Jaeger, The Void Hunter

Kloqdq·8/31/2015, 7:08:33 PM·2 votes·572 views

_It only takes one moment for everything to change. It can happen to anyone and unlucky for me, that day took away everything i loved in one moment. _

Jaeger is a marksman with a lovable void hound that he uses to hunt down his enemies with a few tricks in his bag. Since birth, Jaeger was in raised in the Freljord where he was born to his mother and father. At a young age, his mother passed away before he could get to know her leaving him to only have his father. He was trained by his father to be a hunter and learned everything he could from him. They would go out on hunting trips across Runeterra to hunt bigger prey, until they stumbled upon a rift to the void on one of their hunting trips. Out of that rift came the soon to be named, Maelgwyn, a void hound that was hungry. A game of cat and mouse occur as Jaeger and his father ran through the woods trying to run away from Maelgwyn. However, the hound finally caught up and in a attempt to save his son, Jaeger's father threw himself at the hound to give his son a chance to escape. Several days passed as Jaeger became lost in the woods, knowing that the hound was on his trail he chose to stop running and hunt the hunter. No one knows what happened in their fight, only that by the end, Maelgwyn is following Jaeger with an ability to control him like a loyal pet, or as Jaeger likes to call it, "A trophy of victory."

Jaeger and Maelgwyn are a duo that play off one another more so than some champions. A good idea of this would be like is Quinn, but following a transformation idea like Elise or Nidalee. Let's start on his Ultimate ability since that is were his kit really starts.

**R: Swap

Cost: None Cooldown: 5 seconds after use Range: Globe (Where ever Maelgwyn is at the time)

Channel for 2/1.5/1 seconds to swap control between Jaeger and Maelgwyn. Jaeger can only hold this channel for 60/90/120 seconds and will swap back when he loses focus. There is no channel to return to Jaeger but he will become stunned for 3/2/1 seconds afterwards

(Text while playing as Jaeger) As Jaeger, Maelgwyn will stay by his side and will not perform actions unless given a command to do otherwise.

(Text while playing as Maelgwyn) As Maelgwyn, Jaeger becomes immobile, channeling a connection with Maelgwyn. Jaeger can be damaged, targeted, or killed while channeling. If Maelgwyn is killed while in control, then control will be swapped back to Jaeger. While as Maelgwyn, you can only go as far of range as Jaeger's Hunt allows you. Maelgwyn counts as a Epic Monster kill rather than a Champion kill. All gold gained while as Maelgwyn is given to Jaeger only when Maelgwyn returns to Jaeger's side. If Maelgwyn dies then he will not respawn for 75/60/45 seconds, all gold gain will be lowered by 10% and will come back in the fountain with "Return" activated.**

This ability really show cases what makes Jaeger and Maelgwyn a team. Both are hunters but it's the connection that allows them to have a very unique style of play compared to other champions. In a sense, the two are different champions that play as one. I know what you are thinking, this makes him super strong bringing two champions to the game and if you kill Maelgwyn then you don't stop the champion. That may seem true but the passive is what really will balance out the duo.

**Passive: Bloodlust/Devour

Bloodlust

On kill or assist, Jaeger will gain a stack of Blood, increasing his Life Steal by 0.5/1/2% for each stack, stacking up to 5 times. If Jaeger kills a enemy champion, Jaeger will restores 50 – 305 health [35 + (15 × level)] and will lose all stacks of Blood currently on him.

Devour

Maelgwyn does not gain stats from items, and instead has separate stats from Jaeger and increases them by killing units. (enemy minions, champions, monsters and epic monsters.) Every time Maelgwyn kills a unit he will gain 2 stat to his Maximum Health, and 1 stat to his Attack Damage, Armor, Magic Resist.(5/7/10 for killing enemy champion or epic monster) Maelgwyn must kill the unit to gain the stat. Every 60 seconds, Maelgwyn will receive [0.5+(0.1 x level)] to his stats. His other stats will not change by killing units**

Now this is where you can see the strengths of Jaeger and Maelgwyn. Jaeger is in all senses a marksman, while Maelgwyn plays out as an assassin scout for your team. The strengths of Maelgwyn need to be built up but when he gets there, he becomes a strong tool for your team. It gives Jaeger a chance to be safer than other marksman, will giving his a sense of globe pressure, and become a champion to always be careful of. Maelgwyn will need to be babied into the game as his early game strength is not there but if cared for, his mid to late game strength will start to show as a way to pick off people alone, or scout areas on the map that you don't have warded. To avoid Maelgwyn from being a god carry and one shooting enemies in the super late game, some of his stats will cap. Of course if the Jaeger player choices not to focus on Maelgwyn, he will still become reach his strength, just further into the game than desired. Let's talk about the rest of his kit and stats before we round up.

Q: Fire bomb/Bite

Cost: Jaeger: 40/45/50/55/60 Maelgwyn: 50/55/60/65/70 Health Cooldown: Jaeger: 0.5 seconds (Takes 55/50/35/30/15 seconds to make a firebomb and has 0.5 between each throw.) Maelgwyn: 11/9.5/8.5/7/5.5 seconds Range: Jaeger: 1000 (AoE fire is 400) Maelgwyn: Self

As Jaeger, you hold onto fire bombs which can be thrown at will. As Maelgwyn, you take a bite out of target and heal his missing health

Jaeger: Jaeger will throws a fire bomb that will explode in the target area dealing an impact damage of 50/75/100/125/150(+0.2/0.4/0.6/0.8/1% Attack Damage) physical damage, as while as leaving a small fire AoE fire on the ground that slows all champions for 50/55/60/65/70% that walk threw it and burning them for 10/20/30/40/50(35% Ability Power) magic damage every second, for as long as they stand in the fire and 2 seconds once they leave it. Jaeger can only hold up to 4/5/6/7/8 fire bombs at a time.

Maelgwyn: Maelgwyn bites his foe dealing 100/125/150/175/200(10% Attack Damage) physical damage and restores 1/2/3/4/5% of his missing health.

W: Command: Hunt/Return or Instincts

Cost: Jaeger: None Maelgwyn: None Cooldown: Jaeger: 1 second Maelgwyn: 20 seconds Range: Jaeger: 5000/6000/7000/8000/Globe Maelgwyn: 1250 (Fear and foot prints are at 500 units close to Maelgwyn)

As Jaeger, command Maelgwyn to perform an action. As Maelgwyn, let out a loud roar which boosts allies stats and fears enemies around Maelgwyn. Maelgwyn can also see foot prints of champions that have been in the area.

Jaeger: Command Maelgwyn to Hunt or Return. Hunt: If you send Maelgwyn to hunt, Maelgwyn will go to target area selected and will patrol the area (1500 range) revealing the area in front of him in a cone (550 units) until he is attacked or is called back. If Maelgwyn is attacked while on Hunt, he will run away losing vision but with increased movement speed 1/2/3/4/5% till his is out of danger, returning to his patrol of the new area. Once Maelgwyn is on the Hunt, he can be damaged freely or killed but will no use abilities or attack when challenged. While Maelgwyn is in Hunt, he has his passive from Instincts, and will not gain health back.

Return: Calls back Maelgwyn to Jaeger's side where ever he is on the map. If Maelgwyn is at Jaeger's side then he can not be targeted or damaged. (aside from AoE damage or effects)

Maelgwyn: Passive: Maelgwyn is able to see the foot prints of any champion that has walked in the area around him in the last 10/11/12/13/14/15 seconds. He can not tell the difference between enemy or ally foot prints however. Active: Let's out a loud roar that will give all allies in range 30/35/40/45/50% increased movement speed moving towards enemy champions (always 20% when running away from champions) for 2 seconds and bonus 5.5/6.6/7.5/9/10% armor and magic resist if they are in combat for 2/2.5/3/3.5/4 seconds. Maelgwyn will also fear all enemy units (Except Epic Monsters) for 0.2/0.4/0.6/0.8/1 second around him. The duration of the fear becomes stronger the closer enemies are to Maelgwyn increasing up to 1.75(+0.25 for every 100 units close to him.)

E: Leap/Dash

Cost: Jaeger: 100/75/50/25/0 Maelgwyn: None Cooldown: Jaeger: 10/9.5/9/8.5/8 seconds Maelgwyn: 20/18/16/14/12 seconds Range: Jaeger: 450 Maelgwyn: 2000

As Jaeger, you take a small leap that will give you increased movement speed. As Maelgwyn, you dash in a direction colliding with any unit hit and stunning them and yourself.

Jaeger: Jaeger will leap towards target area, and after landing will gain 20/30/35/40/45% movement speed for 1.5 seconds. If Maelgwyn is with Jaeger when he leaps, then Jaeger will also gain a bonus 10/15/20/25/30 Attack damage for 3 seconds.

Maelgwyn: Maelgwyn charges in a direction for 4 seconds and can steer towards the mouse cursor. While charging Maelgwyn will have 700 movement speed, and moves through minions but is not immune to forms of crowd control. If Maelgwyn collides into a enemy or wall, then he will stop charging and become stunned for 1 second but will also stun any enemy hit by 1.5 seconds. If Maelgwyn hits a enemy then he will deal 50/100/150/200/250(+10% attack damage) magic damage.

Stats: Jaeger and Maelgwyn

Jaeger

Health: 493(+74 per level)
Health Regen: 3.67(+0.34) Mana: 221(+22 per level)
Mana Regen: 9.7(+0.41 per level) Attack Damage: 54.5(2.3 per level)
Attack Speed: 0.675(+2.5 per level) Armor: 28.7(2.1 per level) Magic Resist: 34.2(0.1 per level) Movement Speed: 345
Range: 525

Maelgwyn

Health: 550(+21 per level) No cap
Health Regen: 9.4(0.9 per level) Mana: Has none
Mana Regen: See Mana Attack Damage: 57.3(+1.2 per level) Caps at 283.45
Attack Speed: 0.681(+3.02 per level) Armor: 21(1.3 per level) Caps at 223.1 Magic Resist: 19(0.93 per level) Caps at 191.8
Movement Speed: 355(4.7 per level)
Range: 150

Alright lets start at Jaeger and Maelgwyn's Q. The idea behind Jaeger's q was to give him a form of poke and a zoning tool which he would otherwise not have. Fire bombs impact damage lets you harass his enemy laner which lowering their chances at trading back at him due to the slow and burn. In lane this can be a good way to also slow down ganks onto him and give an aid to escape. In team fights, the fire bomb can be a great zoning tool on the back line. Due to the range, Jaeger can use it to displace the back lane with the slow and burn to keep them moving and maybe caught them out. Due to Jaeger's mana however, it's probably a smart idea to avoid spamming this as it will become costly. Onto Maelgwyn's Q. This ability is pretty simple as you just take a bit out of the enemy in front of you and heal some health back. It will reset auto attacks and is pretty fast. Not much more to talk about there. The duo's W is where things get interesting. While Jaeger, you give the command to have Maelgwyn become your mobile ward. Sending Maelgwyn can help your team and yourself keep a eye around the map, with Instinct's passive, you'll be able to get a feel where enemies are due to the foot prints and play off that. Since he will also patrol any area he is in, he becomes a problem the enemy team needs to get out of the way. Of course he will simple back away when arggo'd, moving to a new spot and new patrol location. The vision you get is like Kalista's soul but with a large vision space and a lot harder to take down. Where the sense of global pressure comes from is here, using Hunt to send Maelgwyn out lets you swap to him to invade with junglers, gank lanes, or get kills that would get away. Due to his weak stats or lack of range early on though, Maelgwyn will normally end up dying or failing this till the mid-late game if he attempts this.

On Maelgwyn's side of the W though, this plays into his team fighting ability. By activating this you will be able to have a strong engage of speed and while under attack, become much stronger in the fight for a time. The fear aspect of this gives him a form of hard cc to engage with or help peel enemies of yourself or allies. Maelgwyn's W lets him have a strong team fight like Jaeger's Q but in a different form to keep enemies always guessing what will happen. Last but not least is the E for the pair of hunters. Let's talk about Jaeger's Leap first. A very simple jump that gives Jaeger some mobility to his kite while giving him too stats that help me out largely. Movement speed and Attack Damage. The sudden burst of movement speed makes him a little tough to caught, while also giving a good chase and kite game. Coupled with Fire Bombs, Jaeger can be quick annoying to get a hold of if not probably cc'd making him strong in his teamfights. However, due to his low mana and high cooldown early, the cost of Leap can be a risky one, meaning you have to be smart with how you play with it. The last part of Leap rewards players for having their faithful (While maybe not the right word for a creature from the void) with them at all times. The AD shot you get from this adds to his power of out trade and fights as well. This AD plays to his early game much better and gives players a chose of whether to keep Maelgwyn with them or send him out to help give vision to the team. Let's look at his stats real quick before we move on. Jaeger has some strong and weak points in his stats that should balance out his strengths. Lower health and mana, lowers the strength of his Q and E. With higher than average, attack speed, movement speed, and defense though he is able to out trade his laner more effectively than most. Thanks to his passive the lack of health and health regen are balanced out while also aiding to his trades and teamfights. Maelgwyn's stats are really the tough spot. With the stats he does not gain passively, he has average level stats similar to most fighters. This is due to his inability to have items, he needs to have stats he does not gain, come into play much better to level the playing field and make his stronger like a champion. This is why he gains passive movement speed or has a higher scaling attack speed compared to most. However to avoid the strength of a strong champion that you gain not much for beating, (In a top lane sense if you will, where melee is the main source of damage, meaning the duo would easily stomp since he could send out Maelgwyn and have him fight, maybe losing Maelgwyn but now having a full hp ad ranged to take over the weaken enemy.) Maelgwyn has weak stats in the ones he gains, both base and scaling. This makes his early game weaker than everyone with weak base all around and terrible scaling on the parts he gains. This should balance out Maelgwyn making him not too strong while giving players a choice of whether they want to make him become strong or leave it to the passive gain.

Items that are good on Jaeger: item 1055 item 3158 item 3031 item 3078 item 3046 item 3087 item 3006 item 3508 item 3153 item 3140 item 3143 item 3035 item 3110 item 3065 etc etc etc (AD stuff)

That is all I have on Jaeger and Maelgwyn's kit. Before I close up this talk about my champion idea, let me just thank everybody that took a chance to read this and if you have any ideas on how i could improve this champ or see any mistakes I made in here, feel free to let me know. I would love to make this champion better and have him get some notice. I'll update whenever I come up with some ideas about Jokes, Taunts, Status within the league, like friends enemies, etc. And add more to his lore. Hope you enjoyed and have a nice day!

0 Comments