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Stingy Jack by Adino

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Stingy Jack

By: Adino
Last Updated: Nov 3, 2020
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Stingy Jack

Jack o' the Lantern

(Disclaimer: I know this is more Christian ish folklore than Celtic but it's an Irish legend and may have even been originally a Celtic legend that got Christianized so I just classified it as Celtic)

Lore:

Stingy Jack. Jack the Smith. Jack o' the Lantern. By many names is he known, yet by none is welcomed or wanted. Stingy Jack lived a life of disrepute. He was a drunk. A deceiver. One of the dregs. Eventually, the Devil himself heard rumors of Jack's ill-repute and went to see if he lived up to the stories. The Devil was not disappointed, and he sought to take Jack's soul down to Hell. Through trickery and guile the man was able to best the Archfiend, and ten years later, he did so again. Upon his drink-wrought death, Jack was unsurprisingly barred from Heaven, but when he sought to make a home of the Pit, he found another set of closed gates. Who but Stingy Jack could be too horrible, too infamous for Hell to admit? What horrors and atrocities must he be guilty of that not even the Devil would house him? Condemned to wander the in-between with naught but a carved lantern to light his way, Jack's resentment for the housed and the welcomed only grew stronger and stronger, burning brighter than any earthly flame. Each year around Samhain the bonfires ward apart the merging boundaries, keeping Jack condemned and barring the gates to our world. But now that the war of the gods rages on, all gates flung open in battle, is there anywhere left that is not an in-between? Light your feeble bonfires, cower behind your toothy masks, and take up your flimsy, carved lights, for the night and winter are dark, and Jack o' the Lantern is condemned no more.

Passive Ability

Wanderer
Spurned by both Heaven and Hell, Stingy Jack finds strength in the in-between. Stingy Jack gains stacks of power the further he gets from BOTH the order and chaos fountains, up to a max of 10 stacks + 1 stack every second level up to 20 stacks at level 20. Each stack is worth 2 power, up to a max of 40 power at 20 stacks when furthest from both fountains. Additionally, Stingy Jack gains an extra stack of Wanderer for each enemy god he can see that is "carved." These extra stacks are unaffected by the level cap.

(Wanderer gives "power" that is treated as physical for Stingy Jack but it's classified as just power because of how it interacts with the ultimate)

Primary Abilities

Holy Trappings
Jack throws forth his crucifix as a projectile that passes through minions and stops on the first enemy god hit. That god is slowed, or if they are "carved", stunned, and if Jack hits that god with a basic attack while they wear the crucifix, he is healed for an intial flat heal and a small percentage heal over time for 2 seconds.
Carved Faces
Jack lashes out in a cone in front of him twice, damaging all enemies and "carving" enemy gods on both hits. After his two strikes, he holds his lantern aloft as it spews fire in a short but increasingly widening line in front of him as he channels for 2.5 seconds and dealing damage to all enemies every .5 seconds. Enemy gods that are "carved" have their physical and magical protections reduced by 3 for each stack lasting for six seconds.
Devil's Coin
Jack flips his Devil's coin, and through his guile and technique, can select the outcome when casting it (similar choosing mechanic to Merlin's stance swap choice). Regardless of heads or tails, Jack slips between the realms and gains invisibility to ALL gods in the match (including teammates) and increased 30% move speed for 4/4.3/4.5/4.7/5 seconds, but he will lose the invis and move speed early upon casting an ability or dealing damage. If he loses stealth and move speed early, however, he will still retain the coin flip buff for the duration. After the buff ends, Stingy Jack will still remain either Heaven-bound or Hell-bound until flipping the coin again. These are passive effects that interact with his ultimate, otherwise they have no effect.

Heads (Heaven): Gain 5% lifesteal

Tails (Hell): Gain 5 physical penetration

Ultimate Abilities

Open All Gates
Jack becomes cc immune to throw open all of the gates between worlds and dashes to a ground target, shifting through walls and obstacles to get there. When he reaches his target, his impact does not deal damage, but instead he fears and carves all enemies in range while obtaining extra stacks of Wanderer for each enemy god affected. Additionally, he retains his phantom form for 3 seconds while sharing his extra stacks of his passive buff to all allies he can see. If Jack is Hell-bound, feared enemies also have their protections reduced. If he is Heaven-bound, allies receiving stacks of Wanderer have their move speed increased.

Fear duration: 1/1.3/1.5/1.7/2


(The passive buff gives stacks of "power" that are translated to physical or magical depending on the god receiving the stacks)

Description

(Most of the numbers for damage and durations and the like are just placeholders, I don't have a great grasp on what would be too much or not enough so I would love to get some feedback :) to make sure it feels balanced ish and I would also love some suggestions for scalings! I also know the passive might have to function different for different game modes but I'm writing this mostly with conquest in mind.)

The way I see Stingy Jack playing is as an interruptor. His passive reflects this because while he strongly benefits from it while away from the fountains, like during objective fights and lane ganks, he will start to fall off during sieges and defenses. He will be most useful when neither team is pushing, so he can start to get his team ahead early or add steam to their comeback, but when they are on the all in offensive or defense, his focus should shift to disruption. His 3 or his ultimate both allow him to get in and carve enemies and occasionally cc them to set up his team and interrupt the enemy team, but if he engages with the 3, his only escape is the ultimate so he will be relying on his team to follow up (or blink engages). It is also important to note that his invis hides him from his team as well, so it is important to know when your team can follow up so you don't just dive in and give your life for nothing. I think his primary role is probably that of Jungler because of his passive benefiting from traveling through the map. While he does have some cc options and a small amount of sustain, I'm not sure if he could really support and if there is a secondary role that he could fill I would lean more towards solo, but hard to tell without him actually in the game lol.

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1
Branmuffin17 (400) | November 10, 2020 9:19am
Hey Adino,

I like this general concept and am surprised there aren't more submissions for this character. This wiki page's story gives a very specific reason for Jack not being admitted into Hell, so I'm curious if the Irish legend version tells a different story.

I like the passive idea, but wonder if it would hurt him too much when not fighting near the middle of the map. One alternate concept that I think still would work would be to give him a stacking buff over time with max cap based on the amount of time he's in the jungle. I'd sort of consider the jungle as an "in-between" compared to the lanes.

For his crucifix, an alternate application could be that instead of throwing it, he could hold it up in front of him and it would do line damage with additional CC effect (and maybe a lighting effect)...could be his general clear ability.

On the Hell side of Devil's Coin, I think either an increasing % pen or flat pen might be better than just the base 5 flat pen, which is quite underwhelming.

Either way, some fun ideas here, well done.
1
Adino | November 11, 2020 6:57am
Thanks so much for the feedback I really appreciate it :)

The passive buff is definitely something I considered as using as the jungle instead of fountain distance, but then I worried that his passive would be virtually usesless on like joust/arena/assault maps. For the crucifx ability that's definitely a cool idea that I might consider using, and for devil's coin the only reason I left it flat and unchanging was because I was worried that along with the universal unbreakable invis it might have been too much in one ability, but if you think it would still be balanced with a scaling buff, then I'll def consider adding it after the contest is over :) THanks again!
1
Branmuffin17 (400) | November 11, 2020 8:55am
Well I think you can adjust it to make it not OP. Note that this item isn't one that you'd be leveling up first, so you're not going to see increases in potential (if you choose scaling) until later in the game.

So you could do something like 10% pen, which automatically scales due to increasing enemy prots as they level and build items, or you could do a stepped leveling...5/5/10/10/15 flat pen. Note that these numbers are just ideas of course.
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