Jiminy, The Hextech Thief((Champion Concept))

4 Step Cadence·10/27/2019, 11:58:47 PM·3 votes·1,712 views

https://i.imgur.com/xQM6JiW.jpg[] Artist credit.

Jiminy, The Hextech Thief "Thanks for the free stuff!"

Region: Piltover/Zaun Resource: Mana Role: Assassin Position: Jungle Attack Style: Melee Attack Type: Attack Damage Base Health: 500 Health Gained Per Level: 75 Base Mana: 600 Mana Gained Per Level: 50

Passive: Pickpocket: 0 seconds Jiminy uses his hands to fight and steal. Every 4 basic attacks, he will steal a small amount of gold from the enemy.

Minions & Small Monsters: 25 gold Jungle Buffs & Superminions: 50 gold Dragons, Rift Herald, & Baron Nashor: 75 gold Enemy Champions & Enemy Champion Pets: 100 gold

Q: Hexcrystal Headache: (8/7/6/5/4) seconds | (100/90/80/70/60) mana cost | 500 On his next basic attack, Jiminy throws his hexcrystal at the enemy’s head, dealing (100/105/110/115/120) and stunning them for (1/1.25/1.5/1.75/2) seconds.

After striking the enemy’s head, the hexcrystal will land on the ground nearby and will stay there for 3 seconds. If Jiminy walks over it, it reduces the cooldown of this spell to (4/3.5/3/2.5/2) seconds.

W: Counterfeit Viper: (10/9/8/7/6) seconds | (0) mana cost | 1 Jiminy puts on his goggles and enters camouflage for (3/3.5/4/4.5/5) seconds. During this time, if he right-clicks an enemy champion, if they have a consumable item in their inventory, he can steal it. If there is no consumable item to steal, he takes (60/70/80/90/100) gold instead.

Jiminy is revealed when he takes the item/gold, casts a spell, and/or if the enemy attacks him.

E: Counterfeit Z-Drive: (10/9/8/7/6) seconds | (0) mana cost | 1 Jiminy turns back time, teleporting him back to where he was (1.5/2/2.5/3/3.5) seconds ago. After he teleports, he gets (4/6/8/10/12)% bonus movement speed and deals (110/115/120/125/130) damage to enemies standing where he lands.

R: Grand Larceny: (120/110/100) seconds | (200/180/160) mana cost | 0 Jiminy marks an enemy champion, which lasts for (40/50/60) seconds. If he kills them, he copies all the items in their inventory and places them in his own. The copied items lasts for (80/90/100) seconds but also expire on death.

The copied items replace the items in his inventory while they are active, but the items he had before will return when the copied items expire.

Notes: Jiminy is all about taking shit from other people. In the lore, he steals inventions from Pilties and Zaunites alike, copying them and selling them on the black market. However, the copies are pretty poor quality, as Jiminy is but a thief, not an inventor. As you can probably assume, Jiminy is why Izod hunts children for sport.

I wanted his kit to revolve around stealing, and the inventions he’s already stolen/copied, which include Izod’s mask, the Viper. Lots of opportunities for him to make a comeback when he’s behind, but still a lot of ways to fuck up.

11 Comments

Shmeeve10/28/2019, 3:12:42 AM2 votes

Jimmy neutron

Pool Party Pix10/28/2019, 3:22:09 PM1 votes

[deleted]

Jack of Storms10/29/2019, 2:28:32 AM1 votes

Mate, I gotta say, this guy is fuckin hilarious. Stealing stuff from everyone would be the funniest shit to do all game. But look, seriously, I think he has a very basic problem: he doesn't really seem to have any actual means of killing opponents. He's pretty true to his spirit, he only seems to be good at stealing. As an assassin, he doesn't seem to be able to secure kills. As you stated, his E is a disengage, so it would not usually be used to secure kills; his W is only a means of engaging and getting a slight advantage; and his Q is a form of cc, so if he could use it often enough to deal significant damage it would also be frustrating gameplay for the opponent on levels of URF

On the other hand, with all the gold he can gain from doing not much at all he could become a ridiculous powerhouse by virtue of the fact he reaches late game ten minutes earlier than everyone else.

But perhaps, what if you streamlined the kit a bit? I just had an idea, and I'll try to keep your concepts as true as possible. Firstly, I suggest dropping the E. It's an interesting ability, and it reflects the kid's nature as a thief, but it is also kinda not going to sit well with people and is not as interesting as it could be. We'll get back to that though.

If you make it so the passive is on a cooldown, it can't be abused through attack speed. Instead, the player can make plays that revolve around it, like autoing certain targets instead of others. A lot like Xerath's mana passive. Then, transfer a bit of the W effect to it, and make it a ranged auto. Now, the melee assassin has a periodic ability to steal your consumables or your gold. To make it a bit more counterable, we could make it so that Jiminy whips the target with some small weapon, causing them to drop something that he can then pickup if he is willing to go in for it.

Moreover, whenever Jiminy makes a steal he builds up a currency like Gangplank's silver serpents, which he can then use to make black market purchases in the store, which could actually dictate his third ability. For example, maybe there are three abilities Jiminy can choose from based on three different item purchases; one of them might be his counterfeit z-drive. But all of them should provide a good means of dealing reliable damage as an assassin. Maybe they come with passives, for example, that grant new effects. For example, your current ult allows you to use your enemy's items. Each ability you could purchase here could suit a different sort of playstyle, like letting you act like a hypercarry adc for a few seconds, or a ranged caster mage, or just an assassin; now your choice of ability also helps you choose your target so you get more items that work with that playstyle.

That's my idea. In general though, my advice is simply that the character needs to be able to do more than he can right now, namely, steal. But I think the concept sounds great, just needs some whittling. Regardless, I'm just another person in this big ol game of league, these are just my opinions and advice and some ideas that got kinda carried away.

Chembaron Yamada10/29/2019, 2:34:02 AM1 votes

You knew it was inevitable that I come in here and give my thoughts, so here it is:


Champion Design and Lore

Always awesome to get more Zaunites in this game and giving him the thief thematic is quite interesting, character design looks really good as well, even if you changed an already established character here. This has been Ajuna from Ekko's lore. Actually was thinking about reviving this guy in the lore... Ekko has access to time powers and even if he wasn't able to use them to save his friend back then, maybe he could succeed some day when he keeps researching time.

And I like that you even used "stolen equipment" from another champion you have designed, even connecting these 2 in the lore by making Jiminy the reason your chembaron hates the kids of Zaun and hunts them for sports.

Nothing bad to say about this champion thematically, I dig it.


Gameplay and Kit

This is the more problematic part of your new champion concept here. I actually have to ask some questions: If your concept states "stealing", is it really stealing or does Jiminy just gain the benefits without the enemy losing them?

If it is really stealing, then this seems a bit hefty. Taking away consumables could be interesting as a mechanic, especially on a jungler, I admit that. Ganking your enemy and weakening by taking away their sustain in lane even if they manage to escape in the end could give Jiminy some interesting pressure on the enemy laners in the early game.

But taking away gold from the enemy should't be a thing. In general, I think the whole gold mechanic should better not be in the game. The idea fits the thief theme, yes, but gold has huge impact on power in this game. Pyke gets additional gold in his kit, since he is supposed to be a support and therefore lacks the income to afford his build. But Jiminy is intended as a jungler, he has an actual income and gets more gold from ganking, so he doesn't need that additional source in my opinion.

Some numbers seem overtuned, but as you pointed out, that is on purpose, so I will ignore numbers at this point. General question tho: Why did you decide not to give his W and E any mana costs? With this, additionally to his camouflage and teleport, he would turn out extremely slippery. But since Pyke turned out just as good at escaping as Jiminy, I guess this could be ok.

For an assassin, it seems that he will have a really hard time to deal good damage, tho. His E is really unreliable and also serves as his escape tool. His ultimate does not grant any damage by itself either. Basically his Q is his only damage tool in an attempt to assassinate, which doesn't deal alot of damage. His job seems more to be to stunlock the enemy with Q instead of being an actual threat himself.

And talking about his ultimate: It marks the enemy to steal their items... but that's it? This seems really conditional for an ultimate. And since he lacks damage abilities, he can't put stolen items to really good use anyway. Mordekaiser steals stats with his ult, but also gets his 1v1 arena on top of it.

A suggestion I would have: How about not letting him take all the enemy items and replacing his own, but after death he copies 1 item from the enemy (the one with the highest AD or AP stat, then let him convert an AP item to AD stats like what Sylas does with scalings from enemy ults) and puts it in another additional item slot so he can have an extra item in the late game? And then maybe let the mark to something more on top.

In general, I think there are interesting ideas in the kit and you really focused on the stealing identity, but it needs work, in my opinion.


Facit

As always, I really enjoyed to read your concept and I love that you made him a Zaunite, you know me, I can't help it. The kit has some cool ideas, but it doesn't really feel coherent in gameplay for me and could use some work in my opinion.

Terozu10/29/2019, 9:53:57 PM1 votes

100 gold? Dude... that would be broken af. If someone built him attack speed and got even slightly ahead the enemy laner would have absolutely no way to catch up.

BBKong10/29/2019, 10:07:05 PM1 votes

The concept of stealing is a pretty good one on surface level, but it's just really unfun to play against. You get your own gold taken away, and if you aren't way ahead you just get pushed so far down.

Ekko ult still strong. Not to be a dick but mastery 3 Ekko isn't the most experience on him, especially if you think an Ekko ult with no healing isn't that powerful.

He wouldn't be very good in jungle, most good junglers have a good clear which it looks like he definitely wouldn't, and terrain scaling (not all junglers just some).

I get what you were going for, and in another game it could work, the art is beautiful and the lore is fine, the concept sounds fun to play, but it's really just not that healthy for the game.

I love the ult though, especially if you made the Q have more range so he could actually make use of stealing a poke mage's abilities, and he'd still be okay with ADC items or tank items. But it's kind of counterintuitive that his whole kit is about getting gold for himself, then he steals their items and doesn't even use the stuff he used the bonus gold on.

Concept wise pretty good, game design wise not a chance man.

4 Step Cadence10/29/2019, 10:33:27 PM1 votes

No longer seeking feedback on this concept. Not that I don't care or don't want it. Its just getting repetitive at this point. You don't have to keep saying that the gold steal and E are broken. I know.

Thanks as always everyone and I'll fix him when I feel like it, which at this rate will likely be never. I was good at this for like 5 minutes and I honestly just have no drive to continue when with every new concept comes more insults that remind me why I never wanted to do this to begin with. I have to accept the fact that I'll never work in this industry and just stop trying cause I'm honestly just delusional at this point. I'm a joke. My champions are jokes. Its over.