My Juggernaut 2.0
Bulmkt
Member Posts: 1,680 ★★★★
If there is one champ screaming out for a re-boot it’s Juggernaut.
Here’s what I’d do
Passive
Cyttorak grants Juggernaut immunity to all poison, armour break, armour shatter, nullify and rupture effects.
Additionally, at the beginning of the fight, he becomes both Unstoppable and Unblockable for 3.5 seconds
Being hit makes Juggernaut Cranky
Generate 1 Cranky charge when struck by a light hit
Generate 2 Cranky charges when struck by a medium hit
Generate 3 Cranky charges when stuck by a Heavy hit
Generate 5 Cranky charges when struck by a special attack
Lose 1 Cranky charge when blocking a hit
Lose 4 Cranky charges with a well-timed block
Lose 4 Cranky charges when dexterity is triggered
Passive - Cranky
Cranky charges last indefinitely, up to 10 charges. any additional charges last for 6 seconds. Cranky charges are capped at 25
For each Cranky charge gain a fury buff granting 5% attack rating
When Attacked
10% chance to gain a cruelty buff for 7 seconds increasing Critical Damage Rating by 990
When Juggernaut has 15 or more Cranky charges he becomes Unstoppable for 5 seconds
Cool down: 20 seconds
Heavy Attacks
Generate 1 Cranky charge
Plus 100% chance to stagger the opponent for 8 seconds.
Special Attacks
If Juggernaut has 10 or more Cranky Charges, he removes all Cranky charges and special attacks become unblockable.
Special Attack 1
(Keep current SP 1 animation)
For each Cranky charge damage increased by 115
Gain a 100% chance to place an armour break debuff on the opponent reducing their armour rating by 1650 for 15 seconds. If Juggernaut has 20 or more Cranky charges it expands that amount to double the duration of this armour break
Special Attack 2
(Keep current SP 2 animation)
On activation if Juggernaut has 15 or more Cranky charges 100% chance to trigger a precision buff increasing critical rating by 5,000 for 7 seconds
If Juggernaut has 20 or more Cranky charges Stuns the opponent for 5 seconds
Special Attack 3
(Keep current SP 3 animation)
Generate 5 Cranky charges
On activation if Juggernaut has 20 or more Cranky charges 100% chance to trigger a passive degeneration dealing 5,500 direct damage of 4 seconds
Signature Ability
Cyttorak Vengeance
Once per fight when Juggernaut would be struck by a blow that would knock him out he, regenerates 1-3% health per Cranky Charge and becomes indestructible for 7 seconds.
Thoughts?
Here’s what I’d do
Passive
Cyttorak grants Juggernaut immunity to all poison, armour break, armour shatter, nullify and rupture effects.
Additionally, at the beginning of the fight, he becomes both Unstoppable and Unblockable for 3.5 seconds
Being hit makes Juggernaut Cranky
Generate 1 Cranky charge when struck by a light hit
Generate 2 Cranky charges when struck by a medium hit
Generate 3 Cranky charges when stuck by a Heavy hit
Generate 5 Cranky charges when struck by a special attack
Lose 1 Cranky charge when blocking a hit
Lose 4 Cranky charges with a well-timed block
Lose 4 Cranky charges when dexterity is triggered
Passive - Cranky
Cranky charges last indefinitely, up to 10 charges. any additional charges last for 6 seconds. Cranky charges are capped at 25
For each Cranky charge gain a fury buff granting 5% attack rating
When Attacked
10% chance to gain a cruelty buff for 7 seconds increasing Critical Damage Rating by 990
When Juggernaut has 15 or more Cranky charges he becomes Unstoppable for 5 seconds
Cool down: 20 seconds
Heavy Attacks
Generate 1 Cranky charge
Plus 100% chance to stagger the opponent for 8 seconds.
Special Attacks
If Juggernaut has 10 or more Cranky Charges, he removes all Cranky charges and special attacks become unblockable.
Special Attack 1
(Keep current SP 1 animation)
For each Cranky charge damage increased by 115
Gain a 100% chance to place an armour break debuff on the opponent reducing their armour rating by 1650 for 15 seconds. If Juggernaut has 20 or more Cranky charges it expands that amount to double the duration of this armour break
Special Attack 2
(Keep current SP 2 animation)
On activation if Juggernaut has 15 or more Cranky charges 100% chance to trigger a precision buff increasing critical rating by 5,000 for 7 seconds
If Juggernaut has 20 or more Cranky charges Stuns the opponent for 5 seconds
Special Attack 3
(Keep current SP 3 animation)
Generate 5 Cranky charges
On activation if Juggernaut has 20 or more Cranky charges 100% chance to trigger a passive degeneration dealing 5,500 direct damage of 4 seconds
Signature Ability
Cyttorak Vengeance
Once per fight when Juggernaut would be struck by a blow that would knock him out he, regenerates 1-3% health per Cranky Charge and becomes indestructible for 7 seconds.
Thoughts?
2
Comments
Also, I would include in the signature ability the following
Start the fight with 5 Cranky Charges
While Juggernaut has a Cranky effect Develop immunity to Bleed and Concussion effects
25-80% bleed resistance
25-100% chance when a concussion debuff is applied consume 1 cranky charge to purify it
Lose 4 Cranky charges with a well-timed block
and maybe include this:
Generate 4 Cranky charges with a well-timed block
He could also maybe build those Cranky charges when hitting into an opponent's block? Just something that can be used offensively. It just feels like he's on the back foot a lot and everything builds up as he's defending, which feels off for a character that's all about moving forward with unstoppable momentum.
And can become unblockable for 3 seconds after holding block for 1.5 seconds with a 10 second cooldown before reuse.
When Attacked
10% chance to gain a cruelty buff for 7 seconds increasing Critical Damage Rating by 990
15% chance to gain an unstoppable buff for 5 seconds
Cool down: 20 seconds
I look at Juggernaut 2.0 through the lens of an attacker - build up those cranky charges and let him rip.
Essentially it would make him a little more suicide friendly but it would also give him that extra mystical aspect where he may not be notifying people left and right like some of the other heavy names but as an avatar cyttorak, he would be what he's supposed to be... A Juggernaut.
And from then on he would be a pain in the neck to take down.