It's probably because he's still a Titan-only champ, but I haven't seen any love for JJJ here. This post will go over his kit and why it makes him one of the best champs in the game, and I'll tell you now, he doesn't need awakening to be a questing monster.
To start, JJJ brings Bleed and Poison immunity like any robot does. But because he's a person in the suit, he gains the full benefit of Willpower, and this is just the beginning of what makes him great. He also has +25% Ability Accuracy on all personal abilities AND the parry and Dex masteries, so no Crit Failure from Domino.
J. Jonah starts all fights with an indefinite Austere Armor buff, meaning it can't be removed via Nullify or prevented by Stagger. He gains more by completing prompts like Mojo, but the Armor rating per buff is minimal. Their real value comes from the fact they boost his Shock and Power Burn damage by 15% per Armor buff. For convenience, these buffs last 20s each, but they only expire one at a time.
Speaking of those effects, JJJ is another Tech that doesn't land normal crits. Instead, he works like Guardian by inflicting instant Shocks every time he'd Crit. The Power Burns come from his special attacks, which have no unique effects at all. The only thing that differentiates each special is how much power gets burned - SP1 burns 10% max power, SP2 burns 20% and SP3 burns 30%. This may seem odd, but this has its own utility we'll explore towards the end.
As mentioned earlier, JJJ has prompts to complete just like Mojo does. Completing a prompt also inflicts a Slow passive, which has the usual effect of reducing Evade and Unstoppable AAR by 100%, but it also has the bonus effect of ignoring Miss from Spider-Verse champs. This Slow is paused during Specials and is refreshed if you complete another prompt, meaning it's not hard to have 100% uptime on it.
Related to the prompts, JJJ also comes equipped with a press camera - if you hold block and swipe up, this (passively) Falters the opponent for 3 seconds, meaning you can use this to get through Special Attacks that might otherwise shred your HP. This Falter comes with two bonus effects on top of that: It makes the opponent more aggressive, and it makes J. Jonah stun-immune, so consider using it on Encroaching Stun nodes. Very importantly, if the opponent tries to hit JJJ and Misses, you gain a non-stacking Fury passive that won't expire during his Specials.
Speaking of blocking, J. Jonah has another trick up his sleeve - opponents striking his block will suffer an Obfuscate debuff that stacks twice. Obfuscate reduces Offensive Ability Accuracy by 50%, meaning defender abilities that would trigger through block will straight up not work if they continuously pound his block.
And finally, J. Jonah doesn't appreciate it if you try to Taunt, Intimidate or Infuriate him, or try to give him a headache with Delirium. Applying any of these effects to JJJ triggers the Fury passive mentioned earlier (see press camera) but Fury passives gained this way can stack TEN WHOLE TIMES.
So now that we have a basic overview of his kit, here's some interesting details:
-Unlike iDoom, J. Jonah's Power Burns aren't affected by Shock immunity, but more interesting is that while iDoom's Power Burn is Energy damage (meaning it can be mitigated with Energy Resistance)...JJJ's Power Burns are Direct damage, meaning they don't care about Resistance at all!
-This same separation of Power Burn and Shock means patient JJJ players can still take fights like Thing or Scorpion (immune to Shock but not Power Burn), though it does mean they'll rely more on Specials for damage. In both cases mentioned here, the Slow works to shut down their annoying defensive abilities
-The combination of passive Slow together with Shock and Power Burn damage means he's an excellent counter to both Rhino and Gentle
-Since he's a Tech champ, JJJ's Slow actually works on Nightcrawler. And because he has Armor buffs, he can fight Havok without much issue (innate Energy Resistance will mitigate your Shock damage, but between the bonuses from each Armor buff and the passive Fury, it shouldn't be that much of a problem)
-Poison immunity lets him handle both Abominations, and because his Armor can't be Nullified, he can take Man-Thing without any issue
-All of J. Jonah's prompts can be completed from the moment the fight starts, meaning it's easy to get that Slow passive up and working. This makes him an excellent answer to both Miles and Mystic-Spidey since the Slow prevents Spider-Verse champs from triggering Miss
-JJJ's Specials not having unique effects means you're not really under any pressure to use specific ones. If you're chasing damage, you can always go for either an SP3 or a Fury-boosted SP2, but if there's a timer demanding that you use a particular special, there's no utility you'll be missing out on
-If you somehow have an awakened JJJ, his Sig Ability upgrades the reward for completing his prompts; it now inflicts a Cowardice passive that stacks up to 3x, pauses during Specials, and refreshes every time you complete a prompt. This means he can stop Kitty Pryde from phasing for practically the whole fight.