Base Stats
Role: Vanguard
Health: 850 HP
Main Playstyle
Juggernaut would most likely be a slow, tanky bullet-sponge kind of vanguard. Due to his insanely high health, he would have a hitbox relatively smaller than Monster Hulk.
He would be a brawler who utilizes environmental destruction by throwing pieces of debris at opponents and being able to break through walls.
He only has short/medium ranged attacks, but makes up for that with a high damage output across his entire skillset.
Juggernaut would be most viable on maps with a lot of destructible terrain, but can still be used fairly well on maps with minimal terrain if you have a good team comp.
M1: Brutality
First off, this attack has two parts: The normal punch and the headbutt. Brutality is the normal punch attack that is used when you do not hit an opponent or have not yet met the requirements to use the headbutt.
Deals 50 damage and has an attack interval of 0.60 seconds. Can not land headshots.
M1: Skullbreaker
This is the second part of the primary fire. Juggernaut throws a quick headbutt that has the same range as his punches, but deals additional damage and slightly knocks back the opponent on hit. To perform a headbutt, the player must land Brutality two times in a row in a short time without missing.
Deals 75 damage and has a delay of 0.80s before being able to attack again. Knockback distance is 4m. Can not land headshots.
M2: Uplifting Stomp
Juggernaut stomps the ground to cause a piece of debris to fly out, soon holding it above his head to be thrown. The way throwing and collecting debris works is described in his E ability. The debris created from this ability is considered rubble, meaning it will deal more damage but have a slower travel speed when thrown.
Has a cooldown of 10 seconds.
SHIFT: Impenetrable Charge
Juggernaut charges forward for up to 5 seconds. While charging, he gains +20% movement speed, can break through any terrain that he collides with, and becomes immune to stun & CC. Steering becomes a lot slower, however, making it hard to move the exact way you want to. When colliding with an enemy, the target will take damage and be launched upwards. The only terrain that can not be destroyed is the ones from Eternal Night maps. The ability can also be canceled manually. Cooldown does not begin until the ability ends.
Deals 50 damage upon collision with an enemy. Has a cooldown of 12 seconds. Launches targets 6m into the air.
E: Pitching Arm
This is his most unique ability, so be prepared.
Juggernaut can collect pieces of debris to throw at opponents. When looking at a nearby debris, it will be highlighted in green if able to be picked up. The player can press E to pick up the piece and hold it above their head. Hold the M1 button to aim where you will throw the debris. Note that there are two types of debris: Rubble and objects. Rubble is the chunks that spawn from destroying certain terrains. Objects are throwables that can be collected without having to destroy terrain.
Rubble deals 100 damage, objects deal 70 damage. Has a cooldown of 3 seconds (to pick up the debris). Rubble travels at 6 m/s, objects travel at 9 m/s.
Ultimate: Unbreakable
Juggernaut enters an enhanced version of his charging state, this time lasting for 10 seconds and not able to be canceled. While in the ultimate, these are the stat boosts he acquires:
Deals 65 damage upon collision. Launches targets 8m into the air.
At the end of the ultimate, Juggernaut will do a small jump forward and stomp the ground upon landing, dealing 125 damage to nearby enemies in a 7m radius.
Passive: Reinforced Armor
Juggernaut takes 50% less damage from headshots (This is solely because he has a large head hitbox; yes I know this is the same passive as Jeff).
Passive: The Tank
Upon landing a kill, Juggernaut gains 15% damage reduction for 8 seconds.
If you have any thoughts, let me know in the replies!
(that debris throw thing kind of would fit for Thing ngl, I wouldn't be surprised if he has that same ability when he gets added)