Idea for a champion

FalconRainer··1 votes·756 views

Jack Passive: Tracker shot: every 20/15/10 seconds(lvl 1/11/16) Jack tosses out a dart that reveals an enemy champion hit with it for 10 seconds ignores invisible and camouflaged enemies. This shot does nothing if used on minions or monsters. Q: paralyzing dart: does 30/50/70/100 plus 10% of Jack's health as magic damage and stuns for .5/1/1.5/2 secs. If the dart makes contact with a revealed champion the stun is increased by .5/1/.1.5/2 secs. W: totem: acts like a ward revealing the area it is places in. Can be destroyed like a normal ward and is visible. Revealed: if a revealed champion come in contact with the totem it explodes dealing aoe damage and refreshing and adding a tracker mark to those in the vicinity. the aoe damage is 50/70/90/110/130 plus 10/15/20/25/30% of jack's max health. E: Scent of the hunted: passive if jack or and ally within 1000/1500/2000/2500/3000 falls below 30% health they gain 10% life steal and 30% attack speed. Active: upon activating the skill other skills are reset by 2/3/4/5/6 secs and Jack and the ally closest gain a movement speed boost of 10/15/20/25/30%. R: Garden: passive Jack can collect the seeds of the plants in the rift 1/2/3 for each type of plant and store them in his satchel. each plant has a different effect than they normally would. Blasting plant: does true damage equal to 10% of Jack's health per plant HONEYFRUIT: gives those that take it 30% of jacks health per plant back SCRYER'S BLOOM: gives true sight for ten seconds to whoever picks it up. These effects are for both sides Active: when Jack casts garden the surrounding area blooms with the plants jack has stored in his satchel and allies have increased health regen, mana regen while in the area and also take 20% less damage.

3 Comments

Terakali1 votes

Why does his Q only have four levels? As for everything else, this seems fine. His ward trap thing seems a bit clunky to play against, but that can be worked around since it's at least visible. His E is a bit... Strange, but it's not an unheard concept. I think of it like a Zeke's Herald again. Good job. Except... His ult. You never specified how much regen and stuff, so I like to think they get infinite HP and MP regen. Yay! Team wide Mundo ultimate.

FalconRainer1 votes

Not talking infinite but percent based changes would make it difficult for it not to make tanks harder to kill then they already are the reason I didn't specify was because of that, I do not now how the coding works for league so suggesting something like 75/100/150% for low maximum health targets below 1200/1500/2100 and a 25%/50%/ 75% for a high max health target 1300/1600/2200 might get mixed in the coding like some of the other bugs i have seen when it differentiates based on concepts like it.

As for the W I designed the ability for bot lane mainly so Jack be used as a support first, top second, the ability is meant to force one of them to go clear and keep the other away. Not keeping track of Jack's passive will cause people to mess up as it is similar to abilities like Poppy's passive as it replace the auto you would throw. The ability design is a cost vs. effect, if you mark the adc they will try to avoid the place where the totem is placed to avoid it damaging them, if the support clearing the bushes it becomes difficult to clear without risking resetting the reveal letting jack have a active that is similar length to each other risking either person being stunned and if both, or a jungler ganks placing a totem down near a marked target will cause the three to be revealed and jack can use q to stun the most threatening and retreat or fight. the totems have a prim time of 1.5 seconds so they are not instant, but in a chase a brush placement in a direction your running will usually give it time, unless it is a quick focus change which can lead to one of the original reasons for the quick placements, retreat. The totem will probably take three or four hits after priming to destroy and one hit while priming .

As for the reason the Q has only four points is a possible for second stun seemed about as far as fair could be stretched. I wanted to make it both rewarding to hit it , but also make it a penalty if you are revealed making the enemy stay out of Jack's q range if they are and use it as a way of zoning the enemy.

Toxikgriffon7171 votes

It's a great idea but it would be broken xD

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