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Jolt

the Lightning Thief

JoltSquare
Reference art by theDURRRRIAN 
Attackpower
Defensepower
Spellpower
Difficulty
Emptylord
Artillery Large

Artillery

Bombardier Large

Bombardier

Melee role

Melee

1 Growth 18
Health (+)
Health regen. (+)
Mana (+)
Mana Regen. (+)
Attack Damage (+)
Attack Speed (+%)
Armor (+)
Magic Resist. (+)
Attack Range 150
Mov. Speed 335

Jolt the Lightning Thief is the best champion ever.

Lore

Jolt, the Lightning Thief
  • Male
  • Chosen (Stolen)
  • Mount Targon
Lore:
"You are no Chosen."
Quotes:
Upon Selection
  • "This will be fun."
Attacking
Movement
  • "On my way."
  • "Isn't there a faster way?"
  • "I'm going."
  • "Are we there yet?"
  • "There is always a storm."
Joke
  • "Let it... rain! Let it hail! Your perfect day has gone!"
  • "Lightning also rises! ...no seriously. I mean, not all the time. ...but, it does."
  • If Jolt has pylons stored.
    • "I can construct additional pylons."
  • If Jolt has no pylons available, or if Construct Pylon has not been ranked.
    • "I require more parts."
Scoring First Blood
  • "And the atmosphere's electric!"

Abilities

I
Storm Revenant
Ability
Targeting Affects

Whenever Jolt damages an enemy champion with an ability, he gains 4 / 5 / 6 % bonus movement speed for 5 seconds. This bonus stacks additively with no upper cap. Area of effect abilities will trigger Storm Revenant for every enemy champion damaged.

Additionally, Jolt gains bonus ability power for every point of movement speed above 335.

Notes:

Q
Lightning Strike
Ability
Targeting Affects

Active - First Cast: Jolt begins charging his next lightning strike, gradually decreasing its area of effect while increasing its damage. The ability is fully charged after 0.75 seconds.

While preparing to fire, Jolt cannot autoattack or use his other abilites, and his movement speed is slowed by 20%. After 1.5 seconds or if Jolt is interrupted, Lightning Strike will fire automatically.

Active - Second Cast: After a 0.5 second delay, a bolt of lightning strikes the ground at the target location dealing magic damage in the target area.

  • BASE RADIUS: 200
  • BASE DAMAGE: 40 / 60 / 80 / 100 / 120 (+ 30% AP)
  • CHARGED RADIUS: 100
  • CHARGED DAMAGE: 80 / 120 / 160 / 200 / 240 (+ 60% AP)
  • Cooldown: 3
  • Cost: 35 / 45 / 55 / 65 / 75 mana
  • Range: 875

Notes:

W
Construct Pylon
Ability
Targeting Affects

Active: Jolt constructs a pylon at the target location for 10 seconds that provides sight over a 700 radius area. Jolt stores the parts to construct a pylon periodically and can hold a maximum of 2.

Whenever Jolt strikes a pylon with one of his abilities, electricity will discharge over a 475 radius area dealing magic damage to all enemies hit. The discharge of a pylon can trigger other pylons. Enemies can be damaged by multiple electrical discharges if the areas overlap, but each discharge beyond the first will only deal 40% damage. Pylons cannot discharge more frequently than once every 0.5 seconds.

  • MAGIC DAMAGE: 75 / 120 / 165 / 210 / 255 (+ 60% AP)
  • REDUCED DAMAGE: 30 / 48 / 66 / 84 / 102 (+ 24% AP)
  • Cooldown: 17 / 16 / 15 / 14 / 13
  • Cost: No cost
  • Range: 825

Notes:

E
Chain Lightning
Ability
Targeting Affects

ACTIVE: Jolt dashes forward, binding himself to the first enemy champion or pylon in his path and becoming untargetable for 0.75 seconds. During this time he may cast Chain Lightning again. Jolt may cast Chain Lightning up to 4 additional times for additional mana or until he fails bind to a target.

If Jolt strikes an enemy champion, he will deal magic damage and apply a stacking debuff that amplifies magic damage dealt to them by 8% for 3 seconds.

  • MAGIC DAMAGE: 25 / 50 / 75 / 100 / 125 (+ 35% AP)
  • Cooldown: 15 / 14 / 13 / 12 / 11
  • Cost: 25 mana
  • Range: 650

Notes:

R
Ability
Targeting Affects

Active: Jolt launches himself forward, dealing magic damage to all enemies he passes through. If Jolt passes through a pylon: the range and damage of Railgun are increased by 40% and any enemy he passes through is also briefly knocked back. The dash speed scales with Jolt's bonus movement speed.

  • MAGIC DAMAGE: 150 / 300 / 450 (+ 60% AP)
  • EMPOWERED DAMAGE: 210 / 420 / 630 (+ 84% AP)
  • Cooldown: 30 / 25 / 20
  • Cost: 100 mana
  • Range: 850 / 1150

Notes:

Development

For me, the only logical direction for DianaSquare Diana and LeonaSquare Leona's story is for them to become allies against a common enemy as I do not believe it is in Leona's character to kill (she was chosen by the Sun for refusing to complete the Rite of Kor, kill that is, after all) and thus she can't really "win". Chosen by the Sun and Moon, Diana and Leona are described as avatars of nature - would it not make sense for more to exist? But personified-evil is overdone (and we already have NocturneSquare Nocturne and ZedSquare Zed), so why not go in a more mischievous direction; a thief, perhaps? This is where Jolt's character comes in...

P.S. Yes, there's the cliché Backstab Backfire trope where Leona could win, refuse to kill, but then have her hand forced when Diana refuses to accept the loss but... you know what, I'll be honest, I don't want either of them to lose. Diana is not evil, she was just scorned by the Solari; and Leona is not intentionally an elitist, she was simply idolized by the Solari. Let them eclipse their beliefs.

P.P.S. I've recently introduced Thane the Thunder Warrior, as the rightful Chosen of the Storm.

Notes
  • The name has changed a few times because I can't think of anything good, although I'm becoming attached to Jolt.
  • Lightning Strike and Chain Lightning (skillshot) are smart-cast by default.
  • This champion's pylon mechanic was inspired by many things, including ZyraSquare Zyra, Temluis' Master of Lightning, Caporai's Herald of Death, and an original concept for Xerath.
  • Artwork inspired by: FightPunch's Magic Users, the Protos and Sparky (from Lilo and Stitch)

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