Johnathan, the Marshall

Eternal Torment·9/27/2019, 11:53:00 PM·4 votes·3,577 views

#TABLE OF CONTENTS:

  • Disclaimer

  • Source of Inspiration

  • Suggested Looks and Theme

  • Author's Philosophy

  • Ratings

  • Secondary Information

  • Stats

  • Kit

  • Trivia about Abilities [Re-added]

  • Strengths and Weaknesses

  • Champion Synergies

  • Counters

  • Lore

  • A few Quotes

  • Summary + Edit Logs

http://magaimg.net/img/8xhg.png

#DISCLAIMER:

##I OWN NONE OF THE MATERIAL DISPLAYED. EVERY LINK, ICON, IMAGE AND INSPIRATION BELONG TO THEIR RIGHTFUL OWNERS.

http://magaimg.net/img/8xhg.png

#SOURCE OF INSPIRATION:

This is one of my earlier developed characters who I had to ditch for some time. It was also the forefather of the templates I am using for my current serie of champion designs, mainly with the SWTOR sources.

As for where my inspiration came, it is also directly from the game. I wanted to have the theme of someone who was a soldier, or at least comes off as one, but doesn't have prophetic boundaries like Pantheon does. I want someone who's just bound by a handful of moral codes. Someone who means well but his only trail are corpses.

http://magaimg.net/img/8xhg.png

#SUGGESTED LOOKS AND THEME:

PORTRAIT:

http://magaimg.net/img/92b7.png

http://magaimg.net/img/92d6.png

MODEL:

http://magaimg.net/img/92d7.png

THEME:

So...for the theme I wanted something funny in comparison. The one kinda Login theme genre Riot has yet to do is a good ol' Techno beat. So, enjoy:

https://www.youtube.com/watch?v=tjyIoEW_QCI

http://magaimg.net/img/8xhg.png

#AUTHOR'S PHILOSOPHY:

For this character, I had to do a full redo in terms of Abilities, something I have never done before and likely never will.

For this kit I wanted something that mostly focuses on granting the Power-fantasy of what you'd expect a commando to be. Maximum destruction, yet somehow minimal casualities. A soldier who is EFFICIENT. Well, here goes.

http://magaimg.net/img/8xhg.png

#RATINGS:

  • Damage: 3/3

  • Toughness: 1/3

  • Crowd Control: 2/3

  • Mobility: 1/3

  • Utility: 1/3

  • DIFFICULTY: 2/3

http://magaimg.net/img/8xhg.png

#SECONDARY INFORMATION:

  • Secondary Bar: N/A

  • Primary/Secondary Role: Marksman/Fighter

  • Secondary Attribute: Ranged

  • Style (Damage): 80% Physical, 0% Magic, 20% True

  • Style (Abilities): 50% Auto Attacks, 50% Abilities

http://magaimg.net/img/8xhg.png

#STATS:

  • Health: 600 - 2080 (+87.059/Level)

  • Health Regeneration: 6.1 - 18.8 (+0.747/Level)

  • Mana: N/A

  • Mana Regeneration: N/A

  • Range: 550

  • Attack Damage: 61 - 125 (+3.765/Level)

  • Attack Speed: 0.685 (+0 - 42%)

  • Armor: 32 - 85 (+3.118/Level)

  • Magic Resistance: 29 - 40 (+0.647/Level)

  • Movement Speed: 320

http://magaimg.net/img/8xhg.png

#KIT:

http://magaimg.net/img/92dg.png PASSIVE ABILITY: Hail of Fire Cooldown: 24 - 12 Seconds (-0.706/Level)

Johnathan's Next Auto-Attack fires a Hail of Bolts, dealing 4x (35% Total AD) physical damage to an Enemy. Deals True damage to Epic Monsters (Baron, Rift Herald, Dragons). Does not work on Structures.

Johnathan cannot deal critical strikes, however his Auto Attacks deal (1.5 / 1% Critical Chance) Bonus Physical damage.

http://magaimg.net/img/92dn.png Q-ABILITY: Piercing bolt Cooldown: 13712/11/10/9 Seconds Cost: N/A Cast Range: 800 Hitbox: 125 Projectile Speed: 1200/Second

Johnathan fires a particularily fast Bolt towards target Direction, dealing 90/130/170/210/250 (+65% Total AD) to all enemies hit. Subsequent Champions hit take 15% reduced Damage from Piercing Bolt. If Piercing Bolt successfully damages an enemy Champion, it will reset the cooldown of "Hail of Fire".

http://magaimg.net/img/92ds.png W-ABILITY: One-man Army Cooldown: 14 Seconds Cost: N/A Dash Range: 400 Dash Speed: 600/Second

Johnathan dashes towards a target direction and fires 3 quick Bolts (one at the start, one during and one at the end of the Dash) at the last enemy attacked (Prioritizing Champions, if in range), dealing 30/40/50/60/70 (+40% Bonus AD) damage to the first enemy unit Hit.

http://magaimg.net/img/92e7.png E-ABILITY: Tactical Explosive Cooldown: 16 Seconds Cost: N/A Cast Range: 400 Hitbox: 75 Area of Effect Range: 150

Johnathan places a Sticky Explosive towards a target Area. If it lands ontop of an enemy Champion or one walks over it, it will stick to the target Champion and slow them for 30% for the entire duration. 3 seconds after being fired, the Sticky Grenade will detonate, dealing 35/50/65/80/95 (+45% Total AD) Physical damage to all Enemies within a short range. The Primary target also takes 6% Missing Health as bonus Physical Damage. Minions take 50% reduced Damage.

Tactical Explosive will detonate prematurely if it's damage is guaranteed to defeat the enemy Champion attached to.

http://magaimg.net/img/92e1.png R-ABILITY: Bunker-Buster Cooldown: 150/130/110 Seconds Costs: N/A Cast Range: 850 Area of Effect Range: 350 Center Range: 200 Knockback Range: 200 Projectile speed: 650/Second

Johnathan fires a special Bunker-Buster at a target Location, dealing 80/120/160 (+40% Total AD) Physical damage to all enemies struck, slowing enemy Champions by 60% for 0.5 Seconds. Once it reaches it's target Location, Bunker-Buster can be recast, which follows a 1 second Delay before it Explodes, dealing 150/225/300 (+100% Bonus AD) Physical damage to all enemies hit. Champions damaged by the Detonation are pushed away from the Detonation and cannot pass the Detonation Area for the next 6 seconds. Enemies within the center of the Detonation take True damage instead and are knocked up for 1.5 seconds.

http://magaimg.net/img/8xhg.png

#TRIVIA ABOUT THE KIT:

  • W cannot go through walls, hence the low mobility rating.

http://magaimg.net/img/8xhg.png

#STRENGTHS AND WEAKNESSES:

STRENGTHS:

  • Powerful Zoning

  • VERY powerful jabs and trading.

  • Rewarding All-ins for successful and consistent play


WEAKNESSES:

  • High cooldowns early

  • Wave clear dependant on Rotation

  • Mobility tied to damage.

  • Window of Opportunity depends on full Ability Rotation

http://magaimg.net/img/8xhg.png

#CHAMPION SYNERGIES:

  • Alistar Chogath Leona Malphite Champions with lots of CC that keep the enemy in place. Johnathan has very little tools, other than 1 short Slow, to set up his Abilities and so it is very likely for him to miss if he fires like an idiot.

  • Yasuo AoE Knockup. We all know someone is gonna try to make this synergy happen, so I might as well save them the effort and mention it.

  • Viktor His Empowered W is just about the single most gorgeous synergetic ability when it comes to Johnathan's Ultimate Ability. That sweet, sweet Pull that sets several champions as close together as possible to ensure they ALL get hit by the AoE knockup and true damage.

http://magaimg.net/img/8xhg.png

#COUNTERS:

  • Shen Sion Amumu Champions who are extremely frustrating and hard to kill are Johnathan's inherent weaknesses. He has a very, VERY short window of Opportunity and to kill a 5kHealth, 200something Armor Sion is going to take too long with that window.

  • Corki Ezreal Kalista Mobile ADCs with which Johnathan has a hard time Trading because they can just DODGE EVERYTHING WITH A SINGLE MOVEMENT.

  • DrMundo Sejuani Warwick Johnathan cannot kill these champions for various other reasons. Warwick out-sustains him on every level, Sejuani's Passive takes longer to come down than everything Johnathan has to offer in terms of Window of Opportunity and Mundo because Mundo.

http://magaimg.net/img/8xhg.png

#LORE:

Growing up in Pilover was a very spoiling life for young Johnathan, born into the house Torek's clan as the son of the Leader of the Clan Guards, a force of Militarised volunteers serving the protection of the Clan Torek in the Event of need for protection against Criminal Activity.

Johnathan enjoyed a very creative and colourful upbringing, spending his youth exploring the Estates of the Clan, it's reaches and, of course, it's many technological advancemenets. Over the course of his teenage Years, Johnathan became more and more infatuated with Hextech-Weaponry, particularily in weapons of large destructive forces. He always wondered why Torek never engaged in the utility of any of these Weapons.

His question was, involuntaringly, answered, when a criminal Raid, orchestrated by the Phantom known as "C", caused his home to be utterly destroyed. His home was a literal poke away from collapsing within itself and his parents were dead. Johnathan would never be able to forget the memory of how a single weapon, one use of it too, crashed his life as if it was a piece of glass struck by a thrown rock.

His sorrow was drowned out when clan Torek proposed a counter-attack. Thoughts of Vengeance and war clouding his mind, and so he agreed, joining the Guard as it's youngest member to be at just 17 years old. He was fully weaponized and given Authority for "Shoot to Kill".

However, that Opportunity never came because the recently appointed Sheriff of Piltover apprehended the culprits, all of them, and not one was killed by her hands.

Johnathan could not accept this. He would not. And so he did something very...very...very stupid.

He raided the prison in which the criminals were being held.

Armed with the very weapon they had used to kill his parents and destroy his home, he rampaged all over the place, blowing it to the deepest rings of Hell, where he would curse it within his every nightmare for years to come.

His escape, surprisingly enough, went unnoticed thanks to the rogue vandal Jinx, who's activities served as a cover for Johnathan's operation.

When Johnathan returned, however, Torek had disowned him for his actions, cutting all ties before Piltover retaliated so the clan couldn't be blamed, but merely the individual resposible for it. They did, however, let him go as a last Act of goodwill towards his parents.

Johnathan, thankful for everything Torek had given him, gave them his goodbyes and moved to the furthest edges of Piltover's North, where he set himself up in a secret layer.

From there, he guarded House Torek and it's most precious associates whenever criminal activity arose that couldn't be handled without causing Clan Conflicts, which put him at direct odds with Piltover's Finest. He even was offered a Spot within the Wardens, but refused because they did not kill as Johnathan was convinced that some people do not deserve a life.

In time, with the feats of Vigilantism performed, Johnathan earned himself the nickname "The Marshall" for his very heavy-Weapons approach to criminals.

http://magaimg.net/img/8xhg.png

#A FEW QUOTES:

PICK:

  • Duty Calls. Better not leave it on speaker.

BAN:

  • It matters not. I will return.

GAME START:

  • Open pathways, some hiding spots and- Are those mansized bushes? Oohoho, this...this is MY kinda battlefield.

  • Apparently those cowards think they can hide behind walls? If only they knew...


FIRST MEETING JINX:

  • High time you get put down.

  • Piltover will no longer have to endure you


FIRST MEETING CAITYN/VI:

  • Piltover's finest. I envy your skill and your persistance. But you lack the Will to act on a criminal's life.

FIRST MEETING: VIKTOR:

  • I know of your intentions Viktor, you bear no evil with your goal. For that, I will make this quick.

FIRST MEETING JAYCE:

  • You are a good guy, for the most part, but do you really think everyone just forgot the innocent people you killed in your clash against Viktor? Not me.

LONG MOVEMENT:

  • Sometimes I wonder if I will ever get rid of this Rage that drives me. This Impossible anger strangling my grief until the memory of my loved ones is naught but Poison in my veins. Sometimes I wish I had never loved my parents...just to be spared the pain.

ATTACKING ANY CHAMPION:

  • You had it coming, don't act so surprised!

  • Cease resistance or I will unload all my ammo on you...wait, that's just wrong.


KILLING JINX:

  • Asta la vista

KILLING CAITLYN/VI:

  • Out of all the people, you didn't deserve this.

http://magaimg.net/img/8xhg.png

#SUMMARY + EDIT LOG:

I hope that you have enjoyed the long read and that this has been a pleasant experience. Considering I made as many designs within a single week, after this one I will take a break for some weeks since I don't want to spam the Boards.

Below this text, you will find a Log of all Edits where noteworthy changes are kept so newer viewers don't miss on small updates.

EDIT LOG:

Edit 1:

  • Passive slow removed, Critical chance now grants bonus damage on AA rather than passive AD increase.

  • Q defence Shred removed, cooldowns lowered, cooldowns now scale with Ability level, Q now resets Passive cooldown.

  • E now slows until detonation, Detonation timer reduced from 5 seconds to 3.

  • R Post-detonation slow removed, Terrain and Wall destruction removed, Delay increased, AoE range slightly reduced.


Edit 2:

  • Passive AA damage bonus tweaked.

  • Q range increased from 600 to 800

  • W Changed from "Emergency Adrenaline-Injection" to "One-man Army"; W Skill entirely reworked.


Edit 3:

  • Ad scalings on all Abilities adapted

  • W Ability description changed.

3 Comments

VoidThicc9/28/2019, 12:03:26 AM1 votes

I made a quick skimm through your Abilities and there are plenty of plus and minus points to explore.

Your kit is true to the power fantasy. It's a one time engagement, fire from all guns, the full shazam, and when you do decide to go in, you do so very damn hard. The Kill Potential in this kit is crazy high, but it's well managed by cooldowns.

However, this tip of the balance creates a problem. If the cooldowns are too high, he essentially is way too useless in the intervall between two engages. If they are too low, his laning phase is unbeatable. Balancing his Abilities by cooldowns alone seems to be a big nightmare to pack at.

The Ultimate is cool. it is fair, it is very rewarding for good aim and strong teamplay, can be used to close off the way if you're chasing someone in the jungle and true to the Explosive reality, the closer people are to the bomb the worse they are off, with people in the center taking true damage for taking the full brunt.

The W...well...very mixed feelings about it. It's the epitome of the cooldown problem just mentioned. You make the cooldown too high and he's a free kill on-cd and if it's too low he can't be all-in'd, meaning your laning enemy needs to be absurdly strong in quick trades to chip your health down bit by bit.

It's a good kit, but the cooldowns are by a long mile the biggest issue it has.