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Juggernaut by FangzofFuzzy

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Juggernaut

By: FangzofFuzzy
Last Updated: Apr 15, 2019
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Juggernaut

Rework

"To die at my hand is an honor."

Design

To preface, I do not think everyone’s favourite masked samurai is necessarily imbalanced. However, I do have some conceptual complaints about Juggernaut:
    1) The link between his heritage and kit can be improved
    2) Too little number of and nuance behind ability combinations
    3) Blade Dance is just Crystalys, and that’s boring
    4) Make Omnislash feel less clunky without making it too good
With all this in mind and without making him too dissimilar, I will be redesigning all his abilities. Here is the current Juggernaut for reference, and any unmentioned numbers are assumed to remain the same.

Primary Abilities

Blade Fury
Become a spinning bladestorm for 5 seconds, damaging nearby enemies every second.

For the duration, he gains spell immunity.

Ability: No Target
Mana Cost: 100
Cooldown: 30, 25, 20, 15
Radius: 250
Damage: Magical
Damage per Second: 75, 90, 105, 120

A deadly dance, the Juggernaut tradition when mastered is one feared by warriors and sorcerers alike.

Notes
Ceremony of Masks
Channel in place for up to 6 seconds, healing himself over time.

The first enemy hero to attack him during this will be damaged and marked for 6 seconds.

He gains 30% move speed while moving towards marked enemies.

Ability: No Target
Mana Cost: 100
Cooldown: 30
Damage: Pure
Heal per Second: 30, 45, 60, 75
Damage: 120, 180, 240, 300

One of the rituals performed in the Isle of Masks, this performance tells an ancient tale of passion and vengeance.

Notes
Thousand Cuts
Every 3rd attack on the same enemy applies a stack on it for 6 seconds.

Whenever a stack expires, part of all damage the enemy received during it from him will be redealt.

An enemy can have up to 2 stacks at a time.

Ability: Passive
Damage: HP Removal
Damage Portion: 6, 9, 12, 15%

As the last remnant of his heritage's commitment to swordplay, Yurnero ensures that the style is not forgotten.

Notes

Ultimate Abilities

Omnislash
Leap onto and attack an enemy, then start attacking nearby enemies for up to 3 seconds.

Attacks prioritize those marked by Ceremony of Masks.

For the duration, he is invulnerable and has an increased attack rate.

Ability: Target Unit
Mana Cost: 200
Cooldown: 150, 125, 100
Range: 250
Search Radius: 500
Attack Rate Divisor: 2, 2.2, 2.4

The Omnislash is the pinnacle of Juggernaut's katana techniques: A breathtaking blend of art and bladework.

Notes

Hero Talents

80 Attack Speed
25
16 Armor

+150 Blade Fury DPS
20
-15s Ceremony of Masks Cooldown

+1 Max Thousand Cuts Stack
15
25 Move Speed

15 Damage
10
150 Health

Talent Notes

  • The Thousand Cuts talent increases the max stacks to 3.

  • The Blade Fury talent increases the DPS to 300.

  • The Ceremony of Masks talent reduces the cooldown to 15 seconds.

Discussion


  • So, let's start with talking about his theme and lore that I want to connect with his spells. Especially the line of "He alone remains to carry on the Isle's long Juggernaut tradition, one of ritual and swordplay." The only current ability that showcases this is Healing Ward, and even then, it's a pretty lose integration. A ritual summoning a ward? I guess that counts but it could be improved. Therefore, this ability will be replaced by Ceremony of Masks, a channeled spell that retains the healing but only for himself. Thematically, the reason for removing its component of tending to the wounds of others is to accentuate his loner personality. Mechanically, the reason for making the heal a flat value instead of a percentage one is to discourage this Agility carry from building tanky. Now onto this new ability itself. Like the old version, it is a wonderful sustain tool outside of combat, getting the max value out of each cast by ensuring enemies cannot cancel the channel. However, it is also a powerful new resource to use in the heat of combat, countering the first incoming attack with heavy damage and a mark that lets him better chase them down. This spell is also quite effective against ranged enemies, timing to use it just as their projectile connects as well as illusion enemies, revealing the true one. So, this introduces a new dynamic: Use it outside of battle to maximize the healing but sacrifice the damage and mobility, or risk the healing being cancelled to make him scarier to face. This ability also has interesting synergies with his other abilities, which we'll get into a little later.

  • I know that Blade Dance serves its purpose in his kit but it's really just Crystalys and personally, I wish it were more interesting and unique. So, it has been reinvented into Thousand Cuts, a passive that still enhances his attacks but in a different way. Every few attacks like Bash of the Deep but on the same target, Juggernaut applies an Orchid Malevolence type effect that redeals damage after a while. Something like the good old Omae Wa Mou Shindeiru stuff. Unlike his previous critical strike that only increases the damage of his attacks, this one can amplify the damage of his abilities as well. This introduces yet another new way to play him: Start fights by attacking to apply stacks and maximize damage, or trade damage for rushing in first with his spells to maximize survivability.

  • This applies to Omnislash, encouraging Yurnero to hold onto releasing the ultimate until his target has enough passive stacks, unless the situation demands the defensive power it provides. On the ability itself, it feels less clunky to use at lower levels before he gets enough attack speed by heightening the attack rate divisor, but trading off the bonus damage so it is not too powerful. I don't want to get into the full math of it but just take note that increasing the attack rate divisor makes him attack faster. The spell also trades a shorter cast range for increased cast radius, meaning he has to get closer to unleash it but reduces its tendency to end early. The duration is also lower to reduce edge cases and make it overall more impactful without fully relying on enemies clumping up. While overall the power level looks lower, the interaction between Omnislash and Ceremony of Masks can definitely make up for this. Overall, lots of shifting of power to make using it feel smoother without being too strong. Meanwhile, Blade Fury is more or less the same, just with lower damage by itself since Thousand Cuts can boost it. Since he can still attack while spinning eventhough they deal no damage, he can now trigger this passive during the active rather safely. Now let's jump into ability combinations:

      1) W then Q, becoming spell immune to mostly prevent cancelling the channel
      2) Q then W, becoming more enticing to attack because of the spell immunity
      3) W then R, marking an enemy to focus all slashes on it
      4) R then W, becoming invulnerable to absolutely ensure uninterrupted healing

  • In terms of talents for this reworked Juggernaut, the left side further improves his already insane damage while the right side increases his durability and mobility. It's really quite simple this time so I'll leave it at that. Overall, I hope I've accomplished all the goals mentioned at the beginning of this piece while ensuring he remains familiar. With all the new nuance behind and synergy between his abilities, hopefully he becomes a more interesting hero to play while keeping his relative simplicity. His item builds are generally going to be the same, but perhaps with Thousand Cuts functioning as it does, maybe an Ethereal Blade and Dagon 5 meme build might become viable. For those who know League of Legends, the new W was definitely inspired by Master Yi, the Wuju Bladesman, who I'm sure was initially inspired by Juggernaut, so I guess you could say it's come full circle.

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