Jax Rework Concept
If you play Jax, or understand the problems of him (and hybrid carries in general), you'll come to realize Jax has many problems. Tanks can outscale him by building thornmail, thus Jax who normally would have beaten tanks because he's tanky enough to take their damage, can't because he hurts himself too much doing so. For a splitpushing duelist, this is a huge problem, but this isn't the only problem. Due to these downsides, a lot of power is put into his E - Counterstrike.
Jax, the supposed late game carry, has very little aspects of a late game carry. He doesn't carry any form of damage that doesn't fall off, being either multiplying (like Crit) or any kind of Percent Health. You could say he's a hybrid champion makes him not fall off, but this is completely false. Squishies now get 0.5 MR/level in their stat growth (before they had Locket's passive), and can buy GA for a decent set of armor. A tank simply builds 1-2 armor items and visage and Jax will struggle to kill them. He doesn't have any form of armor or magic penetration either. His items of sustain don't do much because he has no penetration for his attacks to deal much damage to sustain from. In addition, he's plain terrible at teamfighting.
With what is hopefully a Diver Rework this preseason, now is a great time to suggest and discuss said champions.
General
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Ability Icons updated
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Fishing Rod icon for his passive no longer makes sense since the first lore is no longer relevant.
- "he is only allowed to fight with weapons the League deems suitable. For now, that list includes a lamppost, a chicken's foot, a spatula, and a fishing rod."
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Base stats adjusted
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Base mana increased or ability mana costs decreased
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We have fighters like Riven, Kled, and Aatrox who have no mana, and we have Fiora is barely has mana costs. Jax's are a bit high, but some help is nice.
Passive - Relentless Assault
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NEW: Jax deals X-X(+50% AP)(+10% bonus AD) bonus magic damage every third basic attack. (X to be determined)
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Maximum stacks lowered to 6 from 8.
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Attack speed per stack changed to 4-12.5% (based on level) from 3.5 - 11% (based on level).
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Total attack speed changes to 24-75% from 28-88%.
Q - Leap Strike
- Dash speed increased.
W - Empower
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Damage changed to 15/35/55/75/95 (+20% AP) (+10% bonus AD). (Numbers arbitrary)
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NEW: Deals an additional 4/5/6/7/8% (+2.5% per every 100 AP) (+1.5% per every bonus 100 AD). (Numbers arbitrary)
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The damage from Empower should be about the damage towards a squishy target, but more towards a tank.
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NEW: Heals Jax for 5/7.5/10/12.5/15% of the damage dealt. (Numbers arbitrary)
E - Counter Strike
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Cooldown increased by 2 seconds at all ranks.
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Taking some power out of counterstrike to open up room for other power in his kit.
R - Grandmaster's Might
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Ultimate-Passive effect removed.
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Moved to Passive - Relentless Assault.
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Reworked - ACTIVE: Jax unleashes his might gaining 7/12/17% damage reduction and his attacks deal 30/40/50% more damage (including on-hit effects and on-attack effects, like Empower and Spellblade). (Damage modifier numbers are arbitrary.)
This rework fixes a lot of Jax's issues (though isn't perfect on the numbers) of lacking healing, a way to hurt tanks, and a damage multiplier to make his scaling not linear.
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