacity. For every .5 seconds out of combat, Vaughn automatically reloads one bullet.

Q: Magic Bullet: Vaughn fires off an energized bullet (does not take away from ammunition) that homes in on target to deal magic damage, avoiding anything in the way.

Quote:
Range: 400/450/500/550/600
Cooldown: 12/11/10/9/8 seconds
Cost: 60/65/70/75/80 mana
Magic Damage: 100/120/140/160/180 (+1.0 AP)
W: Explosive Round: Vaughn puts an explosive round into his revolver, dealing additional physical damage and knocking back with his next basic attack. Does not take away from ammunition.
Quote:
Cost: 70/75/80/85/90 mana
Cooldown: 14/13/12/11/10 seconds
Bonus Physical Damage: 70/90/110/130/150 (+1.0 AD)
Knockback Distance: 100/125/150/175/200
E: Dancing Fool: Vaughn channels for 1 second, shooting (but not taking away from ammunition) at target enemy's feet, dealing slight physical damage and causing them to dance in place.
Quote:
Cooldown: 15 seconds
Cost: 70/75/80/85/90 mana
Physical Damage: 40/45/50/55/60 (+.2 AD)
Duration: 1.25/1.5/1.75/2/2.25 seconds
R: Flow Motion: Vaughn's adrenaline kicks into high gear, increasing his movement speed, becoming immune to unit collision and does not use up ammunition for auto-attacks for a short duration.
Quote:
Cooldown: 60/55/50 seconds
Cost: 100/130/160 mana
Duration: 3/6/9 seconds
Movement Speed Bonus: 20/30/40%
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Quote:
Health: 340 (+80)
Mana: 210 (+30)
Attack Damage: 40 (+3.8)
Attack Speed: 2.5 (+0)
Range: 550
Health Regen: 5 (+0.8)
Mana Regen: 5 (+0.5)
Armor: 9 (+4)
Magic Resist: 30
Move Speed: 350

Tags: Ranged, Carry
Quotes
Upon Selection:
- What’re we knockin’ over today, Boss?
Movement/Attacking:
- Comin' for you!
- This ain’ no scene.
- I’m on it.
- Boss gon’ be so happy!
- Yee haw!
Taunt:
- Ever played Noxian Roulette, partner?
Joke:
- YEE HAW! GET ON LIL’ DOGGY!
Ultimate:
- Won’ see it comin’…
- This gon’ be easy…
- Here I come, reach for yer gun!
Dance:

Skins:
Classic Vaughn: Dark brown pancho with a dark red bandana covering his mouth with a brown ten-gallon hat worn.
Hero Vaughn: Light blue hat and top with white pants and a red bandana covering mouth.

Story:
In this age of magic and progress, Valoran has seen its share of crime. The Outlaw Graves was one of the more notorious criminals to have wandered the land. By the time he was put in prison, he had already become an influence on others. One such man was Vaughn Hankson, a delinquent from Piltover. A man looking for something to look up to, Vaughn had seen what Graves was able to accomplish, seeking to become like the Outlaw.
After learning how to wield revolvers, Vaughn had set out to be just as good a conman as his idol. Meeting that end, he had decided to break Graves out of jail, to show his admiration for the Outlaw. When Graves had gone to participate in the League of Legends, Vaughn had followed to be both close to his idol and to outdo him.

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More concepts found at ElementSteel's Arsenal

 
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lemegetdatbutt ?? Member
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02-09-2013

he would be come useless after 12 bullets

W. does it only reduce damage to himself? and by charge do you mean walk through?

E. is it channeled? if so it would make him open for the enemy team to just zerg him thats why urgot isnt a good choice anymore

R. does the bullet weave through enemies o just go straight through them like it has ghost?

 
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ElementSteel ?? Senior Member
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02-09-2013

Quote:
Originally Posted by lemegetdatbutt View Post
he would be come useless after 12 bullets

W. does it only reduce damage to himself? and by charge do you mean walk through?

E. is it channeled? if so it would make him open for the enemy team to just zerg him thats why urgot isnt a good choice anymore

R. does the bullet weave through enemies o just go straight through them like it has ghost?
Why would he be useless? He reloads and he'll be back in the fight. It's to balance out the fact that he starts out with max attack speed at the start.

Shootout's wall would only reduce damage on himself. And charging means thinks like Tryndamere's Spinning Slash, Irelia's Bladesurge, and Lee Sin's Resonating Strike will not go through. But teleports like Katarina's Shunpo and Talon's Cutthroat still work.

Yes, it's channeled. You're effectively shutting down another though, so wouldn't that make it even?

The bullet weaves, a la Patsy's Magic Bullet.

 
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The5lacker ?? Senior Member
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02-09-2013

12 shots at max speed gives him INSANE early game potential, while simultaneously making building attack speed 100% not effective on him. In addition, if I'm understanding him correctly, going empty makes him take 4 seconds to reload (4 second blind. Goodie.) But it takes 2 seconds to reload while not empty, which means it can take him up to 22 seconds to be able to autoattack again. But he doesn't actually have any autoattacks. He just has a 12 charge single target spell that replaces his autoattacks and gives him insanely powerful burst but a complete and utter inability to sustain.

I.E. he has a terrible base mechanic, and far from being "Trigger Happy" is just "Trigger Frustrating" for all involved. There is a very definite and obvious reason autoattacks never use up any resource: They're AUTOATTACKS. They're what you use when you don't use abilities, or can't use abilities. If your character cannot autoattack in a teamfight and is an AD carry, you have a bad character.

 
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ElementSteel ?? Senior Member
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02-09-2013

Quote:
Originally Posted by The5lacker View Post
12 shots at max speed gives him INSANE early game potential, while simultaneously making building attack speed 100% not effective on him. In addition, if I'm understanding him correctly, going empty makes him take 4 seconds to reload (4 second blind. Goodie.) But it takes 2 seconds to reload while not empty, which means it can take him up to 22 seconds to be able to autoattack again. But he doesn't actually have any autoattacks. He just has a 12 charge single target spell that replaces his autoattacks and gives him insanely powerful burst but a complete and utter inability to sustain.

I.E. he has a terrible base mechanic, and far from being "Trigger Happy" is just "Trigger Frustrating" for all involved. There is a very definite and obvious reason autoattacks never use up any resource: They're AUTOATTACKS. They're what you use when you don't use abilities, or can't use abilities. If your character cannot autoattack in a teamfight and is an AD carry, you have a bad character.
Well, I've tried to make the reloading quicker and not be game-breaking with the speed. 2 seconds after going empty, or .5 seconds per out of combat.

 
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The5lacker ?? Senior Member
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02-09-2013

Quote:
Originally Posted by ElementSteel View Post
Well, I've tried to make the reloading quicker and not be game-breaking with the speed. 2 seconds after going empty, or .5 seconds per out of combat.
Adding ammo to autoattacks will never be a good idea. The whole purpose of an autoattack is to be a resourceless, cooldownless, single targeted ability with 100% AD scaling. That is what it does. That is its purpose. Giving it a cost is an atrocious idea, through and through, as it not only kills the purpose of an autoattack, but makes an exceedingly complex character from just a single mechanic.

 
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ElementSteel ?? Senior Member
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02-09-2013

Quote:
Originally Posted by The5lacker View Post
Adding ammo to autoattacks will never be a good idea. The whole purpose of an autoattack is to be a resourceless, cooldownless, single targeted ability with 100% AD scaling. That is what it does. That is its purpose. Giving it a cost is an atrocious idea, through and through, as it not only kills the purpose of an autoattack, but makes an exceedingly complex character from just a single mechanic.
It won't work even when it's meant to balance out something else? The reason I put it there was so that the 2.5 Aspd wouldn't be overkill, so that there would be there would be some thought when actually playing.

 
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The5lacker ?? Senior Member
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02-09-2013

Quote:
Originally Posted by ElementSteel View Post
It won't work even when it's meant to balance out something else? The reason I put it there was so that the 2.5 Aspd wouldn't be overkill, so that there would be there would be some thought when actually playing.
And again, this isn't balanced. It's broken. It gives him INSANE early game burst, easily guaranteeing First Blood. But it's an unwieldy and impossible to manage mechanic, and could EASILY result in what should be an easy kill completely failing as he goes "Hrm. I'm out of bullets. Awkward."

 
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Jocosus ?? Senior Member
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02-09-2013

Would be way too op in the beginning. I mean, 12 shots at 10 shots per 2 seconds? unless his damage was like 30, he would be way over powered. But i like the idea. very clever.

 
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ElementSteel ?? Senior Member
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02-09-2013

...I just realized I didn't put stats...
...The hell is wrong with me? x_x;;

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Edit* Ok! I fixed it! I swear! See, numbers! >.>
<.<

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