Xayaza, the Mirror Born

Stacona··2 votes·454 views

Xayaza was born from a normal mirror, but one that was instilled with a ridiculous amount of magic, and then one night star energy fell into the mirror creating the one born from a mirror. Xayaza is only 2 years old as of writing this, appearing in the form of a slender little girl roughly 137 cm tall (approx. 4'3"), that her entire body is of a shiny, reflective surface appearing as both cute and downright terrifying at the same time... if you get to know Xayaza then you would fall under the cute category due to her kindness.


Xayaza is an unique marksman, recommended to build ability power, but she can build standard critical and attack damage build, with the obvious attack speed for either build path. Xayaza's attack range is very short, but she can attack a nearby ally to reflect her attack to the closest enemy around that target to greatly extend her range that way, gaining direct bonus range for attacking allied champions than friendly minions, pets or structures. Her abilities will also play a similar aspect, hit an enemy then reflects to an ally, hit an ally then reflects to an enemy.

Xayaza's point of weakness is fighting her solo, but when she is grouped with at least one teammate then she becomes a scary powerful hyper marksman, also she is naturally very squishy allowing the enemy team to blow her up quickly if she miss positions. Having a powerful heal (low base, high ratios) might be great for reduce poke damage, this helps her get through the laning phase with her short range, but if you are against a lane opponent that is great at getting in and all in you then you die quickly since that heal means your base health is naturally on the low side.


Basic Attack Range: 500 units Basic Attack Range Against Allied Champions: 650 units Attack Speed: 0.690 +3% per level Movement: 345 units per second Health: 400 - 1600

Basic Attack: Magical and reflective bubbles that move decently quick.


Mirror's Sword (Passive): Range From Ally: 600 units Xayaza can basic attack her allies when they are near an enemy, which then reflects the attack to the closest nearby enemy from that target. If the target is an allied champion then Xayaza gains 150 bonus range against it.

Xayaza deals 10(+30%AP) plus 2%(+2% per 100AP) of target max health as bonus magic damage on-hit.

The Shiny Discount: Nashor's Tooth combine cost is reduced by 300 gold just for Xayaza, because she likes shiny things and the shop keeper is a sucker for cute things.

(Xayaza can basic attack allied champions, minions, pets, and structures.)

Bouncy Bounce (Q): Cooldown: 12/11/10/9/8 seconds; Cost: 60/70/80/90/100 mana; Range: 700 units Xayaza sends shimmering magic in the target direction, stunning all enemies struck for 1.25 seconds. This will reflect one time off of either an ally or enemy, the ally target gains 50/55/60/65/70%(+10% per 100AP) bonus movement speed for 2 seconds or the enemy target is dealt 50/70/90/110/130(+50%AP) magic damage, the reflected magic travels a further 700 units. If Boom-Back is currently in play then Bouncy Bounce will always reflect towards the closest mirror's location.

Enemies already stunned from any source are dealt 3/3.5/4/4.5/5%(+1% per 100AP) of their maximum health as true damage when struck by Bouncy Bounce. Bouncy Bounce stunning the same target again within 4 seconds only stuns it for 0.5 second instead.

(Enemies can receive damage multiple times from Bouncy Bounce.) (Xayaza can be hasted from Bouncy Bounce.)

Yea, Shiny (W): Cooldown: 7/6.5/6/5.5/5 seconds; Cost: 85 mana; Range: 1000 units Xayaza heals herself for 10/20/30/40/50(+40%AP) health and sends a shiny beam of light in the target direction, healing all allies struck by it for 10/20/30/40/50(+40%AP) health and reflecting off the first ally or enemy struck one time to travel a further 1000 units. Struck enemies by this beam of light shimmer for 4 seconds, when Xayaza attacks a shimmering enemy she gains 20/35/50/65/80(+10%AP) bonus ability power for 2 seconds.

Yea, Shiny will always try to reflect towards either Xayaza or the closest Boom-Back.

(Xayaza and struck allies can be healed multiple times for the same amount.)

Boom-Back (E): Cooldown: 9/7/5/3/1 second(s); Cost: 35 mana; Range: 1000 units Xayaza creates a special mirror at the target location for 4 seconds. The mirror is 100/120/140/160/180 units wide.

Xayaza and allies can reflect projectile line skill shots off of a mirror, the reflected skill shot acts as a brand new cast of that ability, reflection is based on what angle the skill shot hit the mirror at. Xayaza can target her basic attacks off a mirror like it was an ally minion.

(The mirror acts as impassable terrain for all units and grants some sight around it.) (The same line skill shot ability can reflect off mirrors multiple times.)

Mirror Body (R): Cooldown: 120/90/60 seconds; Cost: 100 mana; Range: 600 units Xayaza makes herself and nearby struck allies maximum shiny and reflective, granting them a mirrored body for the next 5 seconds, which makes them immune to enemy displacement effects, including knock-ups. Xayaza gains 120/150/180(+120%AP) shield for 5 seconds.

Xayaza and allies can reflect projectile line skill shots off of the Mirror Body targets, the reflected skill shot acts as a brand new cast of that ability, reflection is based on what angle the skill shot hit the target at.


P.S. For skill shots to reverse direction off of the Boom-Back mirror then they have to hit it at a 90 degree angle. This is how to deal massive amounts of damage with Bouncy Bounce by sending out the skill shot, it stuns the target and deals damage, then you place the mirror in front of you on its return and it will keep bouncing back and forth between the mirror and the target since it acts as a new ability every time it bounces off of the mirror.

12 Comments

ModEchoing3 votes

Well, that's actually a neat take on the whole mirror concept. Don't think I've ever seen anyone attempt to hit their own teammates to extend their range. Pretty cool.

The concept, however, is filled with bad patterns that will pan out poorly in practice. They certainly look cool and flashy, but they're not the least bit practical.

To begin with, current itemization doesn't support the AP marksman. Attempting to blend them results in having to buy very expensive items just to keep the same pace as the traditional crit marksman. This is "solved" with an obscene 80% AP ratio on the passive under certain circumstances, which leads to incredibly abusive gameplay under those circumstances (80% tends to be the realm of hard-to-hit nukes, not autoattacks) but mostly blows up in the player's face since the player has no fine control over their targets and has to hope that their ally is within AA range and that their ally is near the target they want to hit.

Since target selection's really important to a marksman's functionality, that means the passive's a both a crutch to make the concept work at all as well as an outright liability as the player can't reliably hit their intended targets if they have to rely on allied proximity. It succeeds at being rather innovative and unique in applying autoattacks, but doesn't work on a practical level.

The rest of the kit is alarmingly overloaded to make a support carry functional. With how much damage Xayaza can output, having even a 1.5 second stun and a wall that also reflects projectiles is far, far too much. The typical marksman generally carries only one utility option, sometimes two if the first one is just a slow. It's intended to be their fallback pattern if they can't get ahead - a 0/8 Graves still has his Smoke Screen, a 0/8 Ashe can still slow and initiate fights, and so on. Xayaza's "fallback" pattern seems to be to play as a full-blown support, which is incredibly dangerous given the nature of the passive. Having a stun (on a reasonable 1 to 1.5 second duration, mind - 2.5 seconds is too long) is okay. Having a wall is okay. Having a heal is okay. Having all three of these tools on what is ostensibly also a marksman is NOT okay. If they're already really powerful while behind, imagine how oppressive it is to play against them while they're ahead.

Lastly, while reflection mechanics are really cool in certain games, League is not one of those games. Very often, what's going to happen with the ult is that it's just a shield - an admittedly powerful shield, but also a brief shield that can be easily waited out. Because of constant movement, most reflected shots aren't going to hit anyone. The shots that do hit someone are going to cause immense frustration; absolutely no one wants to fire a Morgana Q or Caitlyn critical headshot at someone and watch that bounce back and hit them - or worse, their squishy ally. This also has awkward interactions with pulls that I'm not sure can be reconciled.

I think there's some potential here, but the concept needs to be either a marksman or a support. It can't be both - while we have supporting marksmen like Ashe and, to a lesser extent, Varus, they're still predominantly marksmen. Trying to combine both of them means incredibly high damage and incredibly high utility, which leads to an incredibly high ban rate. Once the concept's role is solidified, the abilities should theoretically sort themselves out - about one ability could be retained without issue as long as the others are replaced with something that suits the role.

Stacona1 votes

Nukes also have high base damage, this is entirely ratio based excluding your base AD, an then mitigated by magic resistance. The other factor that needs to be considered is that the reflected attack always goes to the closest enemy which either is a minion or tank. Plus the damage hits a massive fall-off when you are not utilizing your team for this. Also Nashor's Tooth, Rageblade, Gunblade are all things that support it, but mainly you need Nashor's Tooth and attack speed boots. With Nashor's Tooth it turns into 95%AP, crit marksman could be between 300 - 800 damage an auto, this is the middle ground of about 500 damage an auto with Nashor's Tooth included in a late game build, so you are looking at more of the average damage and does not include magic resistance reduction in that.

The reflecting attack hits the closest enemy to that target, you can still choose who you attack, but this is to showcase that marksmen are meant to hurt tanks, not squishies since that is the closest target to you. Also offers better counter play for the opposing team since they know that Xayaza is either short ranged or can only hit the closest enemy at a long range.


Her own abilities reflect off the mirrors as well, so she can bounce around her Q+W everywhere and everyone can play a game of PONG with this mechanic, it is a fun element to the game and that is the most important part. The base shield can probably go down some more focusing on the ratio since the purpose here is have a champion gold reliant, not level reliant.

You can have a supportive damage dealer, that is why she is ability power based, she is a hybrid of a marksman and a mage, but most of her damage is still going to be from basic attacks unless you really set up your abilities for offense. Boom-Back is set up to be a multiple use case spell, you can use it as a defensive projectile block for a few projectiles (the return projectiles are easily avoidable), use it to help bounce around your your Q+W a bunch which means you do not want the enemy to break the mirror, or use it as a mini anivia wall to wall of someone's escape path (it is like one-fourth of the size).

Also need to keep in mind where her power is at and when her power is at and if there are opportunities of weakness that the opponent can take advantage of. Yes, she has a lot going for her and is very strong with her team by using them to buff herself up while dealing a ton of damage, but if she is ever alone then she is fragile and easy to blow up, she requires a lot of skill to play well and is not an easy champion in the slightest, requires teamwork to be strong, also her early game is on the weak side and requires 2+ items before becoming strong, and considering how her passive works she is very vulnerable if you can get on top of her. Plus if you have ways to separate Xayaza from her team that is a point of hard countering with champions, like use a Gragas or Lee Sin ultimate.

Her defense mechanism is her short ranged stun, which is a skill shot so it can be dodged, allowing room to destroy her in that case. Unlike Wind Wall, the mirror can actually be destroyed, and a lot of her power comes from using that mirror to boost up her power meaning you do not want to place it to block things and instead use it to make yourself more powerful or setting up a teammate to do well.

The one thing I can do is reduce the stun duration on Bouncy Bounce and add in an ability power ratio to reduce snowballing with it and still allow for the long stun duration at 500+ ability power. Downside would be in an unrealistic 1,000+ ability power she would get a 3+ seconds stun, but in this case everyone can have multiple forms of tenacity between mercs and health elixer that gives tenacity so it ends up not being that big of a deal in the end - also still a line skill shot so can be dodged and if it is bouncing around everywhere then as long as the squishies are standing behind something they can never get hit by it, especially with its short range.


For passive damage, I think I may split up the damage between flat and % max health so less effective vs everyone while still being strong against tanks.

ModEchoing3 votes

I'll take this one step at a time. I wrote this post up in the middle of editing, so some of it is already addressed and I'm too tired to make any further editing.

Nukes also have high base damage, this is entirely ratio based excluding your base AD, an then mitigated by magic resistance.

I have no idea what this statement is addressing. None of this concept's bases are very high, nor do I care much about those numbers.

The other factor that needs to be considered is that the reflected attack always goes to the closest enemy which either is a minion or tank. Plus the damage hits a massive fall-off when you are not utilizing your team for this.

This is...exactly my argument, actually. Since Xayaza's target selection is a total write-off, you're generally better off with a marksman capable of actually hitting their target if you can't capitalize on having a tank next to your enemy of choice. It's not fun having the concept's AA damage locked behind unreliable ally positioning.

Also Nashor's Tooth, Rageblade, Gunblade are all things that support it, but mainly you need Nashor's Tooth and attack speed boots. With Nashor's Tooth it turns into 95%AP, crit marksman could be between 300 - 800 damage an auto, this is the middle ground of about 500 damage an auto with Nashor's Tooth included in a late game build, so you are looking at more of the average damage and does not include magic resistance reduction in that.

Nashor's Tooth is 3000 gold and unremarkable before completion. Rageblade is 3000 gold and makes a solid case on why the passive's damage is overtuned. Gunblade is a whopping 3400 gold. Rageblade and Gunblade also waste some gold efficiency on AD bonuses the player isn't really going to use.

Meanwhile, Infinity Edge is 3400, but any upgraded Zeal item is 2600. Having the two is already a pretty significant power spike, while the aforementioned items in that build require the whole thing to come together before taking off. Your average crit marksman will get online much faster and with generally more useful items, inflated ratios notwithstanding.

The reflecting attack hits the closest enemy to that target, you can still choose who you attack, but this is to showcase that marksmen are meant to hurt tanks, not squishies since that is the closest target to you.

Fundamentally incorrect. Large amounts of flat damage tend to splatter squishies and have noticeably less impact on tanks. That is part of the definition of tank and squishy.

Also, not helping the passive's case here - while I can't speak for everyone, I personally like to be able to hit whoever I please as a marksman player myself.

Also offers better counter play for the opposing team since they know that Xayaza is either short ranged or can only hit the closest enemy at a long range.

This is negated by the rest of her kit, which closes out all gaps. When a marksman can stun and set up targetable walls, the "counterplay" of having a short normal range doesn't have much of an effect. It's also still frustrating for the Xayaza player.

Her own abilities reflect off the mirrors as well, so she can bounce around her Q+W everywhere and everyone can play a game of PONG with this mechanic, it is a fun element to the game and that is the most important part.

Who are you replying to?

No, seriously. This isn't part of my critique at all.

You can have a supportive damage dealer, that is why she is ability power based, she is a hybrid of a marksman and a mage, but most of her damage is still going to be from basic attacks unless you really set up your abilities for offense.

Yes, it's possible to have a supportive damage dealer - see Ashe - but they're still predominantly a damage dealer, and their kit reflects as much. Without her ult, Ashe still has less CC than any support you can name. That's because if you have support-level CC on a champion with marksman-level autoattacks, the resulting champion sets themselves up, has little to no weaknesses, and is generally nigh-uncounterable. Xayaza isn't at that point, but she's close, and requires a disproportionate effort compared to the amount of effort she needs to put in to be stopped.

Also, given that Xayaza's all about AP scaling, having strong autoattacks also means having strong spells. That's kind of a core problem with the assertion of a support damage dealer.

Boom-Back is set up to be a multiple use case spell, you can use it as a defensive projectile block for a few projectiles (the return projectiles are easily avoidable), use it to help bounce around your your Q+W a bunch which means you do not want the enemy to break the mirror, or use it as a mini anivia wall to wall of someone's escape path (it is like one-fourth of the size).

I have to reiterate: Who are you replying to? I already understand how the kit works. Explaining it to me again is not a proper substitute for a reasoned argument.

Also need to keep in mind where her power is at and when her power is at and if there are opportunities of weakness that the opponent can take advantage of.

I do keep these things in mind. Xayaza's really good at making sure she has no opportunities of weakness by using the wall to block incoming projectiles and/or people as well as just stunning them and walking away. The only way she's getting caught if she's aware of her enemy is if the enemy burns summoner spells or other significant cooldowns. Given that nothing obliges Xayaza to ever go anywhere alone, it's also reasonable to assume her (presumably) tank support is accompanying her. Being caught out alone is not a weakness if you have no reason to ever be alone.

Yes, she has a lot going for her and is very strong with her team by using them to buff herself up while dealing a ton of damage, but if she is ever alone then she is fragile and easy to blow up, she requires a lot of skill to play well and is not an easy champion in the slightest, requires teamwork to be strong, also her early game is on the weak side and requires 2+ items before becoming strong, and considering how her passive works she is very vulnerable if you can get on top of her.

Since I addressed the first bit there, let me just kinda zero in on this one bit in particular:

she requires a lot of skill to play well and is not an easy champion in the slightest

High skill floor doesn't excuse sheer power. That's why Azir has been such a balance issue in the past. Eventually people are going to figure out how to play a champion well, and then they end up broken and in need of nerfing.

Requiring teamwork is not a weakness. That is a basic gameplay tenet.

It's really hard to have a bad early game when you can stun people for 1.5 seconds from level 1. It's really, really hard to have a bad early game when you can self-sustain and block abilities. Xayaza's items are expensive, yes, but given this kit makes supports envious, this isn't much of a downside.

Plus if you have ways to separate Xayaza from her team that is a point of hard countering with champions, like use a Gragas or Lee Sin ultimate.

Given that most marksmen die to this, it's not really a character-specific hard counter. Shared class weaknesses do not offset these kinds of strengths.

Her defense mechanism is her short ranged stun, which is a skill shot so it can be dodged, allowing room to destroy her in that case. Unlike Wind Wall, the mirror can actually be destroyed, and a lot of her power comes from using that mirror to boost up her power meaning you do not want to place it to block things and instead use it to make yourself more powerful or setting up a teammate to do well.

Who are you replying to? I never made mention of how she was lacking a defense mechanism. If anything, her ENTIRE KIT is a defense mechanism, and that is a significant problem.

The one thing I can do is reduce the stun duration on Bouncy Bounce and add in an ability power ratio to reduce snowballing with it and still allow for the long stun duration at 500+ ability power. Downside would be in an unrealistic 1,000+ ability power she would get a 3+ seconds stun, but in this case everyone can have multiple forms of tenacity between mercs and health elixer that gives tenacity so it ends up not being that big of a deal in the end - also still a line skill shot so can be dodged and if it is bouncing around everywhere then as long as the squishies are standing behind something they can never get hit by it, especially with its short range.

...no, that is not "the one thing you can do". That is far from "the one thing you can do". There are many things you can do here. My recommendation is to pick whether Xayaza is a marksman or a support, and balance accordingly for that role, instead of trying to be both and being terribly overloaded with both incredibly high damage and incredibly good CC and utility. In any iteration, though, a 1.5 second stun is massive for a marksman - Vayne's the only marksman capable of stunning with a basic, and she has to knock an enemy into a wall to get that 1.5 second stun.

I'm honestly trying to help here. Right now, any weaknesses Xayaza has are almost totally mitigated by her overwhelming strengths letting her safely cover everything. As either a support or a marksman, it's too much, and Xayaza needs to be focused down one role and focused down one particular unique output.

Stacona1 votes

The passive is still a choice between short range and target selection or very long range and you lose that selection forcing closest target damage, you still can choose which ally you attack which has a choice there, including the fact that the mirrors are target-able for Xayaza only so she can control her extended range there.

I am thinking that I may bring up her minimum bonus damage a little bit so that the enhanced damage is a 50% damage boost when using an allied champion rather than double damage. Doing this addresses that control aspect a little bit, but still encourages team play heavily, which I want her unique element to shine through rather than just be another normal marksman and this is why she is ability power for that control and allow her to be unique (also allows for low base value spells for high ratios).

A part of the balance to the long range is closest target because I know how powerful having a bunch of range is, so if the long range has a predictable element for the opponent then they will not feel cheated when playing against Xayaza, and her defensive element is a short ranged skill shot stun with no mobility unless you bounce your Q off a mirror to hit Xayaza, which requires skill for that mobility - so her escape (stun) can be dodged so it does not feel cheap, also her offensive tool when used with Q bouncing back and forth between the target and a mirror (like the non-RNG controlled version of Fiddle's E).


Ashe actually has as much crowd control as any support in the game excluding some exceptions like Nautilus who has a root for his passive, plus she has global vision with hawk shot, Varus has pretty similar utility but trading a stun for a root for more damage. Xayaza is in the same boat where instead of initiating on her own, she can set up her team to initiate using her mirrors for reflection and extending their skill shot ranges like they are a Vel'Koz Q which I think would be super cool (should be obvious, but only projectile line skill shots apply, so this cannot work for things like Lux or Vel'Koz ultimates since they are not projectile line skill shots). Imagine having Amumu on your team where he can bounce his Q off a mirror, essentially roughly doubling its range, and stunning a back line target with it with the reflection by angling everything correctly (non-smart cast / non-quick cast will show how it gets reflected off the mirror).

Xayaza has a team heal, an unique trigonometry spell that allies can use for cool playing making, a shield, and a stun for following up on allies. But her damage is still there between her basic attacks and Q+E setup. Her focus is mainly damage as well, even though she has strong supportive elements in her kit.


ModEchoing3 votes

The passive is still a choice between short range and target selection or very long range and you lose that selection forcing closest target damage, you still can choose which ally you attack which has a choice there, including the fact that the mirrors are target-able for Xayaza only so she can control her extended range there.

Or I can play Caitlyn and hit anyone within that generous 650 range.

Comparative to any other marksman, Xayaza still suffers from a lack of target accessibility. No other marksman has this restriction, and it's misleading to claim that Xayaza still has choices on who to target.

I am thinking that I may bring up her minimum bonus damage a little bit so that the enhanced damage is a 50% damage boost when using an allied champion rather than double damage. Doing this addresses that control aspect a little bit, but still encourages team play heavily, which I want her unique element to shine through rather than just be another normal marksman and this is why she is ability power for that control and allow her to be unique (also allows for low base value spells for high ratios).

...except that the passive damage is far, far too high, purposefully overblown just to make the AP marksman work. Increasing the minimum damage flattens her weaknesses and makes her even more overwhelming.

A good champion has identifiable weaknesses that aren't a pain in the ass for their player. The few identifiable weaknesses for Xayaza are a massive pain in the ass for her player compared to any marksman because you're using an entirely different scheme to hit people. The entire passive is one of the core problems plaguing this champion - it needs to be replaced entirely, preferably with something that doesn't give Xayaza at least 40% AP ratio on attacks.

Ashe actually has as much crowd control as any support in the game excluding some exceptions like Nautilus who has a root for his passive, plus she has global vision with hawk shot, Varus has pretty similar utility but trading a stun for a root for more damage.

This is incorrect. Ashe and Varus, along with most other marksmen, with only their basics, have nothing but slows. That's why an ultimate with actual crowd control is such a big deal for them, since it's very much out-of-class CC.

Contrast with this incomplete list of supports: Thresh: Stun, knockback, the single biggest slow in the game Leona: Spammable stun, brief root, AoE stun Nami: Stun, slow, knockup+slow Janna: Stun, slow, massive AoE knockback Lulu: Slows, not-quite-a-stun-but-close-enough, knockup Morgana: Longest root in the game, potential 5 man stun Rakan: Knockup, charm

That includes their ults, yes, but even with their basics they're bringing much stronger CC than any marksman short of Vayne near a wall can ever hope to bring with their basics. That's why it's such a game-changing deal that Xayaza has a stun as a basic, and why it skews her power disproportionately.

Xayaza is in the same boat where instead of initiating on her own, she can set up her team to initiate using her mirrors for reflection and extending their skill shot ranges like they are a Vel'Koz Q which I think would be super cool (should be obvious, but only projectile line skill shots apply, so this cannot work for things like Lux or Vel'Koz ultimates since they are not projectile line skill shots). Imagine having Amumu on your team where he can bounce his Q off a mirror, essentially roughly doubling its range, and stunning a back line target with it with the reflection by angling everything correctly (non-smart cast / non-quick cast will show how it gets reflected off the mirror).

This is actually a convincing argument to focus exclusively on support. Extending ally range is pretty powerful and deserves a whole kit to itself. It does not belong on the same kit with massive damage and CC.

You're right though, that would be pretty cool.

Xayaza has a team heal, an unique trigonometry spell that allies can use for cool playing making, a shield, and a stun for following up on allies. But her damage is still there between her basic attacks and Q+E setup. Her focus is mainly damage as well, even though she has strong supportive elements in her kit.

Who are you talking to? This is a summary statement that doesn't make any sense when used as a counterargument.

Stacona1 votes

You can ALWAYS choose who you attack, including having an ability you have full control over that uses your passive, so you can choose which ally to reflect your attack off of to hit the target you want to hit since you KNOW it hits the closest enemy to THAT target. If you have a melee champion on top of the target you want to hit then guess what you basically function like a 600-700 range marksman since you are attacking exactly who you want to attack with the increased damage.

Not to mention you can use your Boom-Back mirrors to control what you are attacking at an extended range, but I want the extended range to feel like it requires actual skill to use than be a mindless thing like all the other long range marksmen. I think most people would appreciate a marksman than actually has to think about their right-clicking rather than be a brainless act, almost treating it like a targeted skill shot (that statement contradicts itself, but roll with it), rather than a true basic attack so we can grant it a powerful effect like super long range and still be fair for the opponent to play against and not feel hopeless or frustrated playing against Xayaza.


By the way, reflected basic attacks are still your basic attack so attack damage and on-hit effects still apply like normal, so you still deal Rageblade's attack damage; this means you can forget about ability power altogether and just build attack damage, crit, attack speed rather than ability power and attack speed, also another reason why base values are very low while ratios are very high since crit attack are super strong and ability power is a controlled power for balancing purposes.

ZaneShadow2 votes

Neat. I enjoyed reading your kit, though I didn’t go over it in detail. I like it’s first impression at least

Stacona1 votes

I want it to feel like she is reflecting everything off of everything.

I may redo the heal to better match this gameplay better, but it will still be a high ratio and low base heal with doubling or even tripling its value based on certain met requirements like how it is now. I am thinking of having it as a line skill shot as well so it can bounce around everywhere to interact with E and R, but just casting the ability will self-heal Xayaza, to further get healed you must be struck by the bouncing light, so be like a AoE heal skill shot, except it can bounce off allies or enemies one time like the Q (refreshing on a mirror hit from allied mirror bodies or Boom-Back to keep up the bouncing healing light), maybe if it hits an enemy they receive grievous wounds for a duration while allies just get the heal.

Be an interesting and fun way to get somewhere between weak healing and super powerful healing varying on the user's skill with the ability, make the ability more than just a heal. Just using it without setting it up can double Xayaza's healing since she can use it for the self heal, hit an ally with it which heals it and then bounces off the target and passes through Xayaza for another heal (aka double healing).

I think I will do this, I like having the ability kit interacting with itself, makes it more fun to use that way.

Stacona1 votes

Update Notes going here since they are so long:

UPDATE NOTES (2):

Mirror's Sword: Damage adjusted to 10(+25%AP) plus 2%(+1.5% per 100AP) of target max health as bonus magic damage on-hit, doubled if reflected off an allied champion; from 15(+40%AP) bonus magic damage on-hit, doubled if reflected off an allied champion. (Make this less all around good and focus higher on its intended purpose of killing tanks rather than able to kill everyone with it (hence to why it is closest enemy to the target). Flat damage still needed to last hit minions, they have low health values unless it is a large minion.)

Bouncy Bounce: Cooldown changed to 12/11/10/9/8 from 10 seconds Cost lowered to 60/70/80/90/100 from 70/80/90/100/110 mana

Stun duration lowered to 1(+0.25 per 100AP) from 1.5/1.75/2/2.25/2.5 with no scaling seconds. (Yes, this is a nerf to the stun duration no matter how you look at it, it is only a buff in unrealistic ability power scenarios which will never occur in a real game. You can replicate the unreal scenarios in either a practice game, fun custom game, or a game vs bots. Reasoning here is reduce the chances of make a hyper marksman [who still has mage-like elements through-out the kit] from snowballing due to a long stun duration, but still offer that long stun duration in the late game once she has her items bought.)

Bonus damage against already stunned enemies lowered to 3/3.5/4/4.5/5%(+1% per 100AP) of target max health true damage from 4/4.5/5/5.5/6%(+1.5% per 100AP) since Xayaza's passive damage now also deals target % max health as magic damage; bouncing between the target and a mirror is meant to be a reward mechanic more towards burst against squishies when setting up the spell interaction correctly anyways. Stun lock out for Bouncy Bounce's stun lowered to 4 seconds from 5 seconds against the same target (to match Boom-Back's mirror duration), this is only in place to ensure there can never be chain stunning from the same ability.

Yea, Shiny: Cooldown adjusted to 7/6.5/6/5.5/5 from 8/7/6/5/4 seconds

Boom-Back: Removed enemy projectile blocking, the mirror(s) are now invincible for the full duration, and the single target line skill shot nukes removed entirely as well. Mirror duration lowered to 4 from 5 seconds Cooldown lowered to 9/7/5/3/1 second(s) from 10 seconds (can now have multiple mirrors out at a time at a high enough rank and ) Cost lowered to 35 from 55/60/65/70/75 mana Mirror width reduced to 100/125/150/175/200 from 150/175/200/225/250 units (make it more Trundle pillar than Anivia wall since multiple walls can now be in play at a time) Sight radius reduced by quite a bit from a large amount of sight around it to some sight around it; roughly one-third the sight radius since that is how much more mirrors can be in play at a time.

(Sight is a great utility to have for a marksman and walling people off, even as tiny as it is when compared to the massive Anivia wall, sets up her team for alternate use cases and does not need much more than that and we can remove unnecessary fluff from her kit here. So now the ability's main function is for setting up her Bouncy Bounce and Yea, Shiny to do well and allow for skill expression and hardcore trigonometry with bouncing skill shots all over the place with elaborate setups for that!)

Mirror Body: Cooldown lowered to 120/90/60 from 150/130/110 seconds Mirror Body / Shield Duration increased to 5 seconds from 3 seconds Shield duration / Mirror Body health adjusted to 120/150/180(+120%AP) from 150/200/250(+100%AP)

Utility effect changed to Mirror Body targets are immune to enemy displacement effects, which includes knock-ups; from all secondary effects (includes all crowd control) and reflecting the enemy projectile off the target to harm the enemy team if the reflected projectile hits an enemy with everything about it being the same. (This is to reduce fluff from Xayaza's ability kit and focus her power into doing specific things rather than everything.)

Clarified that the Mirror Body targets act like Boom-Back mirrors for allied skill shots which is the core purpose of the ultimate of allowing everyone struck to gain the Mirror Body effect to be able to play PONG with Bouncy Bounce, Yea, Shiny, and their own line skill shots! I really like this reflecting element to the kit and want this to be the main focus point with Xayaza and willing to remove unnecessary fluff that adds to her power for no real reason, and the reflecting mechanic done this way adds to her skill levels without making her over the top when played well.

Stacona1 votes

UPDATE NOTES (3): Mirror's Sword: Adjusted damage so that Xayaza is less weak without an allied champion and less strong with one, making the damage difference less extreme since whether she uses an ally minion or mirror or using her own basic attacks she is losing range for that, and she is a short ranged marksman so her damage should be so low by using her natural full controlled basic attacks.

Allied champion reflected attacks are now 50% increase damage from 100% increased damage. Damage changed to 10(+30%AP) plus 2%(+2% per 100AP) and 15(+45%AP) plus 3%(+3% per 100AP) Damage changed from 10(+25%AP) plus 2%(+1.5% per 100AP) and 20(+50%AP) plus 4%(+3% per 100AP)

Yea, Shiny: No longer applies grievous wounds to struck enemies for 4 seconds. Now applies a shimmering debuff on struck enemies for 4 seconds, when Xayaza (only Xayaza) basic attacks these targets she gains 20/35/50/65/80(+10%AP) bonus ability power for 2 seconds. Attacking a debuffed target again refreshes the buff duration, but the effect cannot stack. The ability power ratio will not increase from the buff's ability power boost, so no infinitely increasing ability power for constantly re-applying a new buff, the value will stay the same based on the ability power you permanently have from masteries and items.

(Decided to push Xayaza harder into the damage dealer role that she is supposed to be, so less supportive effective with removing the grievous wounds for more damage with the bonus ability power by using her heal in an offensive manner. Heal is needed to make up for the lack of life steal items and not force Xayaza to build a Gunblade, the heal makes the user not want to build life steal items because you do not need them.)

Boom-Back: Mirror width reduced to 100/120/140/160/180 from 100/125/150/175/200 units (Make the ability slightly less wall-off-y and focus on its reflective properties more, especially since a lot of mirrors can be created with the cooldown reduction, max rank, and supplied mana for this.)

Added "projectile" to the tooltip for clarification that only projectile line skill shots can reflect off the mirrors, no actual change was made. Same with Mirror Body. Clarified that the same projectile line skill shot ability can reflect off of mirrors multiple times if Xayaza sets up multiple mirrors (high enough cooldown reduction and ability rank) to do this, no actual change was made.

Stacona1 votes

UPDATE NOTES (4):

Other: Basic attack range increased to 500 from 450 units (Just loosening up the restrictive nature of Xayaza's ability kit a little bit so she has more control over who exactly she wants to attack rather than only be about reflecting her attacks off a target, this helps her interaction with Boom-Back's mirror as well. The long range basic attacks are still going to be forced to attack the closest target around the friendly target that was attacked to balance out that range and not make it a brainless act.)

Mirror's Sword: Basic attack range to allied champions increased to 650 from 600 units (because of the attack range increase, still 150 bonus range) Reflected attack range from friendly unit to closest enemy increased to 600 from 500 units No longer deals increased magic damage for reflecting an attack from an allied champion. Special interaction added: Nashor's Tooth costs 300 gold less in the combine cost just for Xayaza! Since her build is naturally so expensive, this will help smooth out its cost a little bit, since the interaction is champion specific we can balance it around Xayaza and not break the game's balance.

(Decides that the attack reflection should be for the range increase, not dealing more damage. This will help balance Xayaza's damage and make it for she is not ultra reliant on her team to succeed, only partially reliant like most marksmen are.)

Bouncy Bounce: +0.25 per 100AP stun duration removed Stun duration increased to 1.25 seconds from 1 Now Bouncy Bounce will always stun struck enemies, but stunning enemies within 4 seconds from Bouncy Bounce will reduce the duration to 0.5 second instead of the full 1.25 seconds (This makes more sense to what I want from the Q+E interaction which is constantly bouncing between the target and the mirror dealing insane damage by doing it correctly with a low stun duration followed up by annoying micro stuns with successful bounces against the same target, rather than one really long stun duration.)

Boom-Back: Clarified better that Xayaza can target, aka right-click, a mirror to treat it like an allied minion. She has control over her extended range this way, rather than be reliant on her allies, while be clear to the opponent of why they are being damaged and how to avoid it since the mirror is a static location and reflected attacks can only damage the closest target to them.

Mirror Body: Now only grants Xayaza 120/150/180(+120%AP) shield for 5 seconds, rather than all struck allies. Now Mirror Body no longer has a health pool, which means it no longer shatters if the shield value breaks since only Xayaza gains a shield now, it still grants targets immunity to enemy displacement effects, including knock-ups (upwards displacement). Can still reflect projectile line skill shots off of mirrored body targets the same way as Boom-Back mirrors. (This is more of an attempt to clarify that Xayaza is a marksman first and foremost and is meant to deal damage by making her ultimate only protect herself from damage and supportive elements are a secondary effect for that utility-marksman gameplay.)


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