[Contest Champion] Kiso, The Indictor

MidEvilKnight3k·7/24/2014, 7:20:47 PM·2 votes·994 views

Kiso: The Indictor

**Lore ** Kiso was recognized for his abilities by the Kinkou at a young age. They sought to establish him as one of their members, but the last trial they set up for him was to track down some bandits and watch as they murder an innocent man without doing anything to stop it. The purpose of the trial was to make sure he could make the difficult decision to stand back if it helped maintain balance. But Kiso couldn't just watch, he jumped into action incapacitating all the assailants in a matter of moments. The kinkou approached Kiso and then killed the man he had just saved. They said that Kiso had interfered with the balance before disqualifying him from their ranks.

It was here that Kiso realized that the Kinkou's idea of balance was not such a noble goal.  Kiso vowed that he would stop the Kinkou.  Kiso spent his time training on his own, discovering new techniques that could counter the cunning methods of the Kinkou.  After 5 years of training he finally began to act on his vow, joining the Fields of Justice to face the triumvirate personally

"The ends do not justify the means... and the ends are rarely as noble as they seem."

Stats Primary: Fighter Secondary: Tank

Core Statistics Health: 430 (+85) Health Regeneration: 9 (+0.60) Energy: 200 Energy Regeneration: 50

Offensive Statistics Attack Range: 125 (Melee) Attack Damage: 50 (+3) Attack Speed: 0.680 (+3%)

Defensive Statistics Armor Rating: 20 (+4) Magic Resistance: 30 (+1.25) Movement Speed: 345

Abilities Passive Still : Increases the cooldowns of nearby enemy champions by 5%

Q Martial Tumble : 40 energy : Cooldown 5/4.75/4.5/4.25/4 : 150 Range Kiso tumbles over a target enemy dealing 90/125/160/195/230 (+100% bonus AD) physical damage in a small area around the target and placing himself 125 units on the opposite side of the target

W Tether : 80 energy : Cooldown 24/22/20/18/16 : 150 Range Kiso gains 20/25/30/35/40% movement speed for 3 seconds toward enemy champions in vision. If Kiso reaches a target champion within 5 seconds, he tethers them to the ground dealing 40/70/100/130/160 magic damage (+40% AP). After 2.25 seconds, the target champion is pulled back to the location they were tethered and is dealt the damage a second time and Kiso is refunded 40 energy. Other abilities can be cast while tether is active.

E Flash Bomb : 80 energy : Cooldown 13/12/11/10/9 : 1100 Range FIRST CAST: Kiso channels for 1.5 second swinging his flash bomb above his head.

SECOND CAST: After 1.5 seconds Kiso can cast again to throw the flash bomb in a line. When it hits an enemy champion or reaches max range, it explodes in a 250 unit radius, dealing 60/100/140/160/200 (+ 100% AP) magic damage and silencing for 1.5 seconds, and reduces the sight radius and removes shared vision for 1 second.

If the second cast is used before 1.5 seconds, Kiso throws the flash bomb at the ground, affecting a greater area (400 unit radius) and granting Kiso stealth for 1.5 seconds, but the bomb does not silence enemies or affect vision.

R Impact Bombs : 0 energy : Cooldown 100/90/80 : 650 Range Kiso gets four casts where he throws a cluster of impact bombs at a target location that explode in a 300 radius circle that deal 100/140/180 (+50% bonus AD) (+30% AP) magic damage. The bombs slow the target by 50% and reduce the sight radius and removes shared vision of the affected champions for 0.25 seconds. Each cast has a 0 second cast time and an internal cooldown of 0.75 seconds.

**Role ** Kiso's primary role is jungler. The idea behind his kit (specifically tether and flash bomb) are to provide methods to gank highly mobile champions such as Leblanc or Kassadin. Kiso ganks by entering brush, channeling his flash bomb and throwing it at the target. The reduced vision and silence provide the window for Kiso to rush in and tether his target. Tether is a powerful unique crowd control that prevents the target from fleeing the fight for 2.25 seconds. If a champion dashes away they will be pulled back and won't have their dash available. However, the champion does have to capability to kite and deal damage while tethered, preventing the 2.25 second time where they can't run too far from being too overpowered. In this matchup, low mobility champions who typically have higher damage output and/or tankiness actually have a better chance of surviving Kiso's ganks.

Kiso can also initiate ganks by throwing his flash bomb at the ground granting himself invisibility.  However, this removes a key piece of his damage and utility and might not provide enough stealth time to reach his opponent to tether them.  This method should be used when there isn't time to channel but surprise is still needed.

Kiso's martial tumble is a relatively spammable spell that provides decent clear time as it gives area of effect damage as well as a method to keep up with enemies as you are attacking.  It also solidifies his role as a flippin' ninja who is good in the martial arts.

Kiso's ultimate continues on the theme of a ninja that utilizes multiple tools at his disposal.  It provides good damage and utility for chasing or peeling.

Skins Classic I am not an artist, so somebody else would have to figure out how to make a unique looking ninja that has multiple tools at his disposal.

**Cowboy ** Basically he lassos you, and looks like a cowboy.

Batman Due to not having access to (or wanting to use) trademarked material, this skin would not be called batman but would be characterized as a man in a black cape and using modern equipment.

Recommended Item Paths Jungle Items item 3207 item 3209

Boot Options item 3117 item 3111 item 3047

Offensive Options item 3078 item 3153

Defensive Options item 3143 item 3068 item 3102 item 3190 item 3075

9 Comments

Stephenizgod7/24/2014, 8:56:30 PM1 votes

He does a ton of damage an CC! His ganks are more like guaranteed kills, if you only factor in his damage its like 450-550 at lvl 3, add in your laner and there is no way you are not getting the kill. I think 2 second silence is a bit much since they are tethered for 3 seconds and then will be pulled back in. The concept is cool but his amount of CC makes it impossible to get away once caught, there is no counter-play other then hoping he misses his abilities. Its like Lee Sin if his Q stunned and his W silenced you, kind of impossible to get away.

I mean think of it this way you use your E and it does 110 damage, they are silenced for 2 seconds, then you Q for 110 damage and immediately tether them for 3 seconds for 80 damage by this time they still have 1 sec on their silence, AA, they are still tethered but not silenced, AA, then the W activates again and pulls them back to you dealing another 80, AA, as they are trying to run your Q is back up for another 110 damage, AA. So totally you just did 490 damage in abilities alone in 5-7 seconds, not including your scaling (you would have 59.6 added to your Q and you used it twice dealing 119.2 extra damage), and they are still in roughly the same place. Now add in your laners damage, and that is 9 out of 10 times a kill. Obviously you need to factor in their armor but at lvl 3 they shouldnt have much, and depending on the lane they shouldnt have all that much life as well.

Basically i just think he does way too much damage for how much CC he has. Try and look at champs who have similar moves an see what their scaling is so you can get a rough idea of how much damage you should be doing. There is a reason why fighters dont have this much CC, because they do tons of damage. Imagine if Xin Zhao could pull you back to him, or Lee Sin could stun and silence. He is an awesome concept though, just a little unbalanced at least from what i can tell.

Dragon Fang Shot7/26/2014, 6:14:37 PM1 votes

My one problem with his kit is that he's a ninja who uses bombs as his primary weapons. It just doesn't fit the ninja theme. Also, all energy/alternate resource champion's ultimates have no cost and all of them have some sort of ability that allows them to regenerate energy faster. It's all to help balance between being able to spam spells and not being able to cast because you're out of resources.