Thanks for reviewing my Champion!
I'd like to explain my thoughts behind this champion and the way it is at the moment.
About the Passive: I'd like to say that yes, the ad carry might stun-lock her down. He would have to keep hitting her though seeing that she regenerates if he doesn't. Also he wouldn't be able to kill her (before that second bar is fully depleted). She does have an effective health of about 106% in those 5 seconds that have to be hit off no matter whether she's stunned or not. When she's out of position this is really bad for her. But when she's not out of position it makes focusing her first pretty hard. If you focus her first you would actually have to deal more damage than those either way pretty high 106% (if they don't have healing reduction). If he couldn't stun lock her down this ability would be op. She might just build adc items and never die while dealing pretty insane damage. You can't damage the second bar. I shouldn't have written physical damage. I meant damage.
I put the passive last because that's the way it is handled on the LoL champion page. Changed it now.
About the Q: I didn't compare it with Darius' pull but rather with Blitzcrank's pull. It's not formed in a cone and as you might see it doesn't hit the target hit by the blade. Even in comparison with Darius pull what you said is simply wrong. The pull range is 520 in a row. Darius pull range is 540 in a cone. How's that even comparable? And yes, spammability is wanted here. The main difference is that this ability is meant as a harass tool primarily, not as a pull. The pull effect is pretty easy to avoid, too. just don't keep standing between her and the blade. Sure it is instantly casted (delay of maybe 0.25 seconds), but you have some time to walk out even after that. If needed you can even blow your flash or any other sort of movement-ability. Changed the cool-down-reducing part so it reduces cool-down if you didn't pull anything rather than if you hit something with the blade. Blitzcrank's pull range is 925 should you ever have wondered.
About the W: Yea it might seem pretty op. Extra damage on most of the abilities as well as Armor Penetration scaling with ad and a cool-down-reducing active part that speeds you up for two seconds? Honestly, yes I do realize that the q can be casted twice if you hit your first q's blade or if you built some cool-down (which is mostly connected to mana-items). Also it's not no cool-down, rather like cast twice every 10 seconds. I feel like without the arpen part it wouldn't be viable to buy ad on her and I wanted to keep that option open. Also I'd rather reduce her damage dealing abilities ad-ratios than remove that part of the passive.
About the E: The knock-back on the first part actually hinders the instant use of the second part of this ability. Shen's dash range is 575, the range of this dash is way below that. Whether or not you are able to use the second part of the ability relies on your W and Q. Also you have to chose the point of activation very wisely, else nothing will happen other than you standing still. You might also jump in the totally wrong direction. You have two seconds to activate this ability, that isn't all that much. Also if you want to kill your target, the option to jump, even though it does deal quite some damage is not the one you want to take. The jump can mostly be used as harass and escape tool. It would make be out of range for any of your abilities other than your ult. Seeing that you can even evade the kick it does make chasing her harder, but not impossible. If you timed it right after two seconds of her first use you might even get her to stand still 0.5 seconds for you. If you didn't and just stayed away from her for that duration the only thing that could save her are some of your minions as an anchor instead.
About the R: How is that comparable with Kat's ult? when hitting a target in a distance of 500 units (which really isnt much) the target would take some insane damage (2.4 times AP) should it not chose to flash, or walk away but the chain would still fly on, centered on the last target hit. If it does, say, hit another champion and that Champion, the tank presumably, walks the other way, he pulls the chain off of the first target hit and saves it from any more effects. I do see that that might be a little too much damage even so and I decided to nerf it to 0.5 times AP per tick. Kat's ult lasts two second and migh be reset soon after it is casted. It does effectively deal a lot more damage, even though, by itself it might not. The thing is that Kat casts for two seconds and Xyra casts for 5 seconds whereas both of them are unable to use any other abilities or attacks during that duration, Xyra is still able to move. That doesn't mean she can use any of her other damaging abilities though. She might in most cases chose not to let the ult be up for too long and rather pull someone to her directly. Even though it has such a big range it will probably hit far less than Kat's ult. Built as glass cannon it might destroy the enemies but to really deal damage she would always have to jump into the fray. Kat's ult range is 550. All around her. From the first second on. That is not the case with this ult. Changed cool-down to 120 at all ranks. Lowered initial damage to half, still scaling with 1.0 on ad.
Would be cool if you post your opinion on everything after reading this!
I restored the old lore, seeing you might be right with it being choppy. I inserted some stuff here and there but never read it through after that. Hope that one is better.
This is the lore viewed at as choppy if I am not totally wrong; if it isn't I deleted it without storing it:
I have an idea concerning the e-spell. Remove the first part, make it be only a kick with a jump away range of 375 and it being target-able without chance to miss because the enemy saw you were trying to kick him. Only damage and jump on that ability. Maybe some kind of debuff called 'dazed' that slows your enemies movement and attack-speed drastically for about half a second.
Might turn out stronger that way seeing that that synergises very well with the pull (you land one pull, kick away from the target you pulled and pull him again after hitting w). Tell me what you think (please).
Ok, review time!
Seeing that I got 3 more reviews to go through, I'll start with the first ability, refer to the first post, second post, third post and then go on to the next ability.
The Passive regenerates as soon as you take damage. It isn't really triggered. The shield thingie is only a visual effect and doesn't do anything. If you have been hit for more than 50% of your health in 5 seconds your secondary bar is gone and the health bar is full (at 56% of usual max health). If anything drops you to 0 then, you just die normally. The chance of being constantly stunned isn't that high. It requires them to kill you off in like.. one second and then keep hitting you to kill you over the course of the next 4 seconds. Who would really want to do that? Might lose you the team-fight.
The Q: Most of the time you will use this to harass, rather than to pull anyone. Pulling someone isn't necessarily a good thing. I'll increase the cool-down by two seconds and increase the cool-down-reduction from not pulling anything to 4 seconds. Enemies hit by the blade do neither get the damage from the chain, nor do they get pulled towards you. They do get the damage from the W-Spell's passive though, seeing that is an on-hit effect.
The W: I'll remove the move-speed and add it to the e-spell (I'll explain that when I get to the E-Spell). The arpen is flat 8 and scales with ad. The scaling with ad might have been too high. I'll reduce its scaling to (0.1Bonus Ad). That will certainly help out when building Ad even so. I'll extend the attack-speed buffs duration and lower it's effectiveness.
The E: I know, neither of you seem to have seen my idea to replace this ability, which was "OP" because it had much too much utility and Damage that applied on hit effects on an AOE-basis. However, due to your feedback, I decided to change the ability to a totally new ability:
Upon activation Xyra gains 12.5% movement-speed for 4 seconds. She can then reactivate this ability to kick a target enemy dealing 50/80/110/140/170(+0.6Ad/+0.3Ap)physical damage and jump away from the target hit by the ability for 450 units. The hit applies a debuff called 'dazed' which slows the movement and attack-speed of the target hit by 75% for 0.5 seconds.
Cooldown: 12/11.5/11/10.5/10 seconds. (Increased from 12..8)
The R: This is (in my opinion) by far the most complicated Ability. And I do have to say that it was way more complicated before I posted it (it could hit walls and so on). It works (obviously) as a long range initiation tool. I do not expect anybody to land this on more than 3 targets. Honestly, I think it will mostly hit one target only. The enemy is not dumb. I made a graphic explaining it.
I see you have finally seen it and supposed about the same thing that I'm about to do.
Does any one of you know how to re-position attached thumbnails?
© 2013 Riot Games, Inc. All rights reserved. Riot Games, League of Legends and PvP.net are trademarks, services marks, or registered trademarks of Riot Games, Inc.