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| Jubza, The Progressive Elemental | |
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| Tweet Topic Started: Oct 25 2010, 01:16 PM (307 Views) | |
| Bigred01 | Oct 25 2010, 01:16 PM Post #1 |
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The One Without Any Title
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Jubza, The Progressive Element Stats: I need some Time to Balance them. ________________________________________________________________________ Skills: Passive: Increasing Power Jubzas attack speed increases each second he is in combat. His attack speed is increased by 3/5/7%, up to a maximum of 70%. Upon Leasing the Battle The bonus decreased by 3/5/7% per second. [Q] Might of the Lightning: Passive: Each minute Jubza's Ability Power increases by 1/1.5/2/2.5/3. Active: Jubza shoots a small lightning at the target, dealing 50/90/130/170/210 (+0.3) damage. After 3 seconds, the target takes the same damage one more time and Jubza gains Mana equal to the damage dealt the second time. Cost:70/80/90/100/110 Cooldown: 8 seconds Range: 700 [W] Strengh of Fire: Passive: Each minute Jubzas Damage increases by 1/1.25/1.5/1.75/2 Active: Jubza enchants his claw with fire, causing it to deal magic damage over time equal to 20% of his damage dealt. The debuff lasts 5 seconds. Cost: 60/70/80/90/100 Cooldown: 15 seconds [E] Stamina of the Earth: Passive: Each minute Jubzas Health increases by 10/15/20/25/30 Active: Jubza increases his armor permanently by 1/1.5/2/2.5/3. Cost: 100/110/120/130/140 Cooldown: 60 seconds [R] The Power Of Within: Passive: Upon losing 50/40/30% of his hitpoints, Jubza releases his power from within as a reaction of the big threat. He is healed for 100% of his hitpoints and changes his appereance. He gets a new set of abilities. Lasts 20 seconds. Cooldown: 120 seconds -[Q]: Ride the Lightning: Jubza jumps high in the air and summons a lightning. He rides on that lightning the target location, dealing 170/230/290 (+0.8) damage to all targets in a small area. His movement speed is increased by 10% afterwards for 3 seconds. Cost: 100/120/140 mana Range: 500 Cooldown: 7 seconds -[W] Fire Whip: Jubza forges a whip of fire and hits the target champion with it. The champion is pulled back 500 units and afterwards stunned for 1 seconds. Deals 100/160/220 (+1 AD) damage. Cost: 100/120/140 Mana Cooldown: 9 seconds Range: 700 -[E] Earth Wall: Jubza summons a wall of Stones around the target champion which has hitpoints equal to 60% of Jubza hitpoints. When the wall is destroyed, the surrounded champion is dealt 200/250/300 damage (+20% of the Walls current HP). This counts as physical damage. Lasts up to 2.5 seconds. Cost: 120/130/140 Mana Cooldown: 9 seconds Range:700 __________________________________________________________________________________________________________ Appereance: The Picture is in work and will be done soon. __________________________________________________________________________________________________________ Lore: In work aswell. ©Bigred01 Edited by Bigred01, Oct 27 2010, 05:00 AM.
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| PineapplePIne | Oct 26 2010, 07:15 PM Post #2 |
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Passive: In combat I assume thats even auto attacking enemy or being attacked like the boots that +5 movement speed. Not much to say since AS isn't that amazing in every champion. Q - Needs to be nerfed. 210 flat damage and another 210 flat damage after 3 seconds. Sure there is a 3 seconds gap so heals. But thats still a total of 420 damage + 0.6 AP. What skill do you see goes up to the 400 range without any AP? Try refunding the mana he spent rather than gaining what was dealt as mana. Or have a constant amount. By late game, if you go AP and have like +200 AP, you'll be dealing 60 damage more. Which means you replenish 270 mana... E - Basically you just activate this when its off CD so it increase your ArPen "endlessly". In a 60 minutes game, you'll gain 60 to 180 ArPen. About Q W E passives Simply POTENTIALLY gaining the following stats Q - 60 to 300 AP in a 60 minutes game. W - 60 to 180 AD in a 60 minutes game. E - 600 to 3000 HP in a 60 minutes game. Doesn't these numbers sound "retarded" not trying to be offensive. But by popping 1 in each for the first 3 levels, which doesn't take too long. You're practically ensured to gain a free 60 AP, 60 AD and 600 HP end game. I'm using an hour long game for the ease of numbers. Sure you can use 30 minutes too. Scale everything by half. But simply consider should a passive be granting a free 30/60 AP, 30/60 AD, and 300/600 HP? For runes, for HP/level everything, you only gain a maximum of an additional 497 HP at level 18. Your guy will gain 300 HP by simply spending 1 point in it. Get my drift? Simply "OP" 'ed. Other than other, everything seems okay |
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| Bigred01 | Oct 27 2010, 12:31 AM Post #3 |
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The One Without Any Title
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Thanks for the Feedback. All the numbers are just placeholders, since i just wanted to give the Concept in general, since riot hasn't released a real true Carry Champion since quite some Time. I'll fix the Champs' bonuses from the passives and the passive in General. Still i'll leave the passive Bonuses strong, since i want him to Be a strong endgame Champion. |
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2:17 PM Jul 11