Jacqueline "Jackie" Connolly, the Archaic Prodigy
"There's lotsa things to be learned from the past. My parents, teachers, colleagues, they were always worried with what was ahead. You know, whatever new toy that Jayce came up with, or the latest advancement in hextechnology, or how even though he's crazy, Viktor's theorems and inventions could bring in a new age that doesn't involve a freaky evolution. In the middle of all of this, I'm thinking to myself... Have we not learned from the past? Maybe the solution to tooth decay isn't some hyper dental sanitation laser, maybe it's just brushing your teeth every morning. After all, the simplest solution is normally the correct one, right?"
Jacqueline Connolly, AKA Jackie, is a student at Heimerdinger's University in Piltover. Considered a prodigy in engineering and techmaturgy, Jackie made her own hextech device - an automated doll with glowing eyes - when she was 9. As she aged, she studied more about techmaturgy and history. In her studies, however, she noticed a distinct lack of literature on Piltover's past. As books become slowly replaced with tablets, she's searching to piece together the lost pages of Piltover's forgotten history, and why the city is so much more advanced than the rest of the world. She's come across trouble in her studies, however, and she can't rely on Ziggs' hexplosives forever. So, she learned about ancient weapons, and how a simple, almost primitive tool can turn the tide of warfare. She developed for herself a Hextech bow, that combines the finest advancements of Piltover's technology and magic, with the time-lost grace and perfection of a weapon that's seen use for thousands and thousands of years.
Jackie is a Mage/Marksman who fights enemies with her unique Spellbow. Utilizing Ability Power and Critical Strike, Jackie's damage early game is low, but as the game advances, her damage scales up to a monstrous level, dishing out a sustained, magic focused onslaught that would make ADCs blush.
Health: 523 (+81 p/lvl) Health Regen: 6 (+.5 p/lvl) Mana: 330.42 (+40 p/lvl) Mana Regen: 6 (+.8 p/lvl) Ranged: 575 Attack Damage: 45 (+3 p/lvl) Attack Speed: .625 (+2.5% p/lvl) Armor: 22.19 (+3.1 p/lvl) Magic Resistance: 30 (+0 p/lvl) Movement Speed: 330
Passive: Hextech Spellbow
Jacqueline’s hextech bow generates magical arrows when the string is pulled. Her basic attacks deal magic damage instead of physical damage, and scale with 30% of her Ability Power.
Jacqueline’s basic attacks do not trigger spell effects, nor do they activate Spell Shields. They do still activate on-hit effects and can critically strike, but do not benefit from Life Steal.
Q: More Hex Than Tech - 2 Second Cooldown
Jackie imbues her arrows with magic, granting them different effects on hit. Activating this ability will switch to a different enchantment, altering the effects. She alternates between the abilities in the following order.
Arcane Arrows - Jackie’s basic attacks scale with an additional 10% of her bonus Ability Power.
Heat Arrows - Jackie’s attacks apply Grievous Wounds to the target, reducing healing taken by the target by 40% for 3 seconds. In addition, her attacks set buildings on fire, dealing an additional 10(+5 p/lvl)(10% AP) Magic Damage to towers. Costs 10/15/20/25/30 Mana per attack.
Taser Arrows - Jackie’s attacks electrocute targets struck. Her first basic attack against a target deals an additional 40/60/80/100/120 (10% AP) Magic Damage to the target, and stuns them for 1/1.25/1.5/1.75/2 seconds. The first attack against a target costs 20/25/30/35/40 Mana. A target cannot be stunned by this again for 15 seconds, but repeated Taser Arrow attacks will spend 5 Mana and reduce the time until they can be stunned again by 1.5 seconds.
If Jackie doesn’t have enough Mana to empower an attack, the attack will gain no bonuses.
W: Booster Boots - 70/75/80/85/90 Mana - 18/16/14/12/10 Second Cooldown - 700 Range
Jackie uses her rocket boots to dodge 425-units towards the cursor, and fires an arrow opposite the direction she’s boosting. The arrow deals 80/120/160/200/240 (20% AP) Magic Damage in addition to normal basic attack damage, and applies the effects of her current More Hex Than Tech toggle, in addition to a bonus effect.
An Arcane Arrow pierces through the target, striking all enemies in a line.
A Heat Arrow can strike towers, dealing normal damage.
A Taser Arrow reduces a target’s movement speed by 20/25/30/35/40% for 1 second after the stun wears off.
E:** Prime Arrow Trap** - 55/60/65/70/75 Mana - 20/18/16/14/12 Second Cooldown - 200 Radius
Jackie fires an arrow at a nearby target location. The arrow sticks in the ground, remaining there for up to 20 seconds, taking .75 seconds to prime. If an enemy walks near the arrow, the arrow erupts in a magical explosion, dealing 70/100/130/160/190 (10% AP) Magic Damage and applying a different effect based on her current arrow enchantment.
An Arcane Arrow triggers a Tether, binding enemies to the arrow for 2 seconds. If they leave the arrow’s immediate radius, the Tether snaps, dealing an additional 20/30/40/50/60 (40% AP) Magic Damage and slowing them by 15/20/25/30/35% for 2 seconds.
A Heat Arrow burns the ground after the explosion, applying Grievous Wounds to all targets struck for 2 seconds and burning them for 10/11/12/13/14% of their maximum health as Magic Damage. The flames remain for 5 seconds, granting vision.
A Taser Arrow continuously deals 30/40/50/60/70 (10% AP) Magic Damage every second to enemies who remain near it. Lasts 4 seconds, for a maximum of 120/160/200/240/280 (40% AP) Magic Damage.
R: Overloaded Arrow - 60/100/140 Mana - 30/25/20 Second Cooldown
Passive: Increases the bonus Ability Power scaling on Jackie’s basic attacks by** 10/20/30%**.
Active: Jackie’s next basic attack or Booster Boots deals her normal damage as True Damage instead of Magic Damage. In addition, the attack gains the benefits of all three of her More Hex Than Tech enchantments.
Playstyle:
Jackie is a Mage/Marksman who excels at dealing massive late game damage. She can either be played like a normal mage in the middle lane, or she can be played as a Magic Damage based ADC in the bottom lane. Either way, all Jackie needs to do early is farm. She's required to put a point in Q at level one, so her early game utility is fairly low until she can put a point in E. A level one stun from Taser Arrow is extremely powerful, but it's a long time before she can stun the same target twice, and trying to reduce that cooldown only drains her mana. But by focusing on farming, and using Booster Boots and her Prime Arrow Trap defensively, she can become a terror in the late game.
One thing Jackie excels at, in any role, is setting up ganks for her jungler. A Taser Arrow sets the stage, before quickly toggling to Arcane Arrows and using Prime Arrow Trap to tether them to a point. After that, all it takes is the jungler advancing, and you've got either a dead target or a burned summoner spell. She needs to be careful with her mana, however, as every basic attack that isn't an Arcane Arrow will drain away her mana.
Thanks to Heat Arrows, Jackie can still fulfill an ADC's role in tower destruction, and it also gives her the in-combat option of applying Grievous Wounds to enemies. This allows her to safely fight targets who regenerate a lot of health, like Warwick and Dr. Mundo, and** Prime Arrow Trap **empowered with Heat Arrows deals damage based on the target's health. This basically makes Heat Arrows her answer to big tanks.
Once she has a few items, her damage really shines. Stunning a target with a Taser Arrow into fast, repeated Arcane Arrows will deal massive damage to an enemy. Magical crits hurt, a lot, and they allow Jackie to make up for her dodgy early game with an unmatchable late game. She's also one of the few champions, if not the only, who's ultimate resets her basic attack timer. Overloaded Arrow only adds to her big damage by dealing True Damage instead of Magic, and applying all of her More Hex Than Tech bonuses. This means it always scales with an extra 10% of her AP, even if she's not using Arcane Arrows, always applies Grievous Wounds, and will always stun the target if she hasn't already used Taser Arrows to stun them (And if she has, will shave 1.5 seconds off the timer until she can stun them again). If she activates the ability, then uses Booster Boots, the arrow she fires will do the same thing, although it will still only gain one Booster Boots benefit. For example, it won't pierce through targets if she isn't using Arcane Arrows. It's a true terror when **Overloaded Arrow **critically strikes.
Appearance and theme:
I do not own any pictures or videos in this post. Credit goes to whoever owns those.
Jackie is very steampunky, like Vi and Caitlyn before her. She combines traits from steampunk characters, like this one, while also using elements of fantasy magical archers, like this one.
Her bow, rather than normal fantasy longbows and recurves, is a compound bow, albeit a bit less complex looking and more magical looking. The color of the bow changes with her current** More Hex Than Tech **toggle. Clarity. Just like you know when Twisted Fate is pulling out that Gold Card, you'll know when Jackie is packing Taser Arrows for you.
She speaks with a cockney accent, and speaks rather young and immaturely. There's one character I could draw many, many parallels from her with - Tracer, from Blizzard's Overwatch. While not as playful and fun loving as Tracer, it's a good source to get an idea for her voice.
She's white skinned, and her hair is long and brown with green eyes. Her outfit is noticably not revealing, and she lacks the... ahem... curvature of the majority of the LoL female cast. This is to preserve a youthful look. She's a prodigy, and while she's a university student, she is a student way ahead of her age.
Friends:
(No shipping the latter)
Rivals:

Synergizes With:
- Nunu, the Yeti Rider: Jackie is heavily focused on basic attacks, stacking magical crit after magical crit. Nunu heavily amplifies her damage output with Blood Boil, and can use his other abilities to keep her at a safe distance from enemies.
- Nami, the Tidecaller: Tidecaller’s Blessing is good for most ADCs, but Jackie is a mage with both the attack speed and magic penetration to make the bubbled attacks really hurt. Nami also provides plenty of peel for the Archaic Spellbow, ensuring she can continue to safely dish out damage.
- Vi, the Piltover Enforcer: Jackie is really good at setting up ganks with her Taser Arrows and the Arcane Arrow tether from Prime Arrow Trap. Combine this with a jungler who is above average at ganking the middle lane, and you’ve got a power packed Piltover duo who can get a kill off of a gank almost every time.
**Struggles Against: **
- Maokai, the Twisted Treant: What’s the best way to reduce true damage? Damage reduction. Overloaded Arrow is normally a really powerful nuke, but not so much when it’s damage is reduced by 20%. Maokai’s Vengeful Maelstrom can ensure that not only can Maokai survive Jackie’s damage, but his allies can too, and hard crowd control from Twisted Advance and Arcane Smash will prevent her from using her Booster Boots to get away.
- Fizz, the Tidal Trickster:** Booster Boots** only takes Jackie so far. Fizz, with Urchin Strike and Playful/Trickster, can always stay on top of her. And a clever Fizz can use Playful/Trickster to completely avoid the big damage from Overloaded Arrow.
- Jax, Grandmaster at Arms: Jackie’s damage is almost completely based around her basic attacks, and her damage scales high into late game while being lackluster early. Jax is similar, only he can use **Counter Strike **to dodge almost all of Jackie’s damage output. Jax’s damage will be able to match, or outdo, Jackie’s at all stages of the game.
Essential Items -

Offensive Items -

Defensive Items -

Previous threads:
Akken'dis, the Voice of Heroes (Champion Concept) Galio, the Eternal Sentinel (Rework Concept)
Jacqueline Connolly is a powerful Magic Damage threat, who makes up for her weak early game with a late game that only Jax, Fizz, and Vayne can match. With her weapon, gained from wisdom immortalized in antiquity, she will blaze the path forward. She continues to learn more, not only about the past, but about how the past will effect the future, either for good or ill. Whatever Piltover's fate, she will surely play a part in it.