A basic idea of the juggerknight general I thought of. Not the final product. Does not have stats, only abilities.
Passive:
Unstoppable Force, Immovable Object.
• When in combat, moving forward will cause the Juggerknight General to reduce all durations of stuns by 50%, and slow effects by 50% of it's normal percentage. (Ex: if 20% slow, then it will be 10%.)
• If standing still, cannot be displaced or stunned. Gains 35% DMG reduction if standing still for more than 2s. Does not matter if in combat or not.
[Unit Buff]
• Juggerknights take 30% Less Damage when charging, and gain complete status effect immunity during the charge.
Basic Attack:
Axe Throw
• The Juggerknight General throws it's axe forward in half a tdead's range. If it doesn't hit an enemy, it will stick on the ground. Deals High Damage, With a Long Stun. It makes the juggerknight faster, but has greatly decreased damage. And makes some of his skills unable to be used.
• On Non-axe form, his attack speed is faster, and turns melee.
Skills:
Clash
[AXE ONLY]
• The Juggerknight General Clashes weapons with an enemy for about (0.5s for light and ranged, 1.3s for heavy, 2s for giants, and 3s for MAGICAL attacks), before parrying it, returning the attack back to the attacker if ranged, dealing twice the damage (non-aoe). If it is magical, stuns the attacker for 3s, and adds +1.5s CD to the attack's CD for all the same magical enemy. (Ex: If a Magikill is parried with fulminate, Puts 1.5s CD to all Magikill fulminate CD. adds with current CD.) for melee, makes the enemy fall down and take medium damage. Stunning them for 2s. For giants, pushes them back greatly and slows them down.
Wrath
• Enrages itself. Dealing more damage on melee form, while if axe is equipped, increases throw speed, and ignores defense. Pierces through the first non-heavy hit and stops at the second enemy hit.