Finality
New member
The rival of Holliday, but instead of following her footsteps and becoming a deputy, he stayed as the record holder for the small town’s county fair and the greater American area. Now, his talents have brought him to New York, where the next competition is being held. However, he grows worried that Holliday or someone else will show up and steal the medal from him: So he intends on summoning the Patrons to ensure his selfish victory. Also, his gun is cursed/enchanted. The bullets do curve to their target slightly, like an 8 degree margin. But as a cost, if he loses once, he dies. (Meaning yes if he loses a game, he canonically fucking dies)
Trickshot is a cocky, rude son of a bitch similar to Lash, albeit less in your face about it, sorta condescending and saying stuff like ‘aint that cute’ whenever he kills an enemy.
Trickshot uses a 6 round revolver named ‘Deadeye’, which loads a single bullet at a time unless all rounds are depleted, then he reloads the entire thing all at once. He would have the highest single shot damage in the game at 90. He does have a very slow fire rate at 1.1, and has a best range of 20-35 meters. Spirit scales at 2, causing every 2 points of Spirit Power to increase the effective range by half a meter, making long range shots more viable.
Ability 1: Fan The Hammer. (10 sec cooldown) (no spirit scaling)
Tier 0: Unload every bullet in Deadeye’s capacity at a rapid, unwieldy rate. Bullet damage is halved during it (so 45 at base)
Tier 1: +5 bullet damage (50 at base)
Tier 2: Reload time after using Fan the Hammer reduced by 35%.
Tier 3: Fan the Hammer bullets now gravitate slightly to enemies in the crosshair. (Not aimbot level of tracking but it will make enemies in close range be hit more easily).
Ability 2: Wild Haymaker (Melee Override, 30 second cooldown)
Wild Haymaker is a Melee Override, causing Heavy Melees to become a Wild Haymaker instead. The animation will visually change when charging a Heavy Melee vs a Wild Haymaker, as well as the glow around Trickshot’s fist becoming either blue or red depending on if he’s on your side or not.
Tier 0: Wild Haymaker overrides your Heavy Melee, sending Trickshot 10% less forward in exchange for spirit damage and a hearty knockback. This ability is primarily for ‘get off me’ style defenses, allowing Trickshot to get some breathing room if he’s cornered by an enemy. Wild Haymaker does both Light Melee and Spirit Damage, with the starting Spirit damage beginning at about 40. It will also knock an opponent in whatever direction you are facing, about 10 meters or so straight. If they hit a wall or a second enemy, they will be stunned, and take 80 more spirit damage (both the ‘projectile’ and the ‘wall’ will take the spirit damage). The spirit damage scales with Spirit Power at a 3 to 1 ratio, and the knockback scales at a 5 to .5 meter ratio. Note, only the enemy directly hit with WH will be stunned if they hit another enemy player, not the person they collide with.
Tier 1: -5 second cooldown.
Tier 2: +20 Spirit Damage on the initial hit, +40 spirit damage on the Wall Hit.
Tier 3: +10 Meters added to the distance an opponent is sent when hit by Wild Haymaker. Wild Haymaker is immune to Parries.
Ability 3: Focus (passive).
Tier 0: ADSing for 1 second and holding down the fire button causes Trickshot to Focus, and releasing the fire button (or automatically after 5 seconds), Trickshot will fire.
The longer Trickshot is Focusing, the more damage Deadeye will deal. This starts at +10% per second. Headshot damage is increased by 20% per second. This has infinite range, and the projectile is not affected by bullet speed addons. It is still fast though, double the speed of Kelvin’s bullet speed. Upon firing, Trickshot enters a ‘recoil’ state where he is heavily slowed for about a second where he cannot use any abilities or reload.
Tier 1: Deals triple damage to NPCs (Mcguinnis turret, guardians, walkers, patron, etc). +1 second to base Focus duration.
Tier 2: Bullets slightly home in on enemy weakpoints after Focusing. +1 second to base Focus duration.
Tier 3: Bullets ricochet off of enemies 1 time per 2 seconds of Focusing. +2 seconds to base Focus duration.
Note, Focus makes a visual laser sight similar to Vindicta’s ult, however, instead of a high pitched ringing, it’s a low whooshing sound like wind along with the sound of Trickshot’s heartbeat growing louder the longer Focus is going on. The laser beam becomes more prominent the longer Focus is held.
Ult: Coin Trick (Charged ability, .1 second between charge usage, 40 seconds per charge cooldown)
Tier 0: Toss a coin into the air. Coin trajectory and momentum is based on Trickshot’s own movement and direction. Shooting the Coin causes the bullet that hit the coin to become hitscan, automatically tracking an Enemy’s weak point, if one is in LOS of the coin. This can be used to deal damage when the enemy is behind cover, when you are behind cover, or on enemies you just cannot see. Every Coin hit adds +25 damage to the bullet, which scales with Spirit Power (1.5 points adds 1 damage)
Bullets that hit coins have a priority list:
1. Other Coins
2. Enemy players (killshot, aka the bullet would do enough damage to kill them)
3. Enemy players (closest)
4. Enemy towers
5. Mid Boss
6. Enemy/Jungle Creeps (strongest/highest level)
Tier 1: Bullets that bounce off of Coins will ignore and remove 20% of the total Bullet resistance the Target has for 8 seconds.
Tier 2: -15 seconds cooldown. +1 Coin charge
Tier 3: Every coin acts like 1 second of Focus has been applied to the bullet. Gain a 15% chance for the bullet to ‘split’ when it hits a coin, making a second projectile. This second projectile follows the trajectory of the first until it targets a player, in which case it will gain a new target, following the priority list again, minus the player/top target the first bullet is following. You and nearby enemies will know a bullet has split when a loud metal CRACK sound plays.
Trickshot is a cocky, rude son of a bitch similar to Lash, albeit less in your face about it, sorta condescending and saying stuff like ‘aint that cute’ whenever he kills an enemy.
Trickshot uses a 6 round revolver named ‘Deadeye’, which loads a single bullet at a time unless all rounds are depleted, then he reloads the entire thing all at once. He would have the highest single shot damage in the game at 90. He does have a very slow fire rate at 1.1, and has a best range of 20-35 meters. Spirit scales at 2, causing every 2 points of Spirit Power to increase the effective range by half a meter, making long range shots more viable.
Ability 1: Fan The Hammer. (10 sec cooldown) (no spirit scaling)
Tier 0: Unload every bullet in Deadeye’s capacity at a rapid, unwieldy rate. Bullet damage is halved during it (so 45 at base)
Tier 1: +5 bullet damage (50 at base)
Tier 2: Reload time after using Fan the Hammer reduced by 35%.
Tier 3: Fan the Hammer bullets now gravitate slightly to enemies in the crosshair. (Not aimbot level of tracking but it will make enemies in close range be hit more easily).
Ability 2: Wild Haymaker (Melee Override, 30 second cooldown)
Wild Haymaker is a Melee Override, causing Heavy Melees to become a Wild Haymaker instead. The animation will visually change when charging a Heavy Melee vs a Wild Haymaker, as well as the glow around Trickshot’s fist becoming either blue or red depending on if he’s on your side or not.
Tier 0: Wild Haymaker overrides your Heavy Melee, sending Trickshot 10% less forward in exchange for spirit damage and a hearty knockback. This ability is primarily for ‘get off me’ style defenses, allowing Trickshot to get some breathing room if he’s cornered by an enemy. Wild Haymaker does both Light Melee and Spirit Damage, with the starting Spirit damage beginning at about 40. It will also knock an opponent in whatever direction you are facing, about 10 meters or so straight. If they hit a wall or a second enemy, they will be stunned, and take 80 more spirit damage (both the ‘projectile’ and the ‘wall’ will take the spirit damage). The spirit damage scales with Spirit Power at a 3 to 1 ratio, and the knockback scales at a 5 to .5 meter ratio. Note, only the enemy directly hit with WH will be stunned if they hit another enemy player, not the person they collide with.
Tier 1: -5 second cooldown.
Tier 2: +20 Spirit Damage on the initial hit, +40 spirit damage on the Wall Hit.
Tier 3: +10 Meters added to the distance an opponent is sent when hit by Wild Haymaker. Wild Haymaker is immune to Parries.
Ability 3: Focus (passive).
Tier 0: ADSing for 1 second and holding down the fire button causes Trickshot to Focus, and releasing the fire button (or automatically after 5 seconds), Trickshot will fire.
The longer Trickshot is Focusing, the more damage Deadeye will deal. This starts at +10% per second. Headshot damage is increased by 20% per second. This has infinite range, and the projectile is not affected by bullet speed addons. It is still fast though, double the speed of Kelvin’s bullet speed. Upon firing, Trickshot enters a ‘recoil’ state where he is heavily slowed for about a second where he cannot use any abilities or reload.
Tier 1: Deals triple damage to NPCs (Mcguinnis turret, guardians, walkers, patron, etc). +1 second to base Focus duration.
Tier 2: Bullets slightly home in on enemy weakpoints after Focusing. +1 second to base Focus duration.
Tier 3: Bullets ricochet off of enemies 1 time per 2 seconds of Focusing. +2 seconds to base Focus duration.
Note, Focus makes a visual laser sight similar to Vindicta’s ult, however, instead of a high pitched ringing, it’s a low whooshing sound like wind along with the sound of Trickshot’s heartbeat growing louder the longer Focus is going on. The laser beam becomes more prominent the longer Focus is held.
Ult: Coin Trick (Charged ability, .1 second between charge usage, 40 seconds per charge cooldown)
Tier 0: Toss a coin into the air. Coin trajectory and momentum is based on Trickshot’s own movement and direction. Shooting the Coin causes the bullet that hit the coin to become hitscan, automatically tracking an Enemy’s weak point, if one is in LOS of the coin. This can be used to deal damage when the enemy is behind cover, when you are behind cover, or on enemies you just cannot see. Every Coin hit adds +25 damage to the bullet, which scales with Spirit Power (1.5 points adds 1 damage)
Bullets that hit coins have a priority list:
1. Other Coins
2. Enemy players (killshot, aka the bullet would do enough damage to kill them)
3. Enemy players (closest)
4. Enemy towers
5. Mid Boss
6. Enemy/Jungle Creeps (strongest/highest level)
Tier 1: Bullets that bounce off of Coins will ignore and remove 20% of the total Bullet resistance the Target has for 8 seconds.
Tier 2: -15 seconds cooldown. +1 Coin charge
Tier 3: Every coin acts like 1 second of Focus has been applied to the bullet. Gain a 15% chance for the bullet to ‘split’ when it hits a coin, making a second projectile. This second projectile follows the trajectory of the first until it targets a player, in which case it will gain a new target, following the priority list again, minus the player/top target the first bullet is following. You and nearby enemies will know a bullet has split when a loud metal CRACK sound plays.