An idea for a jax rework

Xavanic··2 votes·567 views

So, Jax....he suffers from a problem with all older fighters, either hes OP or UP, this is due to his EXTREMELY linear Kit, While im not saying he's bad, hes just underwhelming as his kit only really has 1 way it functions (minus his ward jump), he cant be given too much power because he has a targeted gap closer, and he can't be balanced properly as his kit is mostly just a stat stick, meaning a simple item change can break him, or make him useless, the idea of this rework would be to give him more meaningful choices, while removing the linear just spam everything on CD hoping you kill your target design

Passive - Grandmasters Agility: After using hitting an enemy champion with an ability Jax will dodge the next attack directed at him (If an AoE ability hits, Instead reduces damage by 50%) Afterwards, Jax's gains 40/60/80/100/120% increased attack speed for 2.5 seconds Passive - Grandmasters Defense: After being in combat with champions for at least 3 seconds, Jax gains armor and magic resistance equal to 5-30 (+20% of AD as Armor) (+15% of AP as Magic Resistance) for up to 12 seconds while in combat

Q - Leap/Leapstrike: Jax Can jump to an Area Within 500 Range, If targeting a champion (Ally or enemy) Range is doubled and apply one of these effects/ Ally: Jax Gains a shield Equal to 100% of his AD and AP/ Enemy: Treated as an autoattack, dealing 30/60/90/120/150 magic damage plus (80% of AD) (80% of AP), Additonally, the targets Attack speed is reduced by 30% for the next 3 seconds Cooldown: 15/13/11/9/7 Sec/ Mana Cost: 80 Mana

W - Overpower: Jax draws back and prepares for a powerful attack over the next 0.8/0.7/0.6/0.5/0.4 sec, During this charge jax is CC immune and takes 40% reduced damage, Then his next attack basic attack will be charged deal an additonal 20/40/60/80/100 plus (20% of AD) (60% of AP) plus 50% of his targets AD or AP as Magic damage, Cooldown is reset after using another ability Cooldown: 8/7/6/5/4 Sec/ Mana Cost: 25/30/35/40/45 mana

E - Counter Strike: Jax Begins spinning his staff to deflect all incoming attacks, taking 25% reduced damage (75% damage reduction for frontal attacks) for up to 4 seconds, Additionally, during this time, all damage he takes will be reflected to his attackers, After this ability ends or jax reactives it, He will slow all nearby champions by 50% (both attack speed and movement speed) and deal 50/90/130/170/210 (+40% of ad or +60% of ap/ Adaptive) as physical damage, Jax may autoattack during this ability but cannot cast (additionally he enters a stance similar to bruam/lucian where he won't turn for the duration) Cooldown: 20/18/16/14/12 sec/ Mana Cost: 100 mana Passive: Jax deals an additional 25/50/75/100/125 (+25% of ap) magic damage on every 3rd hit

R - Might of the Grandmaster: Jax Slams his lamp into the ground drawing in all champions within a 350 radius of him into his melee range (.75 sec Cast time) and stuns them for 1 Second, Dealing 100/150/200 plus (+40% of AD) (+40% of AP) as physical damage, Then for every champion stunned Jax increases his Attack Damage and Ability Power by 25% for the next 6 seconds, during this time, whenever jax gets a takedown, he extends the duration by 2 seconds and heals for 20% of his max health Cooldown: 100 Sec/ Mana cost: 100 Mana

The point of this rework is to make jax feel better to play as AND against, Removing his ability to just become damage immune to AA's for 3 seconds is something i feel will make him easier to balance, But the additonal removal of his ability to just stun and one shot when ahead is important aswell, establishing a proper rotation will maximize his defense and offensive power (IE button mashing will cause you to lose your dodges and cause you to run out of your attack speed bonus). Jax will have many more options with this kit, and will be a major threat, even when behind Give me your honest opinion on this kit and tell me if it maintains a good identity for jax (i do enjoy playing him, he just feels linear is all)

1 Comments

MaruChou1 votes

Not gunna lie, this might just make him pretty good. the idea of the stun going towards his ult will make him a lot stronger but at the same time weak pre 6. the idea of his E just negating some damage instead of immune to AA is pretty good. i had the same thought towards his q. and e is kinda ??? idk how to process that. especially like how his passive agility works. like for example. I start with q to get in range. i get a dodge but i put my E up and deflect some damage. and i would gain a 2nd dodge but i cant cast my W to get an auto attack reset bc the E doesnt allow it. and its for 4 seconds?? after that ill get a dodge and then possibly get my w again to become immune to cc and still get an auto reset i assume?.

or for another set: I start with E and the enemy disengage. that means i have to force pressing e again to just be able to cast the q to get in range since again i cant cast another spell due to e. then i would get kited. okay lets say the enemy doesn't disengage but stays i get to hit my slow and get a dodge but thats after 4 sec?? cuz my e last for 4 sec now? and then pressing w right after gets me a dodge after and then pressing q gets me another dodge. is this dodge only affecting AA or also AOE ?? the fact that E gets you to start the passive of the 3rd auto power is pretty great tbh. but also might be op.

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