Jamarr, Who Clears the Way

sneezing slug··7 votes·1,842 views

The Ionian Spirit of Guilt, like all other spirits, can only take physical form when possessing a mortal's body. Commandeering the body of the infamous bounty hunter Gala the Spiteful, Jamarr seeks only to forgive those who feel guilty of their actions. By cleansing their memories.

Permanently.

"You have nothing to be guilty of, if you do not know what you have done."


Ranged attacker, utilizes mana for his abilities.

Passive: Idle Hands Enemy champions near Jamarr have reduced cooldown reduction. (Lengthening the cooldown. Not by some ridiculous amount, and not by some small as hell amount, but an amount that will make an affect on the game.)

Q: Psionic Tunneling Jamarr fires a skillshot that passes through minions, dealing minor magic damage, and collides with enemy champions. Upon hitting an enemy champion, that champion is slowed and silenced, and takes additional magic damage.

Psionic Tunneling can critical hit, which sets one of the enemy champions basic abilities on cooldown of random selection.

W: Clearing View Passive: Jamarr and allied champions nearby gain 6%/7%/8%/9%/10% tenacity.

Active: Jamarr reveals the target area of the map (with a long casting range, not global) revealing stealth traps and enemies for 4/4.5/5/5.5/6 seconds.

E: Spirit Projection Jamarr transfers a part of his soul to the target allied champion, or assimilates it within himself. Upon being struck by incoming magic damage, it returns 25/30/35/40/45% of the damage to the source, before any reductions such as magic resist, for 6 seconds.

R: Forgive and Forget Passive: Jamarr allows his team to see if enemy champions have their ultimate abilities off cooldown or not.

Active: Jamarr drops an AoE at the target location. All enemy champions within the AoE gain an additional 2 seconds on each of their basic ability cooldowns per second, pausing cooldowns from counting down. If an ability is not on cooldown, it goes on cooldown with 1 second on it. Leaving the AoE will stop adding seconds to the cooldown. Each second you remain in the AOE gives you one stack of Guilt. Lasts 8 seconds. When the AOE finishes after 8 seconds, enemy champions with stacks of guilt will take damage for each stack.

Criticism is always appreciated!

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20 Comments

Deadly Quills3 votes

Seems like a cool concept. The only problem I see with it is the w passive. Most abilities in the game that I know of enter the champion into combat as soon as they are cast, negating the passive added cdr. Meaning the cdr boost would have no effect whatsoever. Making it a useless passive. Maybe if you extended the time of the cdr going away to be something like 1 second in combat, then the cdr could aplly to the ability before being dissipated. At least I think that's how it works. If I'm wrong, feel free to yell at me.

sneezing slug1 votes

[{quoted}](name=Cyb3rpunk Panda,realm=NA,application-id=A8FQeEA8,discussion-id=JoYfZgxr,comment-id=0000,timestamp=2015-07-11T05:57:08.777+0000)

Seems like a cool concept. The only problem I see with it is the w passive. Most abilities in the game that I know of enter the champion into combat as soon as they are cast, negating the passive added cdr. Meaning the cdr boost would have no effect whatsoever. Making it a useless passive. Maybe if you extended the time of the cdr going away to be something like 1 second in combat, then the cdr could aplly to the ability before being dissipated. At least I think that's how it works. If I'm wrong, feel free to yell at me.

Oh dude, no, thank you for the help!

I think I might actually scrap the idea all in all, and replace it with a different kind of passive.

If you have a suggestion, I'm open!

ShinobisDemon2 votes

[{quoted}](name=Metal Gear Roses,realm=NA,application-id=A8FQeEA8,discussion-id=JoYfZgxr,comment-id=00000000,timestamp=2015-07-11T06:40:57.550+0000)

Oh dude, no, thank you for the help!

I think I might actually scrap the idea all in all, and replace it with a different kind of passive.

If you have a suggestion, I'm open!

Hmmm, maybe if you gave him something like basic like; "Him and his nearby allies gain (2ap) (1ad) per level or something.

Powerling1 votes

Revealing wards might be too strong. True vision is very contested at the moment due to it only being given by pink wards and red trinket.

novac37211 votes

[{quoted}](name=Cyb3rpunk Panda,realm=NA,application-id=A8FQeEA8,discussion-id=JoYfZgxr,comment-id=0000,timestamp=2015-07-11T05:57:08.777+0000)

Seems like a cool concept. The only problem I see with it is the w passive. Most abilities in the game that I know of enter the champion into combat as soon as they are cast, negating the passive added cdr. Meaning the cdr boost would have no effect whatsoever. Making it a useless passive. Maybe if you extended the time of the cdr going away to be something like 1 second in combat, then the cdr could aplly to the ability before being dissipated. At least I think that's how it works. If I'm wrong, feel free to yell at me.

wouldn't it allow for more frequent ult's though? it might not help in combat, but it helps be ready for combat sooner. plus, on his own abilities, it would let him toss out more vision of wards and such. if it works like an aura, which i assume it does.

Deadly Quills1 votes

Only if the ult was thrown down before taking any damage. So before a fight. Or if you're really lucky, walking up to a fight. Otherwise, if you're in combat (no cdr boost), ult, then leave combat (cdr boast back), the cdr would not apply since the ability was already on cool down before it applied. It would honestly be way to situational to be useful as it is written. If it were tweaked it could be a great passive on the ability though.

Digielf2 votes

Why does he need to clear the way, i have seen all LoL maps the roads are pretty clear its normal for Howling Abyss to have snow there

sneezing slug2 votes

{quoted}

Why does he need to clear the way, i have seen all LoL maps the roads are pretty clear its normal for Howling Abyss to have snow there

Its a winter job, he rides the snow plow around summoners rift to make sure its all good for farming and jungle ganks.

sneezing slug1 votes

{quoted}

Why does he need to clear the way, i have seen all LoL maps the roads are pretty clear its normal for Howling Abyss to have snow there

Bringing in the REAL questions I see

Elite4Runner1 votes

{quoted}

Why does he need to clear the way, i have seen all LoL maps the roads are pretty clear its normal for Howling Abyss to have snow there

I know this is an old post, so this may not even be a relevant question/subject to you anymore, but I believe they are referring to granting true vision in that area for the duration.

Pretty Dhizi2 votes

I do love the concept of this guy..Looks like a pretty good approach to a nontraditional support.

Pretty Dhizi2 votes

If you're unsure of his passive, maybe building further from his title 'Spirit of Guilt'. Rather than a cooldown nerf that's global, maybe call it..

'dreading judgement' : causes auto attacks cast on enemy champions to extend all their cooldowns by 2 seconds, with a 10 second cooldown until it can be reapplied again on the same enemy champion? And it extends to 2.5 at 6, 3.0 at 12, and 3.5 at 18.

Deadly Quills2 votes

Dam son. I guess if I want views, comments and likes, I need to Caelum's art and lore going. Lol.

Ehkrickor2 votes

This guy seems pretty interesting, the increasing other's abilites seems like a unique mechanic, at least i haven't seen it in any moba i've played and i play alot of them.

turkeyBACON1 votes

Probably cause its a really "feel bad" mechanic. Your character becomes unreliable and you can't retaliate against it. It's also the definition of power without gameplay.

Ehkrickor1 votes

Also true

Zigzagtiger1 votes

How long does the blind/slow last on the Q? Also, on the E damage return, I think you should cap it at 45%. Maybe. I dunno if other champs do the 55% return or how it affects the game, but I just think that might be a bit much.

I like his concept art, the lore's interesting (maybe expand on it a bit?), overall I think he's pretty cool!

sneezing slug1 votes

{quoted}

How long does the blind/slow last on the Q? Also, on the E damage return, I think you should cap it at 45%. Maybe. I dunno if other champs do the 55% return or how it affects the game, but I just think that might be a bit much.

I like his concept art, the lore's interesting (maybe expand on it a bit?), overall I think he's pretty cool!

Slow/Blind time/percentage is undecided. Lemme know if you have a thought.

I'll be sure to tweak the damage return on the E

Foodtank1 votes

Really cool champ concept, I like the idea of affecting enemy champ's ability cooldowns. Would probably need a tweaking/testing to make sure it's not OP. A couple of thoughts:

  1. Might be better to make the Q a silence instead of a blind. Goes along with the whole "annoy enemy casters" theme that seems to be going on. A champ that can blind AND affect enemy ability casting might be a little much. I'm also curious how you would determine what ability is set on cooldown? If you make it a specific ability every time, that would allow for counterplay by already having used the ability in question.

  2. 25% Tenacity is pretty huge, especially on a carry who has none otherwise. Maybe make it a targeted cast that grants temporary tenacity instead? Or make it the same at all ranks (say, 10%?), with only the active being actually changed as you rank it up.

  3. Not a very important issue, but an ability called Pacifism that actually INCREASES the amount of damage being thrown around in a fight seems a little misleading, concept-wise. I would either change the name or change the ability to be more about mitigating damage than returning it.

  4. In general, I'm not sure there is enough damage to make this a truly viable champion. Most champion kits are about balancing good CC/Utility/Tankiness with good damage, or finding an extreme of those. It's possible that the ability to increase enemy cooldowns, etc. would be another way to go, but since it doesn't exist yet there's no way to know if it would be impactful enough to make a good champ. One possibility is to focus more on SEEING when champs abilities are on cooldown, and altering the kit to offer more damage/cc. Love the concept, though!

sneezing slug1 votes

{quoted}

Really cool champ concept, I like the idea of affecting enemy champ's ability cooldowns. Would probably need a tweaking/testing to make sure it's not OP. A couple of thoughts:

  1. Might be better to make the Q a silence instead of a blind. Goes along with the whole "annoy enemy casters" theme that seems to be going on. A champ that can blind AND affect enemy ability casting might be a little much. I'm also curious how you would determine what ability is set on cooldown? If you make it a specific ability every time, that would allow for counterplay by already having used the ability in question.

Sounds good.

  1. 25% Tenacity is pretty huge, especially on a carry who has none otherwise. Maybe make it a targeted cast that grants temporary tenacity instead? Or make it the same at all ranks (say, 10%?), with only the active being actually changed as you rank it up.

Mkay, I'll see what I can do.

  1. Not a very important issue, but an ability called Pacifism that actually INCREASES the amount of damage being thrown around in a fight seems a little misleading, concept-wise. I would either change the name or change the ability to be more about mitigating damage than returning it.

True true true.

  1. In general, I'm not sure there is enough damage to make this a truly viable champion. Most champion kits are about balancing good CC/Utility/Tankiness with good damage, or finding an extreme of those. It's possible that the ability to increase enemy cooldowns, etc. would be another way to go, but since it doesn't exist yet there's no way to know if it would be impactful enough to make a good champ. One possibility is to focus more on SEEING when champs abilities are on cooldown, and altering the kit to offer more damage/cc. Love the concept, though!

Thanks! However, I was aiming more towards the support role, so I was not trying to deal a lot of damage with him.

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