Janu, The Windborne [MCCC Jan. 2015]

Scorpoison·1/8/2015, 6:48:20 AM·1 votes·884 views

Janu, The Windborne. Janu is a ranged marksman who uses a chain to whip his enemies while buffing and peeling for himself. **- Lore Janu was always a man of few words but many actions. From the moment he was born he was destined for greatness in the small tribal lands of the Fyrone Flats, and he was raised to be the leader of the tribes. However a strange, never before seen blight overtook him and he fell ill. Going mad he ravaged the lands attempting to find a cure. Janu was slowly driven mad and died at the age of 20. However Janu didn't fully make it to judgement. The souls of the ones he slaughtered dragged him down until he was finally given an offer. To stay on Valoran as an empty shell or to serve as a bounty hunter, to hunt down the wicked who refuse to die. For you see long ago a rift was opened from hell letting the souls of the damned roam across Valoran. Some were brought to the Shadow Isles, however others remain in the land of the living. Janu is tasked with hunting down those souls before he can reach the after life. Janu was given Stoicheion, a whip embued with the element of air, to track down and slay the stray souls. Janu wandered Valoran for some time before hearing rumors of a haunting in Kaladuon. Janu left at once to find that the haunting was way more than he anticipated. Overwhelmed Janu was forced to retreat, not able to correctly harness Stoicheion. He spent years training, hardening his will to be able to wield such a powerful weapon, and to resist the withering torment of the dead. Janu returned to Kaladuon, only to see Hecarim there, capturing the souls to use as spectral riders. Janu then knew, that he had to slay Hecarim, in order for him to bring the escaped souls to judgement. **_ Name: Janu Title: The Windborne Description: Janu is 6'3" with white skin, pale blue hair, and eyes of pure gold. Janu only wears a rugged pair of pants as to not disrupt the winds which whip around. Janu has spiky, shortcut hair. Janu wraps his weapon into a coil that is holstered on the left side of his pants, with the handle being brought around the front and holstered on the right side of his pants. Janu's chain is pitch black and has a small spike to top off the end. Stats Health: 525 (+80)
Health Regen.: 5.42 (+.55) Energy: 200 Energy Regen.: 50 Range: 550 Attack Damage: 48 (+3.5) Attack Speed: .69 (+ 4%) Armor: 22 (+3.4) Magic Resistance: 30 (+0) Movement Speed: 335 **_ Abilities Passive (Gathering Winds.) : Janu gains bonus critical strike chance based on 10% of his bonus movement speed and bonus movement speed based off of 150% of his total critical strike chance. These bonuses do not stack with themselves. Q (Violent Mistral): Janu slams Stoicheion to the ground dealing damage in a line infront of him. Enemies hit with Violent Mistral are slowed and have reduced attack speed for a small period of time. [Damage: 15|70|125|180|235 (+100% AD) Range: 900 Energy Cost: 100|95|90|85|80 Cooldown: 16|14|12|10|8] W (Squall): Janu uses Stoicheion to creates a lasting vortex infront of him. Each Vortex slowly pulls enemies towards the center (faster moving towards, slower moving away) and are dealt true damage. Janu can have a maximum of 3 Vortexes at any given time. Each enemy hit by Vortex returns 5 energy to Janu. If Janu casts this while an enemy is within 600 range of him, Janu instead consumes all current Vortexes and pushes back enemies. Enemies are pushed back further per Vortex consumed. Vortexes last 2 minutes but give no vision. [Damage: 10|15|20|25|30 (+1|2|3|4|5 % Ability Power) Spawns 100 Units in front of Janu Range of suction: 300 Energy Cost: 100 Damages enemies every .2 seconds, Base Knockback: 100, Knock back per vortex: 80|85|90|95|100 Bonus 100 Knockback if 3 vortexes: 100 Cooldown: 10|8|6|4|2 Vortex recharge rate: 18|16|14|12|10] E (Frenzy): Janu gains bonus armor penetration and attack damage for a short time, however is dealt increased damage. [Increased attack damage and armor penetration: 5|10|15|20|25% increased damage taken: 25|22.5|20|17.5|15% Energy Cost: 50|40|30|20|10 Cooldown: 8 seconds Duration: 4 seconds. Frenzy's cooldown is reset if Janu gets a kill while under its affects. The buff stacks.] R (Windstorm): Passive: Whenever Janu kills a unit with a basic attack, him and nearby allies get bonus attack speed and movement speed equal to 10|20|30% of his maximum Attack Damage. Active: Janu is rooted in place and his next 4 basic attacks have a bonus pierce the target hit and hit all enemies 550 feet behind the opponent and deal increased damage. [Damage: 5|10|15% bonus damage per enemy hit + 50% bonus damage on critical hits. Energy Cost: None Cooldown: 120] **- Suggested Items Starting: item 1055 item 2003 item 3340 Essential: item 3006 item 3087 item 3031 Offensive: item 3172 item 3153 item 3046 Defensive: item 3072 item 3026 item 3102 **- Play Style Explanation Janu is a fast yet squishy marksman who excels at sneaking up on enemies however his lack of gap closers and escapes make him an easy target. It is important that when in teamfights you use your abilities at the right time because if you don't you are a sitting duck. The main concept is to poke with your Q until someone engages the fight. If it is your team than ult and slice the enemies to pieces using Frenzy to deal increasing damage the longer the fight. If the enemy team engaged on you, use Squall to peel for yourself and orb-walk and start kiting. During laning phase the main goal is to farm and poke, as you have very poor engage and sustain. Use the range of q to your advantage when against opponents such as Twitch and Ashe. However if you are stuck under tower, use q on the minions when they are still in a line to try and weaken them so you can pick them off before they reach your tower. Save your Squall for when you need to push enemies off of you, its long cooldown makes it costly to try and make plays with it. **_ Skin Ideas Unchained Janu Janu is human in this skin, and like alistar, has chains on connected to a lock on his wrists. Void Janu Purple particle effects Debonair Janu Undead Janu Ultimate Skin where Janu instead is recruited to the shadow isles and eventually rises to power as a general. Soul Reaver Janu **- Allies Lucian Enemies Hecarim Thresh Yorick Karthus Kalista **- Challenges: Janu is given a mission which is his reason for joining the league (to hunt and kill Hecarim), his lore contains his origins as well as the way he obtained his power and being (somewhat) relevant to the most recent Harrowing (2014) His weapon is a chain and his element is air. He has a knockback, a suction ability, and 2 ranged abilities as well as 3 attack speed / movement speed / damage steroids that are all enacted in different ways. Thus he fulfills all challenge criteria. A/N: My first submission to MCCC contest for Jan. of 2015 :D The Stats and Damage are subject to change! Oh and Janu uses an overhead attack when he crits, but other attacks are just side swipes.

6 Comments

TI Gazpacho1/8/2015, 7:42:03 AM2 votes

I thin that the basic concept is inspired and thorough, although I think that the energy dependence would be too strong during lane phase, then very weak when team fighting, due to the incredibly high potential to poke, then later he would be incapable of performing a combo with his q,w,e because it would cost more energy than his entire pool. His ultimate, feels like a mixture of Twitch's and Xerath's ults, and the rooting seems uncharacteristic of a champion based upon the wind. His lack of mobility other than his passive also seems unrealistic if his Stoichieon gives him the power of air why would he have low base move speed and no gap close/ escape method. I think that while an energy based ad carry would be fantastic, Janu would be better off staying mana dependent, because to have an energy based ad carry their kit would have to compensate for both early strength and late weaknesses.

junglerboy161/8/2015, 7:26:27 PM2 votes

I would like to start by saying I really like this concept; It is pretty original and you could make it really amazing with a few tweaks.

First problem I have though is his name. Janu The windborne sounds far to similar to Janna the storm's fury, and it would probably help make your champion more distinct if you came up with a slightly different name (not necessarily title, just change Janu).

Your kit is really interesting, I like the passive, but the numbers need a bit of tuning. 10% of you movement speed is 33.5, which is a lot of free crit chance for level one. I like the stat conversion of crit to MS and MS to crit, but maybe a healthier way to do it would be something like "gains bonus crit equal to X% bonus MS." instead of total MS, that way he doesn't come to lane with an absurd amount of crit.

For Q, it seems really solid as an ability, a nice clean skillshot poke, but the energy costs are ridiculously high. The only other energy cost ability that has that high a cost was Shen's shadow dash, and it had an energy reward for hitting enemies to compensate. I would suggest cutting the cost down by about 50 per level.

W is inventive, and I like that it helps him clear away diving enemies. The damage is a little wonky (crazy low base stats, with REALLY strong scaling, but the scaling is AP?!?) You said that this champion was supposed to be a marksman. It is fine to have an AP ratio in his kit (Only Draven doesn't have one out of all current marksmen), but he will almost never build full AP, and he should be able to rely on a stronger base damage.

E is also a good clean spell. It has strange scalings though. I like that you tried to spice things up with the increased damage taken while active, but the way that it increases with level makes you not want to level it. The AS and AD are low enough that it almost doesn't warrant having this damage increase for the duration. If you want to keep it though, I would suggest making it scale down as you rank it (like 25/20/15/10/5% increased damage taken) and have the AD and AS scale up a little more (5 AD and 5% AS is not that much at any point in the game)

R: I like how it makes you become really potent at fighting a whole team, while sacrificing mobility. The Passive AS bonus for killing something makes the lower AS from E make more sense, but having multiple of the same kind of steroid generally makes one the other or both have to be and feel really weak.

Overall, it has a lot of good things, but a few really important things that I think could help are:

  • some sort of energy regaining mechanism. All energy users have one, and it helps you as the designer reward a skillful player by giving them back energy (it also means that you can have higher cost abilities like your kit has).

  • Some sort of ability that feels wind-like. I know that the MCCC said the element only has to effect a certain spell effect, but when you title your champion "The Windborne" you expect at least some of his abilities to be wind related. His ability names are pretty good, but just calling an ability "squall" and then having him whip his chain around is not quite as satisfying as something like using a blast of wind (That is just an example, since if you made it just like that, it would feel too similar to Janna's knock back on her ult).

  • Just iron out the numbers for damage and it should become really great.

Scorpoison1/9/2015, 12:44:35 AM1 votes

[1/8/15 Edits]: Balanced Passive, Buffed Q by reducing Cost by 20, Major Overhaul on Squall adding a vortex system which offers more damage over time but sacrificing immediate damage and overall damage. Buffed E to have less damage increase per rank.

Vbunnie2/3/2015, 3:50:17 AM1 votes

Janu the Windborne: Overall: 73 Janu was semi unoriginal too similar to Jana in name the w did not make since for a marksman and was too easily manipulated. The Passive did not make sense as movement speed is based off of direct flat numbers most of the time and chritical strike chance is based off % the two do not mix. The lore was good but I wanted to know more about his first encounter with Kalamadoun. The E when combined with the passive and w make for 0 counterplay as the champion continuously blows enemies who get too close away and has crit chance armor pen movement speed attackdamage and the w even controls how enemies can move. Not only that but the r is grossly overpowered due to the fact that the passive stacks on itself. And does not have a duration and has no cost. That being said he is a little too powerful for gameplay however he is fairly strong and it is obvious a lot of time and originality was put into him.