Joe Fixit Rework Idea

Just for laughs, since he was mentioned as one of the community candidates to get a buff later this year. I tried to play into his gambling. Win some, lose some, kick some butt.
The reason the individual Card effects are so low is that they are meant to be stacked, to make use of his whole Deck of 52. A 1% boost to the Attack Rating per 7% Health Lost might not seem like much, but when you stack it up to 15% per 7% Health Lost it is a different story.
He is best played at low health, with several avenues for regeneration to keep him sustainable.
Signature Ability - Ace Up His Sleeve
* If you won your previous fight, enter the next fight with a permanent passive Precision Buff. These persist from fight to fight to a maximum of 5.
* If you lost your previous fight, enter the next fight with a 20-second Fury Buff.
* Lose a maximum of 10 Cards if defeated.
The House Always Wins
* Immune to all known poisons of the Battlerealm.
* Whenever Joe Fixit would take a Poison Debuff, instead place a Weakness Debuff on the opponent. If the Poison Debuff is placed by a Mystic champion, place a Fatigue Debuff on them as well.
* Both Weakness and Fatigue Debuffs remain on the opponent for the amount of time the Poison Debuff would have been on Joe Fixit.
* If the Willpower mastery is active, gain health from Debuffs on the opponent as if they were on you.
Deck of Cards - Persistent charge
You start the Quest with 10 Cards. Every fight you win, you double your amount of Cards. Every time you’re defeated, lose half (can only happen once per fight). Max charge: 52.
Before each fight, play your Cards. Each Card costs one charge, but can be stacked up to 15 times.
* Hearts: When health drops below 2%, gain a passive 2% Regen Buff.
* Spades: Each attack has a 1% chance to place a Poison Debuff on either you or your opponent.
* Clubs: 2% increased Critical Rating for each hit in the combo. If the combo is lost, reset it from zero.
* Diamonds: 1% Attack Boost for every 7% Lost Health. This takes into account whatever health has been lost before the fight, but health gained throughout the fight does not affect this ability.
Casino Royale
Place additional high-risk Card modifiers.
* Hearts: The potency of the Regen Buff is increased by 50% but the health threshold for activating it is lowered by the same amount. Costs 5 charges.
* Spades: Every Weakness and Fatigue Debuff that is placed on the opponent as a result of your Poison Immunity gains indefinite duration, but there’s a 5% chance per placed Poison Debuff that the next Debuff is an Incinerate instead. When an Incinerate has been placed on either champion, the chance is reset to 5% again. Costs 5 charges.
* Clubs: Doubles the increase to Critical Rating but once you lose the combo, you can’t build it up again. Costs 5 charges.
* Diamonds: Gain a passive 20% Degeneration Debuff at the start of the fight. This damage cannot kill you. Costs 5 charges.
Full Deck
If your Deck is at max capacity or you are at the final node, you can stack each Card up to 20 times and Card modifiers cost no charges.
Heavy attack
Place a 25% Petrify Debuff on the opponent for 10 seconds. These cannot be stacked, but can be refreshed with another Heavy attack.
Special 1
Previous SP2 animation.
15% extra damage per Debuff on the opponent.
Special 2
Previous SP1 animation.
* If Joe Fixit has 1 Precision Buff, stun the enemy for 3,4 seconds.
* If he has 3 Precision Buffs, deal guaranteed Critical Damage on the initial headbutt.
* If he has 5 Precision Buffs, all hits are guaranteed Critical.
Special 3
Deals a burst of Direct Damage, then a second burst of Physical Damage. Every Card left in your Deck counts as a 3% Fury Buff for the duration of the attack.
The reason the individual Card effects are so low is that they are meant to be stacked, to make use of his whole Deck of 52. A 1% boost to the Attack Rating per 7% Health Lost might not seem like much, but when you stack it up to 15% per 7% Health Lost it is a different story.
He is best played at low health, with several avenues for regeneration to keep him sustainable.
Signature Ability - Ace Up His Sleeve
* If you won your previous fight, enter the next fight with a permanent passive Precision Buff. These persist from fight to fight to a maximum of 5.
* If you lost your previous fight, enter the next fight with a 20-second Fury Buff.
* Lose a maximum of 10 Cards if defeated.
The House Always Wins
* Immune to all known poisons of the Battlerealm.
* Whenever Joe Fixit would take a Poison Debuff, instead place a Weakness Debuff on the opponent. If the Poison Debuff is placed by a Mystic champion, place a Fatigue Debuff on them as well.
* Both Weakness and Fatigue Debuffs remain on the opponent for the amount of time the Poison Debuff would have been on Joe Fixit.
* If the Willpower mastery is active, gain health from Debuffs on the opponent as if they were on you.
Deck of Cards - Persistent charge
You start the Quest with 10 Cards. Every fight you win, you double your amount of Cards. Every time you’re defeated, lose half (can only happen once per fight). Max charge: 52.
Before each fight, play your Cards. Each Card costs one charge, but can be stacked up to 15 times.
* Hearts: When health drops below 2%, gain a passive 2% Regen Buff.
* Spades: Each attack has a 1% chance to place a Poison Debuff on either you or your opponent.
* Clubs: 2% increased Critical Rating for each hit in the combo. If the combo is lost, reset it from zero.
* Diamonds: 1% Attack Boost for every 7% Lost Health. This takes into account whatever health has been lost before the fight, but health gained throughout the fight does not affect this ability.
Casino Royale
Place additional high-risk Card modifiers.
* Hearts: The potency of the Regen Buff is increased by 50% but the health threshold for activating it is lowered by the same amount. Costs 5 charges.
* Spades: Every Weakness and Fatigue Debuff that is placed on the opponent as a result of your Poison Immunity gains indefinite duration, but there’s a 5% chance per placed Poison Debuff that the next Debuff is an Incinerate instead. When an Incinerate has been placed on either champion, the chance is reset to 5% again. Costs 5 charges.
* Clubs: Doubles the increase to Critical Rating but once you lose the combo, you can’t build it up again. Costs 5 charges.
* Diamonds: Gain a passive 20% Degeneration Debuff at the start of the fight. This damage cannot kill you. Costs 5 charges.
Full Deck
If your Deck is at max capacity or you are at the final node, you can stack each Card up to 20 times and Card modifiers cost no charges.
Heavy attack
Place a 25% Petrify Debuff on the opponent for 10 seconds. These cannot be stacked, but can be refreshed with another Heavy attack.
Special 1
Previous SP2 animation.
15% extra damage per Debuff on the opponent.
Special 2
Previous SP1 animation.
* If Joe Fixit has 1 Precision Buff, stun the enemy for 3,4 seconds.
* If he has 3 Precision Buffs, deal guaranteed Critical Damage on the initial headbutt.
* If he has 5 Precision Buffs, all hits are guaranteed Critical.
Special 3
Deals a burst of Direct Damage, then a second burst of Physical Damage. Every Card left in your Deck counts as a 3% Fury Buff for the duration of the attack.
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