JGN

Juggernaut, otherwise known by the acronym JGN, is a game mode in item asylum. One player is selected to be the Juggernaut with a set of weaponry and bonuses at their disposal, whilst all other players must work together to defeat them.
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==Overview==
Due to the formidable bonuses the Juggernaut has, the mode is considerably teamwork-reliant. Although each Juggernaut has a range of weapons and abilities to choose from, they all share notable traits in common, such as an extensive amount of health, immunity to ragdoll and knockback, a global health bar, and lack of natural regenerative properties, in a similar manner to bosses.
The mode additionally features a system of lives that deplete upon the death of the player. Each player, excluding the Juggernaut, begins with 3 lives. Losing all lives forces the player to spectate the remaining players in the match. Lives cannot be regained by any means in this mode.
Before the round begins, the Juggernaut is required to select one of three loadouts, of which will decide the weapons and abilities they receive. Each loadout additionally has its respective theme that plays if it is the Juggernaut's selection. If the Juggernaut does not select a loadout before the countdown ends, the game will select a random Juggernaut for them, regardless of the ones shown in the selection screen.
=== Rage Meter ===
Added in v1.5.0, the Rage Meter is a meter designed after Combat King situated above the player's health bar. The meter only appears to players in the "Player" team, not Juggernauts. The meter slowly fills with a red bar when the user is within close proximity to the Juggernaut, and decreases when far away or upon taking damage. As the meter fills, the user gains up to +0.5× damage. The meter also fills when close to any damagable NPC, including noobs.
The Rage Meter also appears in BOSS.
Ragemeterempty.png|The Rage Meter, empty.
Ragemeterfull.png|The Rage Meter, full.
=== Juggernauts ===
<tabber>
|-|Mihawk=
: "The strongest swordfighter in the world. Slow swings that hit like a truck, and a large health pool and average mobility."
Mihawk is granted 500 health, of which is increased by 750 for each player past two in the server, up to a maximum of 11000 health. They have an increased base walkspeed of 18. They are given the following items:
*yoru
*leap
Mihawk's respective theme is "Mihawk".
====Playstyle====
Mihawk is the slowest class overall, but makes up for it with high damage and reasonable crowd control through Heavy Swing and Shockwave. To get around its otherwise poor mobility, it has leap, which lets the user fly high into the air to reposition or to divebomb an enemy. yoru's endlag means that players with hard hitting melee items are a credible threat to Mihawk users. It is at its weakest when dealing with highly evasive players, or attempting to shut down powerful solo ranged items like intervention due to the lack of long-range shutdown options.
|-|Beta Figure=
: "Swore to serve under the Beta Devs, in exchange for power. All rounded, built to handle anything, with decent mobility."
Beta Figure is granted 400 health, of which is increased by 600 for each player past two in the server, up to a maximum of 8800 health. They have an increased base walkspeed of 18. They are given the following items:
*cubic essence
*retro essence
*ranger essence
Beta Figure's respective theme is "Meta Knight Battle Remake".
====Playstyle====
Beta Figure is an extremely well-rounded class, with a lot of tools at their disposal; ranging from area denial, to self-buffing and crowd control. Cubic and Retro essences allow Beta Figure to put a lot of pressure on players, with Cubic Buff granting Beta x2 damage for a short period of time. Cubic Leap allows Beta to reposition themselves across great distances on maps, or to simply divebomb into a group of people. Retro essence on the other hand, is raw damage output all around. Retro Sprint, while not a great mobility tool (that goes to Cubic Leap), allows Beta to break through crowds, while Retro Punch and Stomp allow for combo openings on crowds or singular targets. Ranger essence, though its bullets are not hitscan, is still a great ranged option to deal with anyone pestering Beta from a distance. A well-placed Zoner can deny passage or outright kill anyone trying to go through it. Even if someone affected by Zoner survives, they are still heavily weakened due to Curse stacks applied to them, leaving them vulnerable to any attacks coming from Beta. 
|-|Filibuster=
: "God of destruction. Uses projectiles to zone enemies and stores an ultimate that incinerates anyone."
Filibuster is granted 350 health, of which is increased by 525 for each player past two in the server, up to a maximum of 7700 health. They have an increased base walkspeed of 22. They are given the following items: 
*fili-slash
*fili-orbs
*fili-dash
Filibuster's respective theme is "THE FILIBUSTER".
====Playstyle====
Filibuster's main purpose is to revolve around positioning both itself and the players. Except for great agility, it also features a dash that can be either utilised as a defence mechanic to ram into small groups of charging melee players or escape grave situations. Fili-slash is recommended to be used as defence, though its abilities can be used as offence. Filibuster is also known to be one of the few juggernauts to feature ranged attacks, the orbs are primarily used as offence choices and maintain it's distance between the Filibuster and the players, either reeling crippled players or pushing away onrushing melee players. Lastly, Obstructa is used to instantly decimate a large swarm of players that primarily use their ranged weapons from a distance. It's better to scatter away and use ranged items to damage a Filibuster, but it is also crucial to know that it can reel targets in order to increase its potential into killing them, once it gets the victim close enough, it will most likely focus onto them rather than anyone else. Moving around the map is highly recommended to increase the chances of killing a Filibuster, since its orbs are not hitscan based.
|-|Red Mist=
: "Legendary color fixer from the backstreets who can turn anyone into a fine red mist. Rushdown-type style, with fast swings and an E.G.O. which grants defense and strong specials."
Red Mist is granted 400 health, of which is increased by 600 for each player past two in the server, up to a maximum of 8800 health. They have an increased base walkspeed of 20. They are given the following items:
*mimicry
*ego
Red Mist's respective theme is "The Red Mist".
====Playstyle====
Red Mist is primarily a single-target, high DPS loadout that excels at combos. Onrush makes it possible for Red Mist to quickly reposition. Clusters of players attempting to focus down Red Mist with melee items will be knocked down or outright killed due to the sheer power of mimicry's attacks. Once at 50% health, ego allows Red Mist to instantly kill a large majority of players with a single Greater Split: Horizontal while massively decreasing all incoming damage; ego gives even greater defense at 25% health. If players spread out and use their ranged items, Red Mist will begin to struggle. The faster Red Mist kills players, the more they will be able to use ego to protect themselves.
|-|Hale=
: "A man who uses raw strength to defeat anyone who stands in his way. Sacrifices mobility and versatility for heavy hitting blows."
 right|thumb
 
Hale is granted 300 health, of which is increased by 450 for each player past two in the server, up to a maximum of 6600 health. They have an increased base walkspeed of 20, which speeds up to a maximum of 25 as Hale loses health. They are given the following item:
*hale's strength
Hale's respective theme is "Hale".
Hale's previous theme was "Metal Madness".
====Playstyle====
Hale excels at melee combat with heavy-hitting blows and increased walkspeed. Leap allows Hale to quickly reposition or catch up to any unsuspecting player; while Slam takes care of any camping player up above the terrain. Charge is a great crowd control and mobility tool, allowing Hale to weaken up anyone in the way for a clean, one-punch kill. While great up close, Hale lacks any sort of ranged ability, meaning that spread-out players will cause Hale to struggle. Even with that considered, however, Hale has a gargantuan health scale-up, with only Charge stopping them in place - meaning that players without any sort of speed boost or planning ahead are at a giant risk of being pummeled with a Critical Hit, which doubles Hale's punch damage.
|-|Vessel=
: "Mighty god of nothingness. Relentless attacks with outstanding mobility. Nobody can run away from you."
Vessel is granted 250 health, of which is increased by 375 for each player past two in the server, up to a maximum of 5500 health. They have an increased base walkspeed of 25 and a jump power of 70. They are given the following items:
*soul
*purity
*shade
Vessel's respective theme is a remix of Sealed Vessel. However, it didn't get officially uploaded yet so it doesn't have an official name.
====Playstyle====
Vessel's playstyle is a good all rounded juggernaut, having amazing speed and damage, along with capability of stunlock. However, Vessel's hp is less than average, and can easily lose a chunk of it. soul's M1s have great potential for damage, dealing 75 in one full combo, allowing for most other moves to finish off the target. Soul Pillars can be used to force targets into a certain area or knock back closer players. Soul Daggers can be used to punish people close. If being overwhelmed, try to use purity to get an opening on the attackers. Roar and shade's Soul Tendrils can be used for large crowds and to stun high dps items, while also inflicting curse. Roar's knockback can also be used to knock players into the void or other hazards. Focus can be used to distract targets if they prove to be a threat as a crowd control tool. shade can be used to catch up to running players or to combo with soul. Vessel's pure speed can outrun most, allowing easy catchup to people who are trying to escape.
|-|Doom Slayer=
"Relentless, unforgiving, driven by a rage that cannot be contained. Brought hell to it's knees countless times, offers fast mobility, decent DPS, and a large healthpool. A force to be reckoned with."
Doom Slayer is granted 200 health, of which is increased by 300 for each player past two in the server, up to a maximum of 4400 health. They have an increased base walkspeed of 23 alongside a double jump. They are given the following items:
*doom chainsaw
*super shotgun
*crucible
Doom Slayer can also obtain an additional item, rip n tear, through different means.
Doom Slayer's respective theme is "The Only Thing They Fear is You"
====Playstyle====
This juggernaut requires use of his full kit to work. The main weapon is the super shotgun, but Doom Slayer will have to use doom chainsaw to refill the shotgun's ammo. Additionally, there are pickups around the map that only the juggernaut can grab. There's a fuel pickup that refills 1 fuel for the doom chainsaw, there's an upside-down sword pickup that gives crucible a charge, and a skull pickup that gives Doom Slayer rip n tear, granting them an additional 8 walkspeed and only have one attack: a grab that deals 150 damage, instantly killing anyone at or under 150 hp, though keep in mind that no there weapons can be used while using it. The parts of this juggernaut's kit rely on each other and the pickups around the map. Use everything at Doom Slayer's disposal for maximum effectiveness. The weapons, if used right, can kill people in 1 or 2 hits. Make use of this and target high damage weapons so they get killed before dealing high damage, as Doom Slayer has the least health of any other juggernaut. Use the double jump as much as possible; it makes it much harder to land shots.
</tabber>
==Maps==
:These maps are not exclusive to JGN, with the only exception being aetyrvalzaak. Although the mode can be featured in the maps listed below, they can also appear in other modes.
===Current Maps===
Map 	Name 	Reference(s)
File:Aetyrvalzaak.png	aetyrvalzaak 	DOOM Eternal
File:Containers.jpeg 	containers 	Warzone
File:Commencement.jpg	commencement 	Risk of Rain 2
File:Criticalstrike.png	criticalstrike 	Critical Strike
File:FFACrossroads.png	crossroads 	Roblox
File:Necromancerarena.jpg	necromancerarena	Castle Crashers
Towny image.png 	towny 	N/A
File:FFAWoodworks.png 	woodworks 	N/A
===Former Maps===
Map	Name 	Reference
File:FFABetaIslands.png	betaislands 	N/A
File:Rocketarena.png	rocketarena 	Roblox Rocket Arena
File:Rocketarena2023.png	rocketarena2023	Roblox Rocket Arena
File:Ffa thunderstorm.png	thunderstorm 	Original content
==Blacklisted items==
Note that JGN shares an item blacklist with BOSS.
==Trivia==
*Nearly every Juggernaut and their weapons and abilities are based on various characters from other medias. 
**Mihawk is based on Dracule Mihawk from One Piece.
**Filibuster is based on Filibuster Obstructa from The Battle Cats.
**Red Mist is based on Kali from Library of Ruina.
**Hale is based on Saxton Hale from Team Fortress 2.
**Doom Slayer is based on the character of the same name from DOOM.
**Vessel is based on Pure Vessel from Hollow Knight.
***Beta Figure is the only exception to this rule: it is based on each of the Beta Devs, which is original content.
*Filibuster and Red Mist are the only Juggernauts with a modified physical appearance. Filibuster is equipped with the visor used by Filibuster Obstructa, and the Red Mist will have their hair, if they have any, dyed red.
*Vessel is the only Juggernaut to have a special entrance and death effect, with the entrance animation consisting of the Juggernaut roaring in a manner similar to using Roar, and the defeat animation having them kneel over before fading into a cloud of black particles, with both referencing the respective animations from their source.
*The Juggernaut, regardless of class, can still be affected by environmental hazards, which can injure or kill them instantly.
**Along with the environmental hazards, if a user hits the Juggernaut with bat while the Juggernaut has the "Furry" tag on or has the "XD"/"Magic" emote equipped, it will also usually result in an instant kill.
*Juggernaut selection is picked based off which player has the best score in previous rounds.
*Prior to v1.8.0, if the player died at the very end of a lobby, and JGN is voted, the player will gain their items early. 
**However, once the Juggernaut selects their juggernaut, the player's items will "reroll" and give them new ones.
==Changes== 
*v1.8.4
**Increased timer from 3 minutes to 4 minutes.
**Time increased upon a successful juggernaut kill changed from 10 to 15 seconds.
**Beta Figure's health formula changed from 500 + 750 to 400 + 600. Maximum possible health decreased from 11000 to 8800.
**Filibuster's health formula changed from 400 + 600 to 350 + 525. Maximum possible health decreased from 8800 to 7700.
**Mihawk's health formula changed from 400 + 600 to 500 + 750. Maximum possible health increased from 8800 to 11000.
**Red Mist's health formula changed from 500 + 750 to 400 + 600. Maximum possible health decreased from 11000 to 8800.
*v1.8.0
**The Rage Meter now rounds up to the nearest tenth.
**Decreased timer from 4 minutes to 3 minutes.
*v1.7.4
**Fixed a bug that caused a softlock when vessel died to the void.
**Fixed a bug where using focus would softlock Vessel.
*v1.7.0
**Added Vessel and Doom Slayer.
**Nerfed mimicry and hale's strength.
**Added The Capture Zone for juggernauts to prevent players from endlessly running from the juggernaut.
**Changed health and health scaling for all juggernauts:
***Mihawk's health formula changed from 2500 + 625 to 400 + 600. Maximum possible health decreased from 11250 to 8800.
***Beta Figure's health formula changed from 2000 + 500 to 500 + 750. Maximum possible health increased from 9000 to 11000.
***Filibuster's health formula changed from 1500 + 375 to 400 + 600. Maximum possible health increased from 6750 to 8800.
***Red Mist's health formula changed from from 1750 + 437.5 to 500 + 750. Maximum possible health increased from 7875 to 11000.
***Hale's health formula changed from 1750 + 437.5 to 300 + 450. Maximum possible health decreased from 7875 to 6600.
*v1.6.0
**Added an indicator that shows how much lives players have left for the juggernaut, while also revealing their locations.
**Buffed and nerfed Red Mist. 
***Speed increased from 17 to 20.
***Minimum Health decreased from 2000 to 1750.
**Buffed Mihawk.
**Nerfed Hale.
*v1.5.6
**v1.5.5 changes reverted.
*v1.5.5 
**New names and descriptions for every juggernaut.
**Name and functionality of many abilities changed.
*v1.5.0 
**Hale's health scaling nerfed.
**Hale's charge gains speed the longer it is charged.
**Hale's critical hit is no longer used when missed.
**Filibuster's Obstructa Punch and Obstructa Kick nerfed. Punch now deals 25 damage instead of 40 and kick now deals 40 instead of 60.
**Round timer is capped to 4 minutes (previously 8 minutes).
**Every kill increases the timer.
**Timing out results in a stalemate rather than a win for the juggernaut.
**Added invisible walls to some maps due to some juggernauts having leap abilities that could stall out the time.
**(Unlisted) Removed JGN gamemode from Thunderstorm map.
*v1.4.4
**Changed Hale's theme. Used to be Metal Madness by Rémi Koudenov.
*v1.4.0 [🎃]
**Added Hale.
**Fixed the mode not rewarding points.
**Cancelling M1 while using yoru now gives a slight cooldown for the item.
**Revamped Beta Figure.
*v1.3.0 [🌴] 
**Made the mode available to more maps.
**Added Filibuster and Red Mist.
**The Juggernaut can now select their given loadout.
*v1.2.0 [mihawk bosses & more!!111!🎈🪁] 
**Added JGN. 
***Added Mihawk and Beta Figure. The Juggernaut would receive one of the two at random.
Category:Game Modes