Jack Spicer, The Evil Boy Genius

Vanic998··4 votes·3,831 views

Jack Spicer, the Evil Boy Genius. http://vignette1.wikia.nocookie.net/blossom/images/2/20/Jack_Spicer_And_Wuya_by_myredshadow.jpg/revision/latest/scale-to-width-down/400?cb=20140804041749 This is for the CCCCC. Jack Spicer is a villain from the cartoon “Xiaolin Showdown.” I watched that show when I was very young and enjoyed it a lot.

Lore: Jack Spicer is an evil boy genius who fights on the Heylin (Evil) side and dreams of world domination. Spicer teamed up with Wuya, the Heylin witch, to collect the mystical and powerful items, Shen Gong Wu, against his arch enemy, the Xiaolin Monks. He participates in Xiaolin Showdowns to determine the ownership of the Shen Gong Wu. Jack created his own army of robots to do his fighting. Jack isn’t very strong on his own and is known to be cowardly. Here's the wiki page for more information about Jack Spicer .

Role: Mage Secondary Bar: Mana Auto attack range: 500

Passive: Mechanical Enhancement: Jack Spicer passively increases the attack speed of himself and allies within a radius of 500 by 4/ 8/ 12/ 16%. This attack speed bonus is doubled for Jackbots within the radius. The attack speed is increased per rank of R.

Q:Jackbots Attack!:

Jack summons one of his signature creations, the Jackbot. Jackbots can either be melee or ranged. To choose which one to summon, press Q then drag the mouse right for melee or left for ranged (Kind of like the pinging mechanic).

Jackbots can focus a unit that Jack is targeting for an auto attack within a radius of 850 units. If Jack doesn't choose their target, they will auto attack the closest enemy instead (Like when the auto attack feature in the options is enabled). Jackbots deal magic damage per auto attack.

Jack can only have up to 3 Jackbots active at once. Jackbots can be targteted and destroyed by auto and ability attacks. Jack can hold up to 3 charges of Jackbots. Jack has 1 charges when this ability is first taken. Jackbots follow Jack when he moves.

When a Jackbot dies, they leave a pile of scrap on the ground where they died. If Jack walks over them, he salvages the scrap and the cooldown of per charge is halved.

If you're not familiar with sustained magic damage, I suggest looking up Heimerdinger's turret stats for reference.

Cost: 40/ 50/ 60/ 70/ 80 Mana. Cooldown per Charge: 12/ 11.25/ 10.5/ 9.75/ 9 secs. Placing Delay per Jackbot: .5 secs.

Jackbots:

Melee Jackbot:

Auto attack damage: 12/ 18/ 24/ 30/ 36 (+15% AP). Health: 150/ 275/ 400/ 525/ 650 (+60% AP). Auto attack range: 150. Attack speed: 1/ 1.06/ 1.12/ 1.18/ 1.24. http://t10.deviantart.net/tpC2ClkK7BLy6WaABPY2fV9hIAM=/300x200/filters:fixed_height(100,100):origin()/pre08/c852/th/pre/i/2011/008/a/0/__jack_bot___by_werewolf9595-d36q31g.png

Ranged Jackbot:

Auto attack damage: 16/ 24/ 32/ 40/ 48 (+25% AP). Health: 120/ 230/ 340/ 450/ 560 (+50% AP). Auto attack range: 450. Attack speed: 1.2/ 1.27/ 1.34/ 1.41/ 1.48. http://vignette1.wikia.nocookie.net/ppgdwikiofficial/images/b/bd/49455_100003033853553_275893593_q.jpg/revision/latest?cb=20120610101357

W: Monkey Rush:

Jack Spicer dashes 300 units and uses the Monkey Staff, his most frequently used Shen Gong Wu, to instantly transform himself into his monkey form mid dash in a target direction thanks to his monkey agility. Jack Spicer's next auto attack within the next 5 secs deals bonus magic damage and marks his target. This ability can be activated once more within 4 secs after auto attacking. If Jack Spicer or Robojack or an ally auto attacks a marked target, they're stunned. (He uses his tail wrapped around his Monkey Staff to overhead whack an enemy). If Jack auto attacks a second time or the duration is over, Jack transforms back into his human form.

Bonus magic damage: (+10/ 15/ 20/ 25/ 30% AP). Stun duration: 1/ 1.15/ 1.3/ 1.45/ 1.6 secs. Cooldown: 15/ 14/ 13/ 12/ 11 secs. Cost: 45/ 50/ 55/ 60/ 65 Mana.

Here's Jack in his monkey form: http://www.animecentral.net/gallery/albums/userpics/10001/normal_JackSpicer0016.jpg


E: Helipack Flight:

Jack activates his helipack (the thing he wears on his back that has propellers sticking out that lets him fly) and ascends high into the air becoming untargetable for 2 seconds and knocking away enemies within a radius of 300, 400 units away. (like Elise's Rappel. Jackbots and Robojack do not become untargetable with him. While untargetable Jack's passive is disabled and he cannot move. Jackbots and Robojack can still be controlled while untargetable).

After the 2 seconds Jack slightly descends becoming targetable again and flies gaining bonus movement speed and can fly over walls for 10 seconds. When the duration is over or if the ability is reactivated or if Jack takes damage, Jack lands on the ground. Jackbots and robo jack get the same movement speed and fly with Jack. Robo Jack does not lose battery while this ability is active. All Jackbots and Robo Jack can still attack while flying. The cool down starts after Jack lands.

Cost: 60/ 65/ 70/ 75/ 80 Mana. Bonus movement speed: 40/ 50/ 60/ 70/ 80%. Cooldown: 22/ 21/ 20/ 19/ 18 secs. You can see Jack Spicer flying in the first picture.

R: Summon Robo Jack:

Jack summons a robotic clone of himself that is stronger than Jack. This robotic clone also has the same passive as Jack and the attack speed bonus is doubled for allies and Jackbots if they’re within the overlapping area of both Jack’s and Robojack's passive radii. Robo Jack is able to auto attack and movement can be controlled the same way as Leblanc’s clone and Tibbers. Robo Jack's auto attacks deal additional magic damage. Robo Jack runs out of battery(Duration) and dies after a certain amount of time (mentioned below). If Robojack walks over a pile of scrap from a dead Jackbot, Robojack regains 20% of his max health and duration is increased by 3 secs. Robo Jack can be targeted by auto attacks and abilities. The cooldown starts after Robo Jack dies. Robojack does not get a special pet health bar, like Tibbers, so the real Jack Spicer isn't instantly revealed because of their health bar design difference.

Duration: 8/ 11/ 14 secs. Auto Attack damage: (100% AD) + (15/ 30/ 45% AP). Cost: 100 Mana. Cooldown: 120/ 100/ 80 secs. Health: 700/ 1100/ 1500 (+50% AP).

https://camo.derpicdn.net/487dbcebbf7f05cdbf567b4f165cf066e6cc8f26?url=http%3A%2F%2F25.media.tumblr.com%2Ftumblr_m204luJW4m1r6b75co1_500.gif One of these is Robo Jack.

Playing as Jack Spicer:

Jack Spicer is a sustained magic damage dealer and gives some support to his allies. In an ideal team fightfight, it’s best if Jack stays behind his allies and lets his Jackbots do the fighting. This fighting style matches his lore and cowardly personality.

There are multiple ways to compose your Jackbot army. Different compositions are best in different situations. The purpose of the melee Jackbot is to be your frontline. You can put ranged Jackbots behind melees to deal damage safely. If your team urgently needs a frontline, you can assemble three or two melee Jackbots. If your team already has a good front line, you can increase damage by assembling three or two ranged Jackbots. If you're in a sticky situation where an enemy champions is on top of you, you can use the Helipack flight to give you some safety and hopefully if you have Jackbots and Robojack active, they will focus the enemy while you're untargetable.

Jack Spicer can also assume the support role. The passive attack speed can help your ADC in the backline. It will help even more if you position Robo Jack the right way. It helps to roam with the Helipack to help your teammates in need. Jack is fragile so it's important to dash properly with the W and support your Jackbots with the stun.

I'm not sure if this is viable but it's possible to play Jack Spicer as an ADC. Just assemble three melee Jackbots to be the frontline of Jack and Robojack and you have your own mini team (Because you have the three jackbots and a clone who can auto attack and yourself, that makes 5.)

His Jackbots and the support from his kit matches his cowardly lore since he has other people doing his dirty work.

Good neighbour bonuses: Sassy Natu Samus Aron, the Galactic Bounty Hunter

Sounds cool? Any suggestions? https://68.media.tumblr.com/29719dc793d6687ef308918361964b89/tumblr_nz2m5yt48k1u9q6ano1_250.gif

8 Comments

Friendly Ram1 votes

feels too much like donger for my liking. i like your inspiration though. P: nice for him being a minionmancer type unit. Q:do their aa count as spells or autos? also most of these abilities also have a cooldown(however low) between placing units. W: I'm not too fond of this dude being out constantly especially if it's difficult to tell which is which.(yes i read the cd starts when he dies but still) E: can they still deal damage when this is activated?( i find this really unique) R: This can be really scarey for both jack and his enemies. i think the downside is too much for it's status as an ult but i really enjoy the idea. Thank you for sharing edit: remember the good neighbor link.

Vanic9981 votes

Does he sound too much like Heimer even though his Jackbots can move with him? Q: I haven't thought of that. I guess it can be the same as Azir Soldier's attack. It's on a charge system. I forgot to mention the delay between placing Jackbots. I'll mention that. W: If it's alive for too long, I'll make it's duration scale up per rank. E: I forgot to mention that too. Yes they can still attack and I'll take away the untargetability. R: I'll change it by increasing the reward so the risk isn't that bad. Thanks for your suggestions.

Friendly Ram1 votes

sorry for the long delay. I'm not saying like donger in a bad way he's just a minionmancer who has very few tools of his own. Thank you for reading.

ModEchoing1 votes

https://vignette1.wikia.nocookie.net/ssb/images/d/d5/Bowser_SSB4.png/revision/latest?cb=20150827062847

Bwah hah hah! A pipsqueak like you, going against the King of Koopas? Bwah hah hah! Oh, that's rich! Next you'll tell me the gate's open and the Mario brothers are in the castle!

In fact, you're so non-menacing to me, I think I'll give you a hand!

Now, lemme see here...this passive...hmmm...Well! No problem here! Not even remotely threatening to me! Perfect! Don't do anything crazy like change it to something like 10%/20%/30%/40%, alright? That'd make it look like a fair fight! And DEFINITELY don't try consider changing it to something more crazy or out of the box than just hitting people faster! It's just perfect at the boring low power it gives right now!

Oh, you make robots? Perfect! I can crunch them with my bare hands! I'm going to LOVE fighting you, crushing those puny robots as their weakling weapons can't hurt me! Make sure that's all you can do, so when your robots are out, I get to crush you next! Don't fix their damage so they can hurt anyone early, or I won't be able to let out all my stress!

And you make TWO of yourself! Amazing! You are the BEST at stress relief! I have no idea how you're going to challenge me after I step on your robots, and I don't care! Keep doing this silly stuff and don't use any explosives or anything dangerous and/or flammable at close range!

What? Running away? That's just absurd! You can't run from the King of Koopas, and you definitely can't run from his loyal minions, especially the ones with the magic and the ones with the guns! I'd love to see you waste your time on such nonsense rather than turn and fight with real attacks!

And your best trick is to make your robots explode so I can crush you faster? Bwah hah hah! I thought they were your only hope! What, did you give up and try to deny me the joy of crushing things? Lemme tell you, Bowser crushes whoever he wants, got it?

I said I'd give you a hand, but you've got this under control! You're already perfect for the role of Guy Who Gets Crushed By Bowser! Those weak little robots, the silly robot you, and those helicopter things? Perfect! Now you can't fight back at all if your precious little toys get broken - and you even break them for me! Man, I'd be worried if you had some sort of variety to those robots, like some sort of zapping kind that makes me slow down, or one that keeps pounding the ground and won't let me get close without getting hurt. Nope! Nothing to worry about here!

Bwah hah hah! I'll see you later, right after I close the gate and throw out these Mario brothers!

Vanic9981 votes

Nice job staying in character. Is this bowser's way of saying everything is balanced?

ModEchoing1 votes

It's Bowser's way of saying you're going to get crushed if you stay the course, because why would Bowser want a good champion to fight?

Your entire kit is focused around the Q, which does meager damage by itself. The W is straight-up worthless as a copy of a mage is bad unless you're abandoning AP and going AD, and the E is fairly situational since if you're using the knockback part, you are throwing a squishy mage next to people that will hurt you - assuming you aren't just shot down on arrival. The ult in particular is the worst part, as in 90% of situations, you stop yourself from contributing any further by doing miserable damage, while in the 10% of situations that your bots just survived an AoE attack, the missing health damage is huge enough to oneshot anyone almost by accident.

At the very least, throw out the W. It's terrible and brings nothing to your kit except another aura (which is probably a bad move to begin with, but it at least gives synergy with bot lane). You need more damage and CC in the kit apart from your bots no matter if you're a mage or support. You can play up the bot theme by making different bots to fill those needs. I'd also recommend trashing the E - you could bump that to your passive, actually, by getting a movement speed boost and ignoring unit collision when out of combat and transferring that to any bots you've summoned. As it is, it's a mobility tool for a character who's necessarily immobile by virtue of outspeeding his summons. Please do ANYTHING else with the R other than explode your only hope at hurting people - it's way too easy for that to blow up in your face literally and figuratively.

Vanic9981 votes

Q: It's true that a lot of damage is focused into the q, but it has a charge system so its really like having three of the same ability or three q. The Jackbots do not deal meager damage. Remember they're supposed to deal sustained damage. I used Heimerdinger's turrets as reference. The melee Jackbots have less damage but more hp than Heimer's turrets. The ranged Jackbots have more damage but less hp than Heimer's turrets. I will increase their damage though.

W: I think you're underestimating the power of clones. I never untended the clone to deal significant damage. The clone was just to help give some survivability and support with the aura.

E: The E isn't situational. Like I said above, it's meant to be a roaming tool like Aurelion Sol's E. The knock back isn't meant to encourage landing in the middle of enemies. It's there for more safety just in case enemies are waiting where you'll land. No the E does not outspeed his summons. I stated above that Jackbots and Robo Jack flies WITH Jack.

R: You got you're percentages wrong. Yes you're sacrificing your main damage source ONLY if you detonate them when they have high HP, which would be a bad decision in most situations. That is why I put percent missing Jackbot health. I hope you didn't misunderstand and thought it said percent missing enemy health. This was to encourage waiting for the Jackbots to get low then let them go out with a bang (pun intended). If you let a low HP Jackbot continue attacking, you'll get maybe 2 more AA out of them but if you self destruct them, you'll deal more damage before they die. I made the maximum damage high because its unlikely that that the ideal situation will happen. To get max damage, all Jackbots would have to be melee since they have more HP. Then they would have to be dealt the same rate of damage to be all low at the same time like your example of surviving an AOE attack. The damage is high so that even without that ideal situation, the damage will still be adequate.

I do agree that its low on cc but sustained magic damage dealers dont have many. Look at Cass, Teemo, and Kayle. Im also trying to avoid the balance nightmare known as Azir. I'm just going by precedent. Thanks for the suggestions.

Vanic9981 votes

I normally don't bump my own thread unless I'm responding to someone's comment but this is important. I just realized that I made a huge mistake with the ult. Because the Jackbots have a hitbox their overlapping AOE of their self destruct radii would be small so it's unlikely that an enemy champion will take damage from more than one self destruct. The self destruct of one Jackbot deals about 573 magic damage late game. It's not very impressive for an ult. I will however change it completely.

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