[Champion Concept] Jhaun, the Guider of Souls

Jellycake Demon·4/18/2015, 3:22:36 AM·1 votes·725 views

Please leave a Comment, Review any Feed Back or your Thoughts on my Concept please, I look forward to what you have to say.

Primary: Support. Secondary: Mage. Additional Roles: Player Choice. Statistics: Attack Power: 2. Defense Power: 4. Ability Power: 4. Difficulty: 8. Place of Origins: Shadow Iles. Upon Selection: I shall show you the way.

Health: 409(+31). Health Regen.: 2.1(+0.38) Mana: 266(+30). Mana Regen.: 2.0(+0.37) Range: 500(Range). Attack Damage: 23(+1.5) Armor: 14(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.

Friends: Yorick. Enemies: Karthus & Thresh.

Appearance: Jhaun is a 4’7ft tall phantom that looks like a mid-built man, he has long silvery hair that reaches his shoulder, and he has pale blue colored eyes. Jhaun wears a shaggy & torn-up grey cloak, a pair of black pants, a black scarf around his neck & he has a small armored gauntlet that he wears on his left arm. Jhaun mainly hovers above the ground with his clothing lightly fluttering in the air, the little light spirit hovers around the right side of his head.

Background: Jhaun is sort of the ferryman of L.O.L, his job is to guide the dead to the Shadow Iles so they can fulfill some form of purpose wither it be good or bad. while he is a passive being using his light spirit to ensure that his travelers have a safe journey he can be an enemy that no one would want, because Jhaun has a legion of spiritual hounds at his beck & call that will attack & kill anyone that threatens his travelers.

Pros: Jhaun is a Bottom Lane Utility AP Support/Mage with limited Burst Damage but has various ways of aiding his Team by using his minimal hard hitting Crowed Control & decent Buff's, he is capable of putting fights in his Teams favor by either allowing him to hinder the actions of the enemy Team or provide quick burst of damage to weaken the enemy then allow his Abilities Buff's & Crowed Control help his Team finish up.

Cons: the biggest weakness that Jhaun has is that his overall damage is pretty minimal & that he has a low Mana Pool at the start of the game so Jhaun will have to pace himself in order to stay in Lane to provide support, another weakness that Jhaun has is that his sustainability for his allies his very weak & limited also if he times his Abilities wrong or use them at the wrong moments he can provide maximum support.

Summoner Spells: summoner 4 & summoner 3.

Item Builds: Starting Items: item 2003/item 3301/item 2044/item 3341. Essential Items: item 3275/item 2049/item 3069. Offensive Items: item 3027/item 3165/item 3100/item 3116. Defensive Items: item 3157/item 3102/item 3026/item 3190.

Passive: You Are Safe. When an allied Champion is within 350-Radius of Jhaun they feel safe around him that he grants 10% increased Armor & Magic Resist, every 13.5 seconds Jhaun will use his light spirit to emit a warm glow that will Heal the lowest Health allied Champion by 3% of their Missing HP.

the main focus of his main Passive You Are Safe is to provide an extra bit of protection to his Teammates, the increase to Armor & Magic Resist to his allies will help a lot in the Early Game by making his ADC just a bit harder to kill also the Heal from this Passive can keep his ADC in the Lane longer. however this Passive will loose it's effectiveness in the Mid to Late game where it will only provide very little help in fights.

Q-Ability: Arch Way. Range: 400. Cool Down: 16/15/14/13/12. Cost: 100. Damage Boost: 15/25/35/45/55%. Movement Speed Slow: 40/45/50/55/60%. Activate: after Jhaun has chosen a 450-width line perpendicular in the direction that Jhaun is facing within this Abilities Casting Range then upon its Jhaun will create a wall of ethereal energy at the location, this wall will stay on the Map for 3 seconds. When either Jhaun or an allied Champion goes through this wall that Champions next Basic Attack or Ability will deal a percentage of increased damage, if an enemy Champion goes through the wall that Champions Movement Speed will be Slowed for 1.25 seconds. This Ability can only affect a Champion only once.

Arch Way is an Ability that can provide Jhaun & his team a free Exhaust that can affect multiple targets by Slowing their Movement Speed & the added benefit of allowing Jhaun's or his allies next Auto-Attack or Ability to deal increase damage will allowing them to greatly pressure the enemy team, however once a Champion is affected by this Ability they cannot be affected by it again so timing is everything when using this Ability.

W-Ability: Safe Passage. Range: 500. Cool Down: 19/18/17/16/15. Cost: 65/75/85/95/105. Damage Reduction: 10/12/14/16/18%. Movement Speed Boost: 15/20/25/30/35%. Magic Damage: 35/65/95/125/155(+50% bonus AP). Activate: after Jhaun has chosen a broad path with this Ability then upon its activation Jhaun will gather ethereal energy between his hands, after a 0.5 second delay after the initial activation Jhaun will hurl the gathered energy in the chosen direction creating a protective pathway for 5 seconds. When the energy is traveling down the chosen direction it will deal Magic Damage to any enemies it comes in contact with. While the path is active both Jhaun & allied Champions who enter the path will gain increased Movement Speed, however when an enemy Champion is within the path will deal reduced damage with both Basic Attack & Abilities as long as they remain in the path.

basically Safe Passage is a reverse version of Jhaun's Q-Ability but it's effect to enhance the Movement Speed for Jhaun & his team while being able to poke enemies from a far allows Jhaun to either help his team escape from a bad situation or allow them to chase weaken enemies, this Ability can also affect how a Team Fight can go since it can reduce the damage of any enemy Champions damage as long as they remain in the path. so its a good idea to try to keep the enemy within this path so that they can't fight at full power by using other hard hitting CC Abilities or Abilities to trap the enemy within a define space.

E-Ability: Travelers Light. Range: 400. Cool Down: 17/16/15/14/13. Cost: 55/65/75/85/95. Magic Damage: 15/55/95/135/175(+20% bonus AP). Passive: Jhaun is aided by a small little light spirit that will Reveal a random enemy Champion within 450-Radius of him, every 7.75 seconds Jhaun’s next Basic Attack against the Revealed enemy Champion will deal 80(+10% bonus AP) Magic Damage. If the Revealed enemy moves out of the light spirits effective range then the light spirit will lock-on to a different target within range. Activate: after Jhaun has chosen a 60-degree cone with this Ability then upon its activation Jhaun will use the light spirit to emit a burst of light in the cone, after the initial activation the light spirit’s burst of light will deal Magic Damage to all enemies within the cone while also applying a 1.25 second Blind to all affected enemy Champions.

the Passive effect of Travelers Light allows Jhaun to keep a watchful eye on enemy Champion if they try to hide in the Brush or in the Fog of War so that he can make sure that his allies won't fall for a trap or an ambush, also the effect to allow Jhaun to harass the Revealed target every know & then helps in weakening an enemy so his allies can finish the enemy off. the Activation portion of the Ability will allow Jhaun to change the flow of a fight by not just dealing damage but the blinding effect can stop the enemy from using their Auto-Attacks for a limited amount of time.

R-Ability: The Guiders Guardians. Range: Self-Cast. Cool Down: 160/140/120. Cost: 115. Magic Damage: 175/225/275(+30% bonus AP). Activate: when Jhaun has activated this Ability he will call his faithful spirit hounds to his side, after a 0.5 second delay after the initial activation any enemy Champion within 400-Radius of Jhaun will have a spirit hound crash down on them dealing Magic Damage & will apply a 1.5 second Stun. For every enemy Champion affected by this Ability Jhaun will keep the same number of spirit hounds which will act as Melee Unites that will deal 7% of Jhaun’s current Attack Damage as Physical Damage, each spirit hound will attack a random enemy within 200-radius of them for 2 seconds.

for affecting large scale Team Fights & from halting the enemy from pressuring an objective The Guiders Guardians is excellent for that purpose, the obvious Stun & damage is noticeable but to be able to make a powerful fighting force by summoning Jhaun's spirit hounds to help push, secure objectives & to win Team Fights for a short window of time is what makes this Ability powerful in the right situation.

5 Comments

Marcua4/18/2015, 6:39:17 AM1 votes

I like The idea.

Jellycake Demon4/18/2015, 9:17:19 PM1 votes

bump