Champion Idea: Jacobi ~ The Desperado

DiamondMatthew·4/29/2016, 4:00:08 AM·8 votes·2,569 views

Jacobi ~ The Desperado


Look https://www.geeksofdoom.com/GoD/img/2013/03/2013-03-14-call_of_juarez_gunslinger-533x299.jpeg


Stats

HP 552 (+ 81 per level) HP Regen 8.18 (+1 per level) Mana 324 (+44 per level) Mana Regen 6 (+0.8 per level) AD 55 (+3.3 per level) AS 0.644 (+3.5% per level) AP 0 (+0) Armor 26 (+3 per level) MR 30 MS 345 Range 575


Background

Full name: Jacobi Masterson Place of Origin: Shurima Occupation: Outlaw, leader of the Shuriman outlaws. Has special powers over sand.

https://i.ytimg.com/vi/-94brHheDe4/maxresdefault.jpg

Please submit ideas for lore!

Passive: Gun Slinger :

Every** 8/7/6/5 sec** without attacking Jacobi holders his guns. While holstered his next AA will happen 200% quicker and deal 120/130/140/150% of its normal Physical Damage. (All scaling changes at levels 4/8/12) Killing an enemy reduces the Cooldown, 50% for small Minions and Monsters, 75% for large minions, and 100% on champion kills.

If this AA critically strikes it will deal 240/260/280/300% of AD but the additional damage will remain the same With an Infinity Edge, it will deal** 300/325/350/375% of AD**.

**Q: Fan the Hammers: **

CD: 9.5 / 8 / 6.5 / 5 / 3.5 sec Cost: 35 / 50 / 65 / 80 / 95 Mana Cast Range: 575 units

Jacobi marks a Target and, after a 1 sec channel, rapidly fires both of his guns at the Target shooting 6 bullets. Each bullet deals 15 / 35 / 55 / 75 / 95 (+ 25% AD) Physical Damage to the Target. The bullets deal an extra 1% damage per every 2% of Critical Strike chance. Jacobi cannot move while channeling but can move while firing. These bullets pass through minions on their way to the Target dealing 75% of the damage. If an Enemy Champion is between Jacobi and his Target they stop at the first Enemy Champion dealing 75% of the damage. Each bullets applies life steal.

W: Swift as the Sands :

CD: 22 / 19 / 16 / 13 / 10 sec Cost: 40 Mana all ranks Range: 345 units

Passive: While Gun Slinger is available, Jacobi gains an additional 25 / 30 / 45 / 40 / 45% MS and 50% slow resistance.

Jacobi rolls in a direction breaking free of all slows and refreshing Quickdraw.

E: Dust Devil :

CD: 17 / 15 / 13 / 11 / 8 sec Cost: 45 / 60 / 75 / 90 / 105 Mana Cast Range: 600 units AoE: 225 unit Radius

Jacobi throws a jar of compressed Shuriman sand at a target location which explodes dealing 50 / 75 / 100 / 125 / 150 (+ 75% Bonus AD) Physical Damage and applying a 60% decaying slow for 1.5 sec. Enemies within 100 units of the blast 200% of the damage and are knocked up for .75 sec before receiving a 90% decaying slow for .75 sec.

R: Sands of Time :

CD: 120/100/80 Cost: 100 Mana all ranks AOE: 800 units Radius

Jacobi marks a Target and for the next 5 sec Jacobi gains 30% increased Attack Speed while attacking his Target. Every AA, or bullet from Fan The Hammers, refreshes the duration of Sands of Time and adds a stack of Time which last for 5 sec and are also refreshed by additional stacks. At the end of the duration, Jacobi becomes Immune for .5 sec while he fires shots dealing 5/15/25 (+ 15 / 20 / 25% AD) (+1% increased damage per 1% Critical Strike) Physical damage for each stack of Time on his Target no matter where his Target is. His Jacobi dies during his ult all stacks of Time go away without any affect. If Jacobi kills his target before the stacks expire, his ult immediately ends.


http://vignette4.wikia.nocookie.net/leagueoflegends/images/e/ed/Shurima_landscape.jpg/revision/latest/scale-to-width-down/300?cb=20140904231151


Upon Selection: “The names of the men I’ve killed lay scattered in the sands of Shurima... Yours will be just as insignificant”

I spent a lot of time on this so I would appreciate feedback :) Please, send me any ideas!

~DiamondMatthew

19 Comments

DiamondMatthew4/29/2016, 11:29:02 PM1 votes

Hey, went through and fixed a few errors

FloRaider424/30/2016, 3:25:47 PM1 votes

Those concepts seem to be a thing around here. That said I do like to check up on new interpretations of those ideas. So let's get going...

Theme: Cowboy Does somewhat overlapp with Jhin's Skin

Niche: Good Chasing ADC Quinn-Lucian

Passive: I feel like there is no reason for an ammunition mechanic here. As unlike Graves or Jhin you don't really have special AA apart from an AA buff every X seconds. I feel like taking away the ammo would only change how he is balanced, but wouldn't impact how he is played that much. Highest Ammo so far and a reload on a medium CD.

Other concepts of this kind had a "lucky bullet" system where you randomly can load extra strong ammunition which gave a russian roulette feel, which made the ammunition system feel impactfull.

Q-Ability: Does feel a bit similiar to R, but is otherwise a pretty good ability.

W-Ability: Graves Quickdraw (problems with passive name!) has a very similiar effect - the slow removal and another passive boni. That said it makes sense for a Cowboy and I don't know how you could replace it.

E-Ability: Since Q already slow this seems like overkill especially since W gives good mobility as well. It doesn't make sense for me that facing the explosion would increase the damage and knock you up. Maybe replace it with a stun or blind, since they fit better thematically (sand in eyes) and logically (close explosions hurt you regardless if you are looking at them).

Ultimate: Mc Cree ?

I like the CD reduction on kill, but would tweak the numbers down a bit. I interpret "channel" as unable to move or with restricted speed, but that would mean this ability doesn't fit the rest of the kit that well.

Overall: His character does overlapp with Graves (outlaw) and Jhin (revolver and Cowboy Skin) somewhat and I don't feel like he has that "pick me" argument apart from having a cool theme.

Overall it is a well thought out concept, but has harsh competition.

FloRaider out summoner 31

TedBearSurvival4/30/2016, 3:37:07 PM1 votes

Why not a passive that when he is about to die he enters this shootout mode with the enemy champion that should have killed him, and there should be a timer on reaction time, and when the timer reaches 0 they both have to press LMB and the one who presses first can insta kill the other one. Also I think 3 shots in each revolver is kind of weird, should have been at least 5 or 6.

Edit: also it would been kind of cool to reference Marty Robbins if you change the selection quote to "Twenty notches on my three guns marked the lessons I have learned"

Vorazun5/2/2016, 3:20:25 PM1 votes

Passive: Gun Slinger :

Every 18/14/10/6 sec Jacobi holders his guns granting him 10 / 15 / 20 / 25% bonus MS. While holstered his next AA will happen 200% quicker and deal 120/130/140/150% of its normal damage plus an additional 35/50/65/80 (+ 2.5 × Champion level ) Physical Damage. (All scaling changes at levels 4/8/12) Killing an enemy resets the Cooldown.

This is a very very powerful passive. Alone, it gives you almost unprecedented roam potential, while also partially alleviating the need to buy boots early. Personally I would prefer if it only activated after not autoattacking for a period. Also, in order for the next AA to animate faster, this would imply that his normal AA animation would be pretty bad. (Like Karthus AA bad). As to the damage, I don't think that giving it both systematic and level up scaling together is too good an idea because any level advantage means you very quickly snowball out of hand.

I believe that changing it to killing an enemy champion resetting the cooldown is a better idea - because otherwise you create a very dangerous zone pattern in lane, and your CS is almost never affected as a result.

Q: Fan the Hammers:

CD: 9.5 / 8 / 6.5 / 5 / 3.5 sec Cost: 35 / 50 / 65 / 80 / 95 Mana Cast Range: 575 units

Jacobi marks a Target and, after a 1 sec channel, rapidly fires both of his guns at the Target shooting 6 bullets. Each bullet deals 15 / 35 / 55 / 75 / 95 (+ 25% AD) Physical Damage to the Target. The bullets deal an extra 1% damage per every 2% of Critical Strike chance. Jacobi cannot move while channeling but can move while firing. These bullets pass through minions on their way to the Target dealing 75% of the damage. If an Enemy Champion is between Jacobi and his Target they stop at the first Enemy Champion dealing 75% of the damage but applying a 30% slow for 1 sec. Each bullets applies life steal.

This is certainly very interesting, but I would suggest a range limit so that enemies who do get out of a certain range are allowed to 'dodge' the ability. Otherwise, again you create a very large and dangerous zone for yourself. You also mention it applies Lifesteal - do they apply other on-hits as well then?

W: Swift as the Sands :

CD: 22 / 19 / 16 / 13 / 10 sec Cost: 40 Mana all ranks Range: 345 units

Passive: While Gun Slinger is available, Jacobi gains an additional 25 / 30 / 45 / 40 / 45% MS and 50% slow resistance.

Jacobi rolls in a direction breaking free of all slows and instantly reloading his guns and refreshing Quickdraw.

He already has far...far too much MS. A free Ghost at Rank 1 (worse if you are multiplying multiplicatively) and the active means that if you CS right there will not be a downtime. Hitting skillshots is already hard on him with the passive...just imagine have 35% extra MS at Level 1...This gives him Quinn level roam. From level 1. For free. Given that this guy's jungle isn't actually that bad...holy hell he is just going to wreck face whie he's there.

E: Dust Devil :

CD: 17 / 14 / 11 / 8 / 5 sec Cost: 45 / 60 / 75 / 90 / 105 Mana Cast Range: 600 units AoE: 225 unit Radius

Jacobi throws a jar of compressed Shuriman sand at a target location which explodes dealing 50 / 75 / 100 / 125 / 150 (+ 75% Bonus AD) Physical Damage and applying a 60% decaying slow for 1.5 sec. Enemies within 100 units of the blast 200% of the damage and are knocked up for .75 sec before receiving a 90% decaying slow for .75 sec.

Interesting ability, nothing really much to say about it except the mana is a bit low at low levels and is too high at high levels. Also the CD reduction per level is nuts. (Same as the W) Again if this guy gets ahead, you won't shut him down. Ever.

R: Sands of Time :

CD: 120/100/80 Cost: 100 Mana all ranks AOE: 800 units Radius

Jacobi marks a target before releasing a nova of sand from himself pushing all enemy, besides his target, units 575 units away from him. For the next 5 sec Jacobi is surrounded by a sandstorm that slows all enemies by 30% while inside dealing 10/15/20 (+ 2.5% Missing HP) (+ 1% per every 50 AP) Magic Damage per sec. During that time, Jacobi gains 30% increased Attack Speed while attacking his Target. Every AA, or bullet from Fan The Hammers, refreshes the duration of Sands of Time and adds a stack of Time which last for 5 sec and are also refreshed by additional stacks. At the end of the duration, Jacobi becomes Immune for .5 sec while he fires a shot dealing 5/15/25 (+ 30 / 40 / 50% AD) (+1% increased damage per 1% Critical Strike) Physical damage for each stack of Time on his Target no matter where his Target is. His Jacobi dies during his ult all stacks of Time go away without any affect. If Jacobi kills his target before the stacks expire, his ult immediately ends.

Apart from the Janna ult at the beginning, I like this ability. It really enhances the sixshooter feel, in the way of the old cowboys. But honestly the knockback as well as the AOE would imply a sort of champion that wants to get in the middle of the fight. It's not really what I would think when playing this guy. I also hope I haven't been too harsh regarding my feedback.

DiamondMatthew5/11/2016, 9:58:05 PM1 votes

Made some edits to the champion

CrimsonCobra38/19/2016, 1:01:19 PM1 votes

First of all: I see an edited version of Graves. I don't like his ultimate.

However, I like everything else, with the exception of unnecessary power in a few places; such as: the slow on his Q, and the Attack Speed on his W active.

My favorite aspect of this concept is his passive.

Reworked Fiora9/5/2016, 12:16:01 AM1 votes

I dont think Riot wants to be sued by Blizzard for making a Mcree Champion

IA9hRfpP5q5/14/2017, 10:22:03 PM1 votes

Usually Overwatch heroes go to Heroes of the storm...

They dont migrate to league

McCree

DiamondMatthew2/23/2018, 1:16:29 AM1 votes

Made some edits