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Originally Posted by The5lacker
She is much more Fighter/Support than Tank/Support. Different style. She'd be better suited chilling top, then dominating in teamfights.
She does give quite a hefty bonus to nearby teammates at max level, but significantly less than some other champs get by themselves (25% AD steroid? Jesus, Zed.). In addition, I don't think her abilities scale too extremely off of AD. 60% AD scaling is standard for those kinds of dashes, and 80% total AD scaling for an autoattack modifier isn't unheard of (Might tone that down to 60% max, though, given how scary it's 40% AD shredding is.)
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I'll give you a more in-depth description of what I think about her kit and how it works, and a few of the things that might cause problems
Quote:
Originally Posted by The5lacker
- Passive - Captain of the Guard
- Jenara has an aura with a radius of 1000 that gives nearby allied units 5 bonus armor and magic resist. This increases to 7 at level 4, 9 at level 7, 11 at level 10, 13 at level 13, and 15 at level 16.
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This seems fine really. I like it a lot, it's a simple passive that just makes everyone more durable, including Jenara herself.
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- Q - Inspiring Charge
- Active - Jenara charges forwards with her shield, dealing 60/90/120/150/180 (+0.6 per bonus AD) physical damage to enemies in her path. Allied units in a radius of 400 around her while she's charging get 10/15/20/25/30% increased attack and movement speed for four seconds.
- Cost: 75 mana
- Cooldown: 20/18/16/14/12 seconds
- Range: 700
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This is my favorite ability of hers, a charge that lets her punch her way into the front lines, or into the back of an enemy team. I also love how it boosts nearby allies to help them keep pace with her. If I could change anything on it, it would be to remove the attack speed on it and cut the buff's duration down to something around 2 seconds, but
drastically increase the movement speed bonus to her allies to around 40/45/50/55/60%. This would really give her a feeling of being able to pound through the enemy team and lead a charge with her fellow melee. If you want to keep the attack speed giving it to Jenara herself at the end of the charge would be awesome as well, or maybe give her another aura once she's stopped charging to increase the AS of allies nearby.
The reason why I'm personally hesitant on the AS being part of the charge is that it reads a little strangely. In a lot of situations you might want to position to charge through an allied carry or most of your team, instead of just leading the fight into the center of the fray, which is what I think you're trying to capture here.
Either way this ability is awesome, and I'd love to see it in play some day.
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- W - Sundering Blow
- Active - Jenara's next autoattack deals bonus damage equal to 60/65/70/75/80% of her total attack damage and crushes an opponent's weapon, reducing their attack damage by 20/25/30/35/40% for 4 seconds.
- Cost: 60 mana
- Cooldown: 12/11/10/9/8 seconds
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This ability is where I see her becoming a force to be reckoned with in top lane. It's probably a little too powerful to be honest. At level 5 this ability would have a 50% up time, and effectively reduce the target's damage by 40% every 4 seconds for 4 seconds.
That said I do like the idea of smashing the enemy's weapon. Maybe you could limit it to physical damage or damage of basic attacks to help balance it out more.
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- E - Fortifying Presence
- Active - Jenara gives a rallying shout, giving nearby allied champions a shield with a strength of 40/70/100/130/160 (+0.8 per bonus AD). The shield strength is increased by a percent equal to the percent of missing health the champion has.
- Cost: 80/85/90/95/100 mana
- Cooldown: 20/19/18/17/16 seconds
- Range: 600
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This ability is a little numbers heavy to me, and I think that that amount it shields for should probably be based on Jenara's own health rather than the current health of others, I think it'd go well with her ult as well, powering up her shield
and tenacity as her health drops. Other than that I think this ability is fine, the clutch saves it could cause would be awesome.
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- Ultimate - Resolution
- Passive - Jenara gains an aura that gives nearby allied champions 10/15/20 bonus attack damage.
- Range: 600
- Active - Jenara breaks all forms of crowd control on her, gaining further immunity to them and between 10/15/20% - 20/30/40% (Based on missing health, maxing out at 50% missing health) damage resistance for 6 seconds. While Resolution is active, its passive bonus is doubled.
- Cost: 100 mana
- Cooldown: 120/100/80 seconds
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Another ability that seems fine as is. I'm assuming that you mean she gains 10/15/20 - 20/30/40 Tenacity after the initial CC break on activation. It's like her resolve and will strengthen as her situation becomes more dire.
Overall a fun looking champion that I'd like to see in game.