Juggo -The marksman juggernaut CHAMPION CONCEPT

Knightmere·10/14/2016, 10:39:52 PM·1 votes·1,398 views

Juggo is a marksman as well as a juggernaut/tank

Some base stats:

He uses energy, not mana. Energy: 400 Base movement speed: 300 Range: 400 Attack speed: 0.65

http://i.imgur.com/yANxgXz.jpg From the left: Recon mode (normal) and War Machine mode (ultimate)

Passive: Recon

--Zooming Scope: Juggo gains increased attack range every time he hits an enemy with a basic attack, stacking up to 4 times (400/550/700/850 range). After the fourth bullet, he need to reload. The reload process takes 2 seconds, and it is fixed (building CD won’t change the reload time).

--Overdrive: Juggo prefers damage, over attack speed so he overdrives the attack speed stat on each item bought. The overdrive system does so Juggo can transform 50% of the attack speed to bonus magic damage. For instance: building an item with 40% attack speed, will only give you 20% attack speed but give you 20 bonus magic damage as well on basic attacks.

**Q: Steady aim ** Cost: 65 energy Cooldown: 6/5/4/3/2 seconds

Active: Juggo’s basic attack range is set to max at all 4 bullets (850 range), but he walks 90/80/70/60/50% slower. Pressing this again will cancel the ability, but also the slow. The cooldown won't start, unless you cancel the ability or use all Your four bullets.

_**W: Nucleon Accelerator **_Cost: 40 energy Cooldown: 15/14/13/12/11 seconds

Passive: Nucleon Bullets: Juggo uses special ammunition, so that his basic attacks can restore some energy 35/45/55/65/75.

Active: Juggo gain a boost of movement speed for 4 seconds (50/65/80/95/110). The boost decays the last 2 seconds. This boost is lost 1 second earlier when attacking.

E: Energy Harvester Cost: 20 energy per second. Cooldown: 5/4.5/3/2.5/2

Passive: 10% of Juggos bonus health is gained as physical damage.

Active: Juggo gains a shield that absorbs incoming damage. The shield grows stronger every second (health to shield every second in level 1-5: 20/30/40/50/60), for up to 6 seconds. His basic attacks converts the same amount of energy as extra health for his shield. The Shield cannot last any longer than 10 Seconds.

R: War Machine Cost: 100 energy Cooldown: 120/110/100

Passive: Fast hands: removes 0.34/0.67/1 second from his reload time

Active: Juggo jump into the air with assist from some powerful thrusters and transforms into a machine of war, then lands on target area. The area where he lands is ionized, damaging enemies inside every second and slowing them by 90% for up to 2 seconds. Juggo’s base movement speed is increased to 330/360/390. Juggo can still attack from range (range = 500 at all time, and his reload time is always 1 second) but if he is in range = 200 from an enemy, he leaps to them and uses a powerful melee attack (range = 125). Every melee attack deals 65/130/195 + 1 AD bonus physical damage (and restore twice as much energy), but the first one on an enemy deals 75/150/225 + 1.5 AD bonus physical damage instead and stun them for 1 second.

Tell me what you think! :) Comment Down below, and give it +1 if you like the concept, even though you may want to do some adjustments to it! I enjoy Reading every feedback I can get! [slayer-jinx-wink]

7 Comments

YOU LOST LMAO10/14/2016, 10:44:30 PM1 votes

I like the tank marksman idea, but abilities are tl;dr

Hyrdan10/14/2016, 11:11:06 PM1 votes

I like the concept, I really like it. The R movement speed seems to be so much powerful. So I think you should decrease it. But after all, Juggo is great ! [slayer-pantheon-thumbs]

Hillary did ISIS10/14/2016, 11:30:36 PM1 votes

This might be hard to balance because if it was to be an adc, then his e and w would give him too much survivability and passive from e and overdrive would give him too much damage. A tank that does equal damage to an adc is a pain to deal with, so the concept would be too unhealthy. Tuning down his kit to keep on of the 3 (Survivability, hybrid damage, damage stacking with defense stats) would be reasonable, but all 3 in one kit is an overkill. On top of that amazing chase and stick potential with his ult makes his snowball unstoppable.

Mordepool10/15/2016, 12:34:33 AM1 votes

Marksman/ juggernaut/ tank. Sounds like urgot

Sexy Jack Rabbit10/15/2016, 1:02:25 AM1 votes

Seems all a little unbalanced. I think when creating a champion you need to remember a champion is balanced across all of their skills. Think of it like this, a champion has 10 points, and 5 abilites. P. Q,W,E,R. Morgana would work out like such; P.: 1 Q: 4 W: 2 E: 1 R: 3 Morgana's passive is just a simply passive. Morgana is a very simply example, but it shows how that in a champions kit, something is always given for something else. Kled's passive is very complex, so as a result the rest of his kit was made very simple.