Juggo the MARKSMAN JUGGERNAUT: Champion concept (Updated)
http://i.imgur.com/yANxgXz.jpg Hey, here is Juggo the marksman juggernaut! I have done some New work on him, and this is what I came up With. Here is the link to the old post: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/GvaLVsO8-juggo-the-marksman-juggernaut-champion-concept (Check it out as well, and tell me which was better!)
Some stats may be bit unerpowered/overpowered but that can be tuned and balanced so I dont think that is a problem.
Introduction: Juggo is a juggernaut marksman, who can deal damage from range. He is not the typical "squishy" marksman, and is a hybrid between fighter/tank and marksman. To Balance this, he have high cooldowns, and really short range on his 2 first basic attacks (passive) With reload time after four shots. His movement speed is also quite low (300 at Level 1), but he has his Q, that can give him a free dash in any direction.
Some base stats: He uses energy, not mana. Energy: 400 Base movement speed: 300 Range: 400 Attack speed: 0.65
Abilities:
http://i.imgur.com/yANxgXz.jpg Recon (normal mode) and War Machine (ultimate mode)
Passive: Recon Zooming Scope: Juggo gains increased attack range every time he hits an enemy with a basic attack, stacking up to 4 times (400/520/640/760 range). After the fourth bullet, he need to reload. The reload process takes 2 seconds, and it is fixed (building CD won’t change the reload time). _Overdrive: removed _
Q: Nucleon Accelerator Cost: 100 energy Cooldown: 20/18.5/17/15.5/13 seconds
Passive: Nucleon Bullets: Juggo uses special ammunition, so that his basic attacks can restore some energy 35/45/55/65/75.
Active: Juggo transforms all the energy in his remaining bullets into one, resulting in an extremely powerful shot. This shot will deal as much damage as all of them combined (but overdrive passive isn’t added). The shot restores half the energy of the combined bullets, and is a skillshot, not a basic attack. This shot will also push juggo backwards, based on how many bullets he combined into the shot (200/300/400/500 range). This shot isn’t stopped by minions, but by the first large monster or champion it hits. He must reload afterwards, but the cooldown on this ability is decreased for every bullet not used (1 second less for each). (How the skillshot will look like, is a way to balance this ability)
**W: Energy Field ** Cost: 80 energy Cooldown: 40/35/30/25/20 seconds
Active: Juggo places a field of energy (as big as Yorick W), that slows enemies inside by 5/8/11/13/17%, but when they go through and out of it they will be
slowed 10/15/20/25/30% instead for 1 second. Hitting a Nucleon Accelerator shot at them while the slow persists will stun them for 0.2/0.4/0.6/0.8/1 seconds instead and deal bonus magic damage.
E: Energy Converter Cost: 20 energy Cooldown: 20/19/18/17/16 seconds
Passive: When Juggo uses energy, some of the energy is converted into health and heal him over 3 seconds. The health is equal to 1/1.5/2/2.5/3x the energy cost + % if his maximum health. (If he uses 90 energy, he will regenerate 90/135/180/225/270 + % of his maximum health)
Active: Instead of refilling energy when basic attacking, he ionizes the energy in each shot/melee attack so that they deal bonus damage instead on impact. He uses the energy when ionizing it, so that E’s passive will be triggered as well on each attack. When this ability is on cooldown, the passive is as well.
R: War Machine Cost: no cost Cooldown: 120/110/100
Passive: Fast hands: removes 0.34/0.67/1 second from his reload time
Active: Juggo jump into the air with assist from some powerful thrusters and transforms into a machine of war, then lands on target area. The area where he lands is ionized, damaging enemies inside every second and slowing them by 90% for up to 2 seconds. Juggo’s base movement speed is increased to 320/340/360. Juggo can still attack from range with his left arm (range = 500 at all time, and his reload time is always 1 second) but if he is in range = 200 from an enemy, he leaps to them and uses a powerful melee attack (range = 125). Every melee attack deals 65/130/195 + 1% of his maximum health as bonus physical damage (and restore twice as much energy), but the first one on an enemy deals 75/150/225 + 2% of his maximum health as bonus physical damage instead and stun them for 1 second. The ultimate last 8 seconds, but timer doesn’t start before his feet is on the ground.
Hey! What do you think? I am so excited to hear YOUR thought on this![slayer-jinx-wink]
(one of the most prominent juggernauts out there) main