Jerry - The Wind-Up Gizmo (WIP)

utDOOM·2/14/2015, 12:18:39 AM·1 votes·539 views

Jerry - The Wind-Up Gizmo (WIP will be reposted when completed) (sooner this time hopefully)

Stats:

Lore:

Kit:

  • Passive: Wind-Up

  • Jerry cannot take any actions if he has not been wound up (except for recalling and casting warp). His resource bar shows how much wind up time he has left. (maximum 120 seconds of total wind up time) Jerry does not lose time when idling, recalling, or channeling Warp.

  • Wind-Up Key (20 gold) (consumable):

    • Active: Winds up Jerry for 60 seconds over a 5 second channel time. If the channel is canceled, Wind-Up Key is still consumed.

  • Q: Charge/Block Launcher

  • Charge: Jerry uses half of his power to charge himself up for 5 seconds, reducing his movement speed, attack speed, and AP by 50% during the channel. After the channel, Jerry becomes charged, gaining 16%/18%/20%/22%/24% bonus movement speed, attack speed, and AP until he casts Block Launcher or runs out of wind up time. Jerry consumes wind up time 30% more quickly while he is charged.

  • Block Launcher: Jerry consumes all his stored energy and fires a block at an area, dealing 70/80/90/100/110 (+90% AP) magic damage to all enemies in the area.

  • Range: 1000 units AoE Diameter: 300 units Cooldown: 7 seconds


  • W: Arcane Barrier

  • Jerry surrounds himself with a shield that absorbs either 50/70/90/110/130 (+100% AP) damage or a spell and lasts for 2 seconds. If the shield blocks a spell or is broken, Jerry gains 10%/12%/14%/18%/20% movement speed.

  • Cooldown: 20 seconds Cost: 20 seconds of wind-up time


  • E: Overwind

  • Passive: Jerry’s basic attacks deal (100% AD + 10%/20%/30%/40%/50% AP) magic damage.

  • Active: Jerry over winds himself, maximizing his wind-up time and increasing the power of buffs and debuffs by 60%/70%/80%/90%/100%. Jerry cannot wind-up again until he runs out of wind-up time. Overwind can only be cast during the first 1-2 seconds of Jerry’s wind-up channel and only once.

  • Cooldown: None


  • R: Warp

  • Active: After a 10 second channel, Jerry teleports to an allied, non-champion unit or structure. If he teleports to a turret, Warp’s cool down is lowered by 40%/50%/60%.

  • Static Cooldown 300 seconds

4 Comments

CrazedPorcupine2/14/2015, 4:54:31 AM1 votes

I'm not going to lie, just from looking at the set up and abilities, Jerry seems very boring to play. I have to spend gold to actually play the champ, my ultimate has a 10 second channel (not even Shen's ult which is a global TP to an ally champ takes longer than the Teleport Summoner Spell), and I have to go back at maximum every 2 minutes meaning that I'm never that effective. Honestly, Unless he does gamebreaking amounts of damage, no one would ever pick him over more reliable champs that can spend more time in lane or in fights.