Jack O'Lantern is a Tech Champion. Being a Tech Champion, he has a Class Bonus against Mutant Champions, but is weak to Cosmic Champions.
Bio[]
“Jack” was always a rotten pumpkin. At a young age, one lonesome Halloween night he unknowingly approached the house of Crime-Master, who kidnapped him and trained him as his protégé. Over time, Jack became a master assassin, developing a calling card where he placed candles inside the heads of his victims, as to simulate the appearance of a jack-o-lantern. He took that name as his own, and erased those who had used it in the past.
Mechanics[]
Jack O’Lantern’s power is generated mainly from his unique Inflamed Passives, which he gets when he inflicts enemies with damaging effects or is inflicted by a passive damaging effect. These start to ramp up his strength, and you can physically see him becoming more engulfed in flames as the charges rack up. Executing attacks when highly Inflamed results in his fiercest strikes and even helps embolster his defenses.
Stats[]
| Tier | Max Rating | Max Health | Max Attack |
|---|---|---|---|
| 590 | 2453 | 189 | |
| - | - | - | |
| 1568 | 6518 | 503 | |
| - | - | - | |
| 3939 | 16344 | 1259 | |
| 4866 | - | - | |
| 7939 | 32770 | 2525 | |
| 10660 | - | - | |
| 13540 | 55916 | 4308 | |
| 18180 | - | - | |
| 34400 | 142027 | 10941 | |
| - | - | - |
Abilities[]
Always Active
- Jack O’Lantern’s master assassin training grants him Immunity to Reversed Controls and Incinerate effects, and allows him to trigger the Parry Mastery against non-contact attacks.
- When Jack O’Lantern would land a Critical Hit, he instead inflicts an instant Incinerate dealing a burst of X Energy Damage.
| Tier | Energy Damage |
|---|---|
| 75.6 | |
| 201.2 | |
| 503.6 | |
| 1010 | |
| 1723.2 | |
| 4376.4 |
- All of Jack O’Lantern’s personal Damaging effects scale with Critical Damage Rating.
- Against Mutant Champions, Jack O’Lantern’s Incinerate effects become Plasma effects instead.
Dev Notes: A lot of the utility provided here is to showcase a more unique and aggressive playstyle that fits Jack O’Lantern’s unique traits. Provided are gameplay mechanics that should alleviate stressful situations in combat. Also, being that Jack’s a Tech Champion, provide some strong utility against Mutant Champions.
Inflamed – Max Stacks: 15
- For every 3 Damaging effects the Opponent is inflicted with, or Passive Damaging effects Jack O’Lantern is inflicted with, gain an Inflamed Passive for 25 seconds, granting the following:
- +X Critical Damage Rating.
| Tier | Critical Damage Rating |
|---|---|
| 95.14 | |
| 103.54 | |
| 111.93 | |
| 117.53 | |
| 125.92 | |
| 153.91 |
- +2% Ability Accuracy.
- +X Energy Resistance.
| Tier | Energy Resistance |
|---|---|
| 137.84 | |
| 150 | |
| 162.16 | |
| 170.27 | |
| 182.43 | |
| 222.97 |
- While an Inflamed Passive is active, the Opponent’s Damaging effects suffer 100% reduced Ability Accuracy when hitting Jack O’Lantern’s Block during Special Attacks. Mutant’s Damaging effects suffer an additional -5% flat Ability Accuracy per Inflamed Passive. This does not trigger against Cosmic Champions.
- Inflamed Passives are paused during Special Attacks, and for 5 seconds when Intercepting the Opponent.
Dev Notes: A unique resource to Jack that empowered his overtime seemed most fitting and allowed Jack to become more distinguishable as a Champion. These would be generated by performing normal gameplay actions that wouldn’t prove stressful, but provide kit ramp, as to allow you to chase higher stacks and find ways to be more efficient in generating or maintaining. Additional utility is provided here in the form of Ability Accuracy Reduction to Damaging Effects during Special Attacks, as well as the ability to Pause the Inflamed Passives. These are tied to needing Inflamed Passives though and require some additional skill-ask.
Light Attack
- Jack O’Lantern’s fourth Light Attack inflicts a non-stacking 20% Cowardice Debuff for 25 seconds.
- While suffering from a Cowardice effect, Mutant Opponents are 35% less likely to activate their Special Attack 1.
Dev Notes: Special Attack damage is a common damage source amongst Mutant Champions, this was implemented to help nullify some of that damage, as well as counteract some new mechanics such as Daunted.
Heavy Attack
- The first hit grants a +X Precision Passive for 3 seconds.
| Tier | Critical Rating |
|---|---|
| 1700 | |
| 1850 | |
| 2000 | |
| 2100 | |
| 2250 | |
| 2750 |
Dev Notes: One of the skill-asks in this kit involves utilizing the Precision Passive generated from the Heavy and feeding that into Special Attacks. Doing this combination with a Special 1 will assist in generating more Inflamed Passives faster, and combining this with a Special 2 will result in larger damage numbers, increasing even larger with higher stacks of Inflamed Passives.
Signature Ability[]
A Flame Imperishable - Always Active
- During the Opponent’s Special Attacks, gain a non-stacking Bulwark Buff granting +X Block Proficiency.
| Tier | Block Proficiency |
|---|---|
| 316.67 - 661.04 | |
| 344.61 - 719.37 | |
| 372.55 - 777.7 | |
| 377.02 - 1130.78 | |
| 403.95 - 1211.55 | |
| 493.71 - 1480.78 |
- While suffering from any Energy Damaging Passives, Jack O’Lantern Passively Regenerates +0.06 - 0.18% of Base Health per half second.
Dev Notes: Jack’s Signature Ability provides him with more Survivability, granting additional defenses against Special Attacks and allowing him to benefit from a somewhat lesser powerful Willpower, against specific attacks. This should prove to be useful in specific Mutant matchups.
Special Attacks[]
- Pause all Precision effects on Jack O’Lantern during this attack.
- On activation, gain 4 Inflamed Passives.
Special 1 - Put Them to the Torch
Jack's tough strikes push his Opponent back, allowing him to ride his Broomstick into battle.
- Passive Damaging effects inflicted during this Special Attack count an additional +1 towards Jack O’Lantern’s next Inflamed Passive.
Dev Notes: This attack is the Resource Generator. Combining as many Precision effects as you can before executing this attack will help generate Inflamed Passives faster.
Special 2 - Trick or Treat
Jack dangles from his Broomstick as he flies above sharing treats for all.
- The final two hits each inflict 2 Incinerate and Poison Debuffs, each dealing X damage over 3 seconds.
| Tier | Energy / Direct Damage |
|---|---|
| 118.13 | |
| 314.38 | |
| 786.88 | |
| 1578.13 | |
| 2692.5 | |
| 6838.13 |
Dev Notes: This attack is intended to be the Finisher. Building up Inflamed Passives with your Special 1 Attack fast then building up into a Special 2 Attack Finisher with a large amount of Inflamed Passives will result in large damage numbers that should end most fights quickly. Combining this with the Precision generated from the Heavy attack will increase the damage output of the Damaging effects in this attack.
Special 3 - Of Sickle and Flame
Jack uses all his tools to put an end to the fight once and for all.
- Gain a non-stacking Precision Passive granting 200% of Jack O’Lantern’s base Critical Rating for 15 seconds.
- Gain 12 Inflamed Passives and pause them for 5 seconds.
Dev Notes: The Special 3 is meant to get you back on track and push you to a higher level if falling behind. The Precision provided from this attack in combination with the other means of generating Precision with Jack will allow you to gain Inflamed Passives even faster as well and get back to larger damage numbers, quicker.
Synergy Bonuses[]
Incoming Synergies to be added
Strengths and Weaknesses[]
Strengths[]
- Inflamed Passives
- These can be rapidly generated and provide both offensive and defensive utility. The offensive utility comes in the form of Critical Damage Rating boosts and Ability Accuracy boosts, allowing his abilities to deal more damage and trigger more effectively. Defensive utility comes in the form of Energy Resistance, allowing you to take less damage from that particular damage source, which is common amongst Mutants.
- Reverse Control Immunity
- Defense against one of the stronger gameplay mechanics utilized by some of the tougher defenders.
- Multiple Damage Types – Incinerate / Plasma
- Plasma against Mutants in particular allows this champion to bypass common Mutant Immunities. Poison access in this kit allows for a viable second route option with the Special 2 Attack to deal yet another different damage type. All his personal Damaging effects scale with Critical Damage Rating, which is provided with the Inflamed Passives, allowing for these to be potent damage sources.
- Ability to Parry projectiles
- This utility proves very useful for champions that have non-contact attacks, especially attacks that are openers such as Light or Medium 1.
Weaknesses[]
- Weak to Purify / Cleanse
- One of his main damaging sources is his Special 2 Attack. If able to Cleanse the Debuffs applied during this attack, a lot of damage would be negated.
- Incinerate Immunity
- Against non Mutants, this would shut down the main source of damage in the kit. Incinerates are triggered often on Base Attacks as well as in Special Attacks, so Immunity to those will result in significant damage mitigation.
- Energy Resistance
- Strong Energy Resistance will provide damage protection from a majority of Jacks kit, but not fully protect the Champion from Jacks Special 2 Attack which inflicts Direct Damage as well.
Recommended Masteries[]
- Lesser Precision / Precision
- The increase to Critical Rating will improve his chances to inflict his Incinerate/Plasma more consistently, allowing for faster Inflamed ramping.
- Lesser Cruelty / Cruelty
- The increase to Critical Damage Rating will improve his overall DPS as his Damaging Effects all scale with this.
- Collar Tech
- Being able to lower the Opponent’s Combat Power Rate will tip the scales that much more for Jack, allowing him to acquire his own Specials at a closer rate to the Opponent while keeping his foot on the gas.
- Dexterity
- The additional Precision Buff generated from this Mastery allows for increased chance for Jack to trigger his Damaging Effects. Combining this with his Heavy Crit and Special 3 Crit boost is a fun challenge for the player.
Recommended Relics[]
- Sentinel
- The Striker Ability will be helpful in non Mutant match-ups.
- The Abilities benefit Jacks Special 2, not much else.
- The Attributes on the other hand add gracious general boosts to his kit.
- Green Goblin
- The Striker Ability will be helpful in all match-ups.
- Again, the Abilities benefit Jacks Special 2, not much else.
- The Attributes add great damage modifiers in the form of special damage mitigation and damaging Debuff potency increase. The regeneration here is an added bonus!
References[]
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