User blog comment:Shaw Fujikawa/Custom Champion - Jodric, the Shock Trooper/@comment-1330314-20140212142921

You have an extremely strong idea for a concept, and you've managed to take up an extremely difficult challenge quite well. Manaless AD Carries have never been intentionally attempted before and are extremely hard to do right (they get a massive innate sustain advantage), and heat is a difficult resource to use on a champion, particularly as the resource is so central to. You, however, have made a concept that is completely unique, and strong without being impossible to fight against. However, I do think there are a few flaws in your kit which you need to address, namely regarding his Q and the way you're managing his heat. Here are my thoughts on each part of your kit:

As a manaless ADC, Jodric already has a sustain advantage over his opponent, since he'll never run out of mana. With lifesteal runes and a, he can last a long, long time in lane. Because of this, you need to give him as little innate sustain as possible. You've given Jodric no sustain on his abilities, which is perfect, but you've also given him some of the highest health regeneration in the game. If anything, Jodric needs exceptionally poor health regen to counterbalance his natural resource advantage, otherwise he'd be able to outlast any champion in lane through passive play. Bringing his base health regeneration down to 4.5 or even lower would be more than enough for him in lane.

Giving Jodric a basic attack steroid based on his heat is a fantastic idea, and perfectly captures the feeling of a minigun. However, I think there would be issues in having Jodric generate heat through basic attacks, even though you may view this as a core part of his gameplay. The point to having a heat system is to prevent him from spamming his low-cooldown skills. As a marksman, Jodric is expected to lay down continuous autoattack-based damage, particularly in teamfights. What your current heat system is suggesting is that Jodric can only autoattack in bursts before retreating, lest he make himself a lot less effective. I recommend that you do the opposite: put the heat gain on Jodric's abilities and change his Q to provide a huge, low-cooldown source of damage, so that he potentially has a lot of on-demand burst, but runs the risk of drastically lowering his damage output if he gets too spammy. You could thus also make the penalty for overheating a lot harsher.

The other thing I see as lacking in Jodric's heat management is the presence of a danger zone. This may sound too close to Rumble, but it's central to the heat system more than it is to his character: the point of heat is to manage it so that you're constantly in a sweet spot, and right now your passive bonus scales the same over all amounts of heat. A simple way to change this would be to increase the attack speed bonus past a certain threshold (and make it weaker before that). Alternatively, you could give Jodric an additional bonus when in the danger zone, such as additional damage on each autoattack.

Spin them Down! is actually my least favorite ability on Jodric's kit. It serves no other purpose than to internally manage his resource, which you should be able to manage more organically. If you'd like to follow the model where his heat is generated through abilities rather than basic attack, you could instead turn this into a low cooldown, high-damage nuke, to force Jodric players to choose between high burst and sustained damage. If you'd rather follow your current path of autoattack-based heat generation, I would still recommend turning this into a damage and/or CC ability, and move the heat management to his W.

I like the way you've made Unfriendly Package's damage scale with heat, as it encourages Jodric to use this as a finisher. For this reason, though, I think you should tie the heat management to this ability instead of his Q (assuming, of course, you still want Jodric to generate heat with basic attacks, which I don't recommend at all). Having Unfriendly Package expend a portion (or all) of his heat and deal additional damage based off of it would make internal sense, and would allow Jodric to manage his heat more organically than he would in his current iteration.

While this is more of a minor detail, I would recommend you lower the base damage on this ability significantly, and have it scale off of total AD rather than bonus AD (and perhaps have the total AD scaling increase with rank). The reason for this is that bonus AD scaling means most of Jodric's ability damage will be gained while he's in lane, which means he'll be getting a damage output spike early on. Considering he's a manaless champion with an inbuilt steroid, which already gives him absolutely massive lane bullying and early game potential, it would be best for his damage to not spike as hard in lane, but then not fall off as steeply later on as a tradeoff. It's essentially the reason 's Q had its scaling changed from bonus to total AD: her kit was built to give her a really strong laning phase already, and the early damage on her was just too much.

Hail of Fire is a clean, neat damage/CC combo. Nothing to really criticize here.

Bullet Barrage looks like a great ult for teamfights, and the peel it gives is nice. Again, nothing much else to say here.

Overall, your kit is excellent, and Jodric's abilities are functionally very good (save for his Q, which I think needs to change). However, I think there's also a lack of synergy: every ability works well by itself, but there's no real obvious interaction between any of them, aside from the slow on Jodric's E making his W easier to land. This is also exacerbated by the fact that your abilities and your resource are divorced from each other: Jodric's spells give him potentially a huge amount of burst, and are free to use whenever he wants, but on the other hand he can't autoattack freely without eventually crippling himself, even though it's his autoattacks that are meant to be reliable and his abilities that should be used sparingly. His priorities are basically flipped around in a way that's counter-intuitive and potentially harmful to the role he's meant to achieve. Above all, I think you should move the heat generation to Jodric's spells and change his Q completely, and in doing so you'll hugely improve on an already strong concept.