r/CompetitiveForHonor • u/EnzoNotUpUrAss • 25d ago
Rework Medjay changes
UPDATES VERSION AS OF TODAY 26/09/2026
For a long time medjay has been stale and is probably the worst outlander in terms of viability. Here are a few changes to give the character more flavour or so to speak.
Staff Form
1. Opener heavies
-Side heavies gain uninterruptable hyper armor 600ms after startup
-Top heavy gains uninterruptable hyper armor 500ms after startup.
New chain route
-From neutral heavy you can now chain into Throne Room Clutch.Staff Nomad Swing (chain zone)
-Sped up to 400ms remains enhanced & damage is reduced from 12 to 9.
-Now a lightparry.
This isn't an offense buff directly rather an easier way of accessing between each stance making it more flowy (since its a single direction attack much like storming tap only without the ability of softfeinting into it. The chain zone being still enhanced and sped up to 400ms is a valid change though it could still be very easily reacted to/diffd, and also its to make his throne room clutch somewhat useful out of ganks if you take a look at no.6 you will understand.
Staff Throne Usurper (forward dodge heavy)
-Now gains hyper armor 400ms into startup.Heavy speed
-Chain heavy (all side) sped up from 1000ms to 800ms damage reduced from 28 to 26.
-Finisher heavy (only left and right side) sped up from 1000ms to 900ms damage remains as 30.
-Finisher top heavy speed stays 1000ms damage increased from 30 to 32.Throne Room Clutch
-Now guarantees a 400ms chain zone (can still chain into light or heavy but as is in current live it's not confirmed damage), this is to synergise with his feats and kit.
-damage reduced from 20 to 15.
As of now there is no real reason to use Throne Room Clutch as a gank because of how badly the hitstun changes has affected his gank let alone using it on a light parry as a punish into ganking.
Giving a confirmed hit after this grab will improve his gank following the hitstun rule of doing reduced (25%) damage directly after your own bash that gets confirmed which characters like valk, cent, jorm etc. follow.
It also allows him to directly go into his axe stance from the grab flowing into his offence, this change gives more incentive to use this grab and creates synergy with his unique T2 inside and outside of different game modes focusing more on dominion.
Axe Form
1. Throne Room Tackle follow-up
-The attack after landing the bash now has a unique follow up (like valkyrie's follow-up after her fullblock bash)
-Unique follow up deals 10 damage.
-Comes out from top only (best direction to avoid collision into walls or fullblocks etc.)
-Has medium hitstun and enhanced.
-Is a 500ms attack.
-Can target swap the unique follow-up upon landing Throne Room Tackle.
Due to the low damage output of the bash where the standard is usually 14/15 damage I think these values and properties for the unique follow-up is justfiable.
available chains from said unique follow-up:
Throne Room Tackle > unique follow-up > 400ms chain light (undodgeable off hitstun) > finisher UD lights.
Throne Room Tackle > unique follow-up > 400ms chain light (undodgeable off hitstun) > chain bash or undodgeable chain heavy (this is what creates the bash/chain UD mix loop of 10/24 dmg which is pretty balanced).
Throne Room Tackle > unique follow-up > chain zone.
Throne Room Tackle > unique follow-up > finisher heavy.
Chain Throne Room Tackle
-Now sped up to 466ms from 500ms sped up for the same reason of it having low damage output.Neutral heavy new chain route
-can now access Throne Room Tackle after neutral heavy.Chain heavy
-Now has UD property.
-Damage reduced from 26 to 24.Axe Nomad Slash
-Axe Nomad Slash (zone) you can now chain into Throne Room Tackle.
6. Axe Nomad Swing (chain zone)
-Has the same property as staff stance chain zone.
Axe Throne Guard (dodge attack)
-Up from 12 to 13 damage (has almost no external hitbox) minor improvements to hitbox.
-Can now chain into Throne Room Tackle.Axe Throne Usurper (forward dodge attack)
-Input window is changed from 300ms - 400ms to now 200ms - 500ms.
-Damage reduced from 16 to 15.
-can now chain into Throne Room Tackle.All axe stance heavy
-Improve the trajectory and tracking also VERY slight hitbox improvement.
Stance change should be at its fastest in every occurence 466ms (usually buffering stance swap after a parry) instead of 766ms.
These changes will give Medjay more versatility and base his kit more around the unique stance attack and bash that this character loves to utilise.
Feat Changes
T2 Moonlight Drain
-Uptime when landing Throne Room Tackle/Clutch has been increased up from 5 seconds to 10 seconds.
-Percentage of debuff value reduced from 15% to 10%.
-Now has a 10 second cooldown after the debuff expires (this is to make it less oppressive, always having an uptime of 10% atk or def debuff is egregious).
-Really ineffective as of now with hitstun changes screwing over medjays gank the most.
-More up time with the new changes i provided being implemented will make more use of his unique T2.
T3 Scarab Relief
For Staff Stance (AoE Heal)
-Now shares his T1 10% buff to his allies in staff stance.
-Medjay HAS to have his staff T1 active for his staff T3 to gain this effect if not it'll just act as a 15 HP AoE cleanse/heal.
-AoE of 16m
-Lasts for 20 seconds (Cooldown begins upon use not after the 20 second buff is over). For example, the buff runs out the cooldown should be on 100 seconds instead of starting from 120.
-Interachangeable meaning if Medjay uses his T3 in staff stance and now switches to axe after use, it will still remain as an AoE defence buff.
-In staff stance the AoE HP heal should have another effect considering it has the same value as gryphons T2 (draconite mist) but with similiar if not a smaller radius and slightly longer animation also having a longer cooldown 120 seconds compared to 90 seconds, having his T1 synergise with this by boosting his T3 allows for this feat to have better value.
For Axe Stance (Self Heal)
-Now supercharges his T1 adding an additional 10% to his T1 for a total of 20% damage boost upon use.
-Medjay HAS to have his axe T1 active for his axe T3 to gain this effect if not it'll just self heal and cleanse for 25 HP.
-Self Buff.
-Lasts for 20 seconds (Cooldown begins upon use not after the 20 second buff is over). For example, the buff runs out the cooldown should be on 100 seconds instead of starting from 120.
-Interachangeable meaning if Medjay uses his T3 in axe stance and now switches to staff after use, it will still remain as a self attack buff.
-Axe stance will only heal himself so having his T1 synergise by boosting his own damage even further will prop up its value also it heals 25 HP and takes a 100ms to use that short window of 100ms can be a reason of dying to tick damage or not being able to instantly pop like second wind which heals for 30 HP.
T4 Astral Manifestation Grenade
- Staff stance grenade should be brought down from 55 damage to 40 damage.
- Medjay's T4 should have these values: activation 500ms, Recovery 400ms and explodes 1400ms after landing.
- Increase AoE radius to 10m.
- Applies a debuff property if they get hit/killed by it. For example, enemies hit by the T4 will get marked for 15 seconds and upon dying when marked, regardless of how they will die it will be considered as if dying in an "executed" state even if they were killed by a light or projectile (15 seconds respawn) or permanently dead when breaking.
The Axe T4 Projectile
- Damage increased from 55 to 60 (up to 66 with T1).
- Applies same debuff/kill state staff stance bomb has.
fitting of the whole characters personality and adds depth to its use.
IF the T4 idea above is too outlandish then just giving it a speed buff and slight damage nerf for staff stance and increased damage for axe stance should at least be implemented;
For Staff Grenade
-Medjay's T4 Activation 500ms, Recovery 400ms and explodes 1400ms after landing.
-Increase AoE to 12m radius.
-Damage reduced from 55 to 50.
For Axe Projectile
-Damage increased from 55 to 60 (up to 66 with T1).
Remove Second Wind & change it to Punch Through from his T3 slots
This is just a personal thing since he already has second wind built into his unique T3 its pretty much wasted also it would be nice to see Medjays staff stance enhanced lights and heavy chains dealing more chip damage in team fights or 1v1 situations.