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Juggernaut overhaul. I need some help on this one to better tune it.

Juggernaut over haul
Stats based on a 4 star rank 5

Prestige from 3854 to 4784 while at max sig and without mastery's
Health 17,876 to 20,743
Attack 1171 to 1073 the reason for the attack decrease is because if the fury and the base attack he will also get
Crit rate 326 to 553
Crit damage 500 to 750
Armor 273 to 432
Block proficiency 2546 to 3486
Energy resistance 0 to 800
Physical resistance 0 to 1300

Ability's
Bleed immunity
Armor break immunity
Concussion immunity
Unstoppable
Unlockable
Precision
Cruelty
Protection
Armor break
Fury
Suppression


Juggernaut
Class mystic but can also count as mutant for ability's and synergys
For example juggernaut gains bonuses from captain America's mutant and mystic synergy's

Mechanics
The idea around the new and improved juggernaut is to stay aggressive by charging at the enemy and gaining fury's via charging the enemy then firing off massive specials. Juggernaut is going to be fairly tough to play as being offensive is a must

Passive
Due to his tanky armor and helmet juggernaut gains

immunity to bleed and armor break

juggernaut takes no damage from psychic attacks and can not have his controls reversed

A lack of intelligence renders him immune to the effects of concussion

Designer note
The concussion immunity only affects the effects of it but he can still get a concussion which means you can quake him


The power from cyttorak enhances juggernaut physically, granting the following bonuses

A passive 536 attack bonus
A passive armor up lasting indefinitely granting plus 2000 armor
Slow on juggernaut last for 60% less time
Regen 50% to 60% of damage taken the amount regenerated is reduces by 20% each time it activates
While on defense the chance to regen is increased to 100% the amount is doubled and the reduction is half

New basic animation's
The first medium is now a head butt
The first light is now a right hook to the jaw
The 2nd light is a powerful kick to the ground sending up rubble and hurting the enemy
The 3rd light is a slam where juggernaut takes both arms and slams them down into the enemy
The 4th light juggernaut grabs the enemy and introduces them to his knee
The final medium is jump kick which will look exactly like colossus's old sp1 and unstoppable colossus's current

Dashing
When juggernaut dashes at the enemy he can't be stopped. going unstoppable for the duration of the dash and going unlockable
If the dash breaks the block he gains a fury for 7 seconds granting 1073 attack these fall off 1 at a time with a 2 second fall off delay and are paused during specials, these can stack and refreshes all furys when one is gained,

also inflects a suppression debuff lasting indefinitely reducing all power by 4% each. this stacks up to 20


Designer note
When fighting juggernaut you need to be careful not to intercept since he goes unstoppable. The best way to get a hit is to hit his block and parry the lights or bait out the heavy. For offensive purposes this will be how you get your damage via dashing.

Heavy
New animations
The new animation will look very similar to red hulks sp1 with the shoulder charge
If the enemy is hit by the heavy they have all suppressions removed and then gain 100% more power from the hit

Designer's note
The staggers from the heavy have been upgraded and swapped to the sp2
Most people will think this is terrible but the idea is that heavy gives the enemy more power that way if you need them to throw a special then they have the power to do it for example this will be good against thing

Sp1
New animation
Juggernaut will kick his enemy spartan style then charge at them with his head
100% chance to inflict a armor break reducing armour by 1750 lasting for 15 seconds this is refreshed by the heavy and can not stack
In a lot of fights you are going to have to choose between power reduction a fairly potent armor break

Sp2
Same animation
The final hit applys 5 staggers lasting forever and a 150% chance to inflict a passive stun lasting 3 seconds
If the enemy is a hero inflict 7 staggers that deals 100% of attack when they are used
Designer note
This is what you will use for the majority of fights due its utility and stun

Sp3
New animation
This one is similar to kingpins where he just destroys his enemy
Starts with a charge at the enemy which knocks them to there wall followed by juggernaut grabbing them by the leg and tossing them into the other wall and another charge at them. Then juggernaut grabs them throws them up in the air then grabs and slams them into them into the ground followed by a powerful kick to the back.
Inflict a 4 second passive stun
Inflict a concussion reducing all ability accuracy by 70% for 20 seconds

Sig ability
When dashing at the enemy gain a protection buff preventing more then 30% to 15% of max health from being taken in a single hit
On a charge gain a passive precision and cruelty granting 500 to 3000 more crit rate and damage for the hit

Designer note
The awakened ability is nice to have due to if the enemy hits your dash while you play reckless then you won't get killed in a single hit. The 2nd part with the crit damage and crit rate are just nice bonus's since you already are constantly dashing a the enemy to get furys

Strengths

A difficult defender
Due to constant unstoppable and unlockable it will be impossible to intercept juggernaut and combine that with stun immune nodes and you have a difficult defender.

Buff control
The sp2 can inflict 5-7 staggers that last forever meaning you can stack up plenty of these

Constant openings
With a guaranteed unlockable on a dash you will always have a opening

Weaknesses
Nullify and stagger
These are going to be harmful mostly on offense since his main damage is via the furys

Synergys
All of these are unique synergy's duplicated synergy's do nothing

About as strong as they come
With hulk classic and colossus

Hulk classics fury's gain 30% more potency

Colossus each armor up grants 100 crit rating

Juggernaut
Gain immunity to weakness and fatigue

Brotherhood VIPS
With magneto
Magneto if the opponent is bleed immune also apply a degen dealing 50% of attack over 3 second this gains 2% more potency for each prowess on him
Juggernaut reduce the opponents ability accuracy by 30% when fighting a #metal and if the enemy is #metal then the sp2 activates the bonus

Enemy's till the end
With professor X
All champions gain 155 crit rate and 6% attack
Professor X when the opponent is mind controlled steal 30% of there max power immediately.
Juggernaut when he has class disadvantage he switches his class to mutant and gets rid of the class disadvantage

Minor annoyances
With cyclops blue and red, wolverine, storm
300 crit rate and 5% attack for each of these champs on the team
Cyclopes
+20% crit rate
Wolverine
+20% crit rate
Storm
10% chance per shock on the enemy to stun for 2 seconds this ability can not trigger more then once every 10 seconds

Won't stop running
With rhino
Rhino gain a 100% chance to go unlockable during a dash. Each time this happens gain a indefinite fury giving 20% attack as direct damage this stacks up to 25
Juggernaut
Start the fight with a unstoppable lasting 8 seconds

Brotherhood members
Juggernaut gives 5% block proficiency per #brotherhood on the team
This can only affects #brotherhood
Designer note
This can give up to 20% max

Imitator
With unstoppable colossus
When unstoppable colossus throws a heavy refresh and duplicate all fury's. Max 40

Juggernaut
Take 25% less damage from any debuff

Comments

  • FlyGalaxyBombFlyGalaxyBomb Member Posts: 779 ★★★
    uWu this amazing work <3
  • Reecespieces101Reecespieces101 Member Posts: 221
    @FlyGalaxyBomb
    The idea is he is going to be a pain on defense and a brutal attacker
  • Reecespieces101Reecespieces101 Member Posts: 221
    He will be far more different then almost any champion due his ability's being focused to stay aggressive. I personally feel like he is going to be a out lier of the mystic class since unlike other mystics he does not rely on utility
  • Jtao_7810Jtao_7810 Member Posts: 76
    This is great! Only a couple things I would change.
    1. The regeneration. I dont think he needs it with this idea he’s great without it
    2. The unblockable on medium. It’s a bit too much I think. Maybe as a max sig he gets a 40% chance to go unblockable. The furies would have to change also. Instead every time he does a dash he gets a fury increasing his attack by 4%.
    Other than those two things, this is fantastic!
  • odishika123odishika123 Member Posts: 5,428 ★★★★★
    The Colossus Synergy is perfection
  • No_oneukNo_oneuk Member Posts: 1,430 ★★★★★
    edited April 2021
    Why is he bleed immune specifically because of his armor? Practically all of his arm is exposed with just leather straps in some places, so exposed skin ready for slicing
  • Reecespieces101Reecespieces101 Member Posts: 221
    @No_oneuk
    If nebula is bleed immune then i think tanky armor is not very far fetched
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