Jubilee, the Celestial Messenger

Gustbreath·2/7/2015, 8:38:48 PM·2 votes·641 views

Jubilee, the Celestial Messenger

Lore: Jubilee was born and lived a quiet and rural life in the world of strange Light and Dark, on the outskirts of the world where angelic beings fought for their causes. And although he knew what both sides wanted, he felt no pull to choose between the ideals of Morgana or Kayle. He grew up happy, and was soon selected to be come a messenger, soaring on pale gray wings. His quicksilver flight made him stand out among the other messengers, and for his neutrality and amazing speed, Jubilee was soon made an emissary between the Light and Dark. But one night before the great battle that brought the sisters to the League of Legends, under the dark of the new moon, a letter asking for armistice slipped from his fingers. And his frustration was outmatched by his horror at the bloodshed of the terrible battle being waged. Unfazed by the screams of the fallen, he dove into the fray, long-lost natural power freed by his determination. Unhindered by the world around him, he passed through steel and spell untouched, streaming for either of the generals, but was unable. The battle raged, and Jubilee, new power surging inside him, began to sing, a song he hummed and trilled on long journeys. And like the hero that reached home in his aria, steel crashed to ground as fighters It is for this reason he has come to the League of Legends, to seek out Kayle and Morgana, and reveal that neither wanted to fight. And maybe the world he loved would be healed again, somehow.

Alright, so Jubilee is going to be a quick and alternative ranged support. With his speed and utility, he should be able to shield his carry from most damage, or survive on his own as a fragile skillshot-oriented mage that relies on his basic spells to be threatening and his ult as a surefire escape. A little mana hungry early on, his costs become less significant later. All in all, someone that can be mobile without dashing, teleporting, etc. Here we go, I hope it's interesting!

HP: 514-1839 Health Regen: 6.8-16.5 AD: 56-101 Mana: 482-1654 Mana Regen: 6.3-18.1 Armor: 23-78 MR: 30 Movement Speed: 340

Passive: Streamline Jubilee has 6/7.5/9% increased movement speed, ignores unit collision, and leaves a 100 width-trail in a 600-range behind him for 4 seconds that increases the movement speed of units following behind him for at least 2 seconds by 5/7.5/10% for 1 second, renewing as long as they stay in Jubilee's trail. Tenacity effects that are beneficial to Jubilee are halved.

I thought this would be an interesting and new passive, that, when used correctly, can be helpful in quickly pushing waves, or carrying a carry away or towards from a dangerous confrontation. Also, the obvious, where he gets to be quick, for evading cc that would otherwise be fatal to him, while also trying to push his build away from effects that would allow him to escape CC easily after being caught.

Q- Wind Sphere Jubilee throws out a sphere of concentrated air which explodes upon hitting its first enemy unit, with a maximum of 900 range. Upon reaching maximum range or hitting an enemy, the sphere violently explodes, dealing 60/100/140/180/220 (+.5 AP) magic damage in a 150 radius, and slowing enemies affected by 27/32/37/42/47% (+.04 AP) for 2 seconds. Cost: 60/65/70/75/80 mana, Cooldown: 12/10.5/9/7.5/6 Seconds

Easy peasy damage spell. Think Karma Q, but with a better slow. A tool to harass, if the lane is open, and maybe as another way to chase down weakened opponents. Missile speed between that of a Morgana Q and Karma Q, for some reaction time, but not too much.

W- Galesong Jubilee exhales a choruslike gust from his mouth, dealing 50/90/130/170/210 (+.35 AP) to enemy units in a 825 unit cone, and Deafening them for .75/1/1.25/1.5/1.75 seconds. Deafened Enemies cannot use Champion spells, but may still move, auto-attack, and use items and Summoner Spells. Cost: 75/75/75/75/75 mana Cooldown: 19/17/15/13/11

This is meant to be Jubilee's "Champion unique basic ability." I think the Deafen mechanic would be fun and interesting to use, as it prevents spells, but not say, Flash or Teleport, so it gives at least a slightly larger window for escaping or fighting back. A deafen is not a guaranteed peel or setup, which adds some risk. The radius on that skill would be somewhere between 45 and 55 degrees, though probably closer to 45, since if it was larger, it would be a little scary since it hits all units caught already. Missile speed would be fairly fast, probably a little faster than Ashe’s Volley to begin with.

E- Reversal Cyclone Jubilee cloaks an allied champion within 650 range, shielding them from 60/100/140/180/220 (+.65 AP) damage for 4 seconds and giving them 10/12.5/15/17.5/20% movement speed for 2 seconds. While the shield is active, 30% of all damage taken before reduction will be reflected as magic damage to the sender. Cost: 70/80/90/100/110 Cooldown: 13/12/11/10/9

So this would be Jubilee’s major defensive ability, allowing to either provide “invisible peel” by both giving a carry the ability to get away fast from a fight, and making weakened opponents think twice about attacking to break the shield. On the other hand, the carry could charge in, knowing that damage would be reflected, while the movement speed will let them reposition. But the shield doesn’t last as long, and the short burst of movement speed makes it a very “Kamikaze-style” ability. Meaning that if the shield is broken, your carry, or you, is left most likely in a bad position if used offensively.

R- Intangibility Jubilee becomes "Intangible," unaffected by damage and CC for 2/3/4 seconds. During this period, he gains 10% movement speed, and cannot do damage, activate items or spells, or use his passive to support others. Jubilee may also choose to extend this effect to another champion within 550 range, which results in half of the spell's effect for both champions. (ie. Either he can affect himself for two seconds with +10% movement speed, or he can affect himself and another champion for 1 second with +5% movement speed.) Cost: 100/150/200 Mana Cooldown: 160/120/80

This is an ult which I am afraid of posting here. It's a true Ghost spell, but I think the Pacifying effect on the users of the spell could be helpful to opponents as being a strictly defensive power. So, Jubilee can use this to successfully escape from any fight without taking damage or getting locked down, avoid ults, and reposition his carry. The only idea I have about using it offensively is if you wanted to charge and not take any damage, maybe letting you get a combo off before the enemy's abilities come off cooldown. But the ultimate is his true escape, and he doesn't have much else to get away from fights other than his slow, and that's a little unreliable. Along with the very high cooldown to begin with, it shouldn’t be too hard to rush in without triggering Jubilee’s defenses So I hope it isn't seriously OP.

So overall, Jubilee is a quick mage who plays well with others, but can survive on his own if played skillfully. Get up close without his shield, and Jubilee’s squishy nature will take care of a lot of the work for you, but be careful of his ultimate, or your all-in could result in grasping at empty air.

Taunts: “As quick as as the wind!” “I’ve got a pain delivery for you.” “No, I’m not that Lee.” “I have to tell them!” “What’s your airspeed?”

Please let me know what you think, if this champion is over or underpowered, etc. I want to make him good!

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