Jevil by Nortin

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Jevil

By: Nortin
Last Updated: Dec 16, 2018
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Jevil

Chaotic Jester

Current version: 1.0

Jevil is a frantic ranged mage who spams tricky-to-use skillshots with low cooldowns to pester and disorient his enemies.

Pros:
    High sustained ability damage
    Decent crowd control and utility
    Limited potential mobility
    Can do anything
Cons:
    Many abilities are tricky to use skillshots
    Pirouette, Chaos Bomb have rotating effects that aren't always useful
    Very fragile
Statistics:
Health: 1,440 (+4% per level)
Regen: 3.88 (+4% per level)
Mana: 500 (+10 per level)
Regen: 3.00 (+0.098 per level)
Atk Speed: 1.44 per second
Damage: 72 (+4% per level)

Author's Note: Jevil is a character from the demo of Deltarune, Toby Fox's next game. (If you haven't heard of Toby Fox, his previous game Undertale might ring a bell.) You can download and play the demo for free from its official website here. This concept does contain some spoilers for the game, so if you want to avoid them play the demo first (it's not that long and is free). Also, if you're interested in another Deltarune concept, I have one for King here.

Combat Trait

1
Pirouette
Passive:
Dealing damage to an enemy grants Jevil 1 stack of Revolving, increasing his movement speed by 2% for 2 seconds. Revolving stacks up to 5 times, with each stack refreshing duration, and while at 5 stacks Jevil can cast Pirouette to consume them for an effect.

Active:
Cooldown: N/A
Cost: N/A

Jevil consumes 5 stacks of Revolving to activate a Pirouette effect. The first cast activates effect 1, and each subsequent cast will trigger the next in order; after the last effect is activated or Jevil dies, it resets to 1.

1 - Nothing happens...
2 - Jevil restores 100 (+2 per level) Mana to himself.
3 - Jevil's next basic ability cast has its cooldown set to 1 second.
4 - Jevil gains 25 Armor for 3 seconds.
5 - Jevil summons a bird! But it does nothing...
6 - Jevil restores 202 (+4% per level) Health to himself.
7 - Jevil leaves a bomb at his current location. After a 1.5 second delay, it will cast all 4 effects of Chaos Bomb with 50% reduced damage in order aiming at the nearest enemy, with 1.5 seconds between casts, then disappear.
8 - Jevil's next basic ability cast deals 100% more damage.
9 - Jevil Roots himself for 1 second, then casts Carousel Game centered on himself for free with no cooldown.

Primary Abilities

1
Chaos Bomb
Cooldown: 3 seconds
Cost: 20 Mana

Jevil unleashes an attack in a target direction. All projectiles deal 44 (+4% per level) damage to the first enemy hit and travel at the same speed (about as fast as Li-Ming's Arcane Orb). The first cast activates the Diamond effect, and each subsequent cast activates the next one; after the last effect is activated or Jevil dies, it resets to Diamond.

Diamond: Jevil launches three diamonds in a line.

Club: Jevil launches three clubs in a spread shot.

Heart: Jevil launches four hearts in a rotating square pattern.

Spade: Jevil launches ten spades spread in a circle around him.
2
Devilsknife
Cooldown: 6 seconds
Cost: 40 Mana

Jevil summons four scythes in a square pattern around a target location. After a 0.5 second delay, they begin rotating slightly counterclockwise and close in to the center, then back out to the edges. Each scythe deals 64 (+4% per level) damage to all enemies it passes through, and if an enemy is hit by all four at once in the center, they are Stunned for 1 second.

It takes the scythes 1 second to move inward, and another 1 second to move outward. It shouldn't be hard for enemies to dodge the huge damage in the center. Also, an enemy can only be damaged by each scythe once per cast.
3
Carousel Game
Cooldown: 10 seconds
Cost: 60 Mana

Jevil spins a carousel around a target area after a 0.5 second delay, dealing 102 (+4% per level) damage to enemies in the area. Additionally, if Jevil and/or any enemies are standing on the edge of Carousel Game, they are teleported 180 degrees to the opposite edge.

Carousel Game's area of effect is the same as Kael'thas's empowered Flamestrike.

Heroic Abilities

1
Final Chaos
Cooldown: 80 seconds
Cost: 100 Mana

Jevil begins channeling for up to 3 seconds. When recast or when the channel completes, Jevil disappears from the map and marks a large area in a target direction. Every 1 second, a larger Devilsknife will spawn at a random location at Jevil's end of the area and travel forward, dealing 80 (+4% per level) damage to all enemies hit. Additionally, Jevil can recast this ability a limited number of times with 0.5 seconds between casts to spawn an extra Devilsknife at a target location.

Every 0.5 seconds channeled causes 1 random Devilsknife to spawn, and Jevil can recast once plus 1 more time for every 1 second channeled. When all active Devilsknives reach the end of the area, Jevil reappears at his original location.
2
True Freedom
Cooldown: 65 seconds
Cost: 90 Mana

Jevil enters a hyperactive state for 8 seconds. During this time, each stack of Revolving also grants Jevil 1% increased ability power, and activating Pirouette temporarily increases the maximum stacks of Revolving by 5 instead of consuming them, stacking indefinitely until True Freedom ends.

Additionally, during True Freedom Jevil gains an illusion that follows him for every 5 stacks of Revolving he has. Illusions have 1 Health, replicate Jevil's ability casts and basic attacks for no damage or effects, and will randomly run a short distance in a different direction from Jevil. When an illusion dies, it respawns at Jevil's location after 2 seconds.

Talents

Coming soon

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