My Xin Zhao Rework Idea

iLBGAMing··1 votes·716 views

Xin Zhao http://imageshack.com/a/img924/152/lZDJa1.jpg

Update: Passive name to be changed, the recent changes were by other helpful people in the comments section.


Passive: Seneschal of Damacia

Irrelavant Odds (name to be changed): When Xin attacks an enemy that was not the target of his previous basic attack, he reduces the cooldown of his abilities by 1 second. This is doubled to 2 seconds if all of his activatable abilities are on cooldown.


Q - Triple Strike

Cost: 50 mana Cooldown: 10 / 9 / 8 / 7 / 6

Physical Damage: 40 / 55 / 70 / 85 / 100 (120% AD)

Active: Strikes an enemy 3 times, each strike causes enemy to be slowed, each strike slow build's up to the total slow.

This ability reset's auto attack timer.

Each Strike Slow: 10% / 11.6% / 13.3%/ 15% / 16.6% (by rank) Total Slow: 30% / 35% / 40% / 45% / 50% (by rank)


W - Unstoppable Warrior

Stack duration: 5 seconds Maximum Stacks: 10

Passive: When Xin enters combat he gains 1 stack of Unstoppable Warrior for each second in combat. 2 stacks are gained when damaging a unit with abilities, when Xin is out of combat he begins to loose the stacks.

Number of stacks × missing health percentage = Heal

Heal: 1% / 1.25% / 1.5% / 1.75% / 2% of Xin's missing health (based on W rank)


E - Audacious Charge

Cost: 80 mana Cooldown: 10 / 9.5 / 9 / 8.5 / 7 Duration: 5 seconds Duration when fully charged: 2 seconds

Physical Damage: 105 / 145 / 195 / 245 / 305 [60% AD] Movement Speed: 45 / 65 / 85 / 100 / 125 Enemy Stun Duration: 1.5 seconds.

Xin gains movement speed upon activation of this ability and begins to run and prepare at the same time for his Charge, Xin needs to move to begin charging, when fully charged he can continue running for 2 seconds if not hit a single target the ability gets cancelled and goes on cooldown.

Upon collision of an enemy, if they are pushed into a wall they get stunned, if hit with no terrain around they get knocked back for knockback range of 125. When Xin collides with the enemy in either way he will strike a basic attack automatically after the collision.

If Xin misses an enemy and hits the wall he gets stunned for 0.75 seconds.

Only one enemy can be effected by this ability, this does not apply for jungle monters and minions who all take the damage if in range.

If an enemy is killed by Xin or he gains an assist the cooldown of this ability gets reset.


R: Battle Adrenaline

Cost: 150 mana Cooldown: 150 / 125 / 100 Duration: 6 / 7 / 8

Xin gains 10% / 12.5% / 15% (+1% per 1 stack of Unstoppable Warrior) damage reduction and Tenacity by 10% (+1% per 1 stack of Unstoppable Warrior) for 5 / 6 / 7 seconds. While active, assist adds an additional 1 second to the current duration and kills add 2 seconds.

If Xin is below 50% health these bonuses are doubled, and if Xin is below 25% health these bonuses are tripled.

I would appreciate any kind of feedback and overall opinions about this ^^

If this is a bad rework, write in the comments section of reasons why.

6 Comments

wiplash da beast1 votes

look I like this idea but his passive is just Wu Kongs passive but thats really the only problem with this rework

iLBGAMing1 votes

[{quoted}](name=wiplash da beast,realm=OCE,application-id=A8FQeEA8,discussion-id=FHFZwPEL,comment-id=0000,timestamp=2017-09-07T11:07:06.075+0000)

look I like this idea but his passive is just Wu Kongs passive but thats really the only problem with this rework

Yeah I knew that might come as a problem. The thing about wukongs passive is that it doesn't really suit him (riot are planning to rework him anyway), the reason why I see this passive being good on Xin is because he's this unstoppable warrior, who can beat anyone at any odds according to his lore, he even has a line where he says "I might be outnumbered but even the odd's can't stand against me".

The thing about this rework is that I tried to make Xin's kit fit as much as possible to his lore and make him more skillful to play instead of this point to click abilities + AA with a random crit and attack speed. I tried to make him more of a tank-ish warrior who is high risk, high reward kinda champion.

But as of now I will cross off his current passive and try to come up with something else that could be different but just as good, thank you for the feedback anyway.

showcase251 votes

Here are some design considerations with your rework:

Passive

I'll get to this when you get back to it, but as an suggestions:

On Hit Self Targeted Buff

Whenever Xin attacks an enemy unit that was not the target of his previous basic attack, he gains 20% / 30% / 40% / 50% attack speed for 1.0 seconds.

OR

On Hit Cooldown Modifier

Whenever Xin attacks an enemy unit that was not the target of his previous basic attack, he reduces the cooldown of his abilities by 1.0 second. This is doubled to 2.0 seconds if all of his activatable abilities are on cooldown.

Q First - Tripple Triple

Now that thats out the way, since many patches ago, slows dont stack additively. Maybe your breaking convention. Cool, but a suggestion would be to have each strike slow, but the next attack simply be +X% of a stronger slow than the last, rather then saying it will additively slow. The current iteration also seems like he has to focus on one target, when he can defeat many, no matter the odds. Also, the way its worded seems like 3 different attacks over time, but is a spell... and not a auto attack modifier. Lastly, because he is heavy on both aa's and passives, his third attack should have an additional effect, which should be a small conic area of effect, say 200 range with 30 degrees conic area. Double base damage is another option.

W This is very similar but less powerful and Trundle's passive. I would change this to a stacking effect, gaining one stack for each second in combat, where he gains X% life steal per stack (or heals for x% of missing health), losing one stack for each second while not in combat. Double stacks are gain when damaging an enemy unit with an ability (so 3 strikes for 2 stacks each for his Q). This ability is great thematically since the counter play is burst damage/assassination, versus drawn out fighting and outmatching him, which he excels at as a character.

E A new take on his charge. I would suggest having it reset on kill or assist this really helps with fighting and defeating many enemies. And you must state the duration of the charge, if he can change duration while charging (like Sion Ult), Lastly, 5 seconds all levels will feel oppressive with the stun. You can either change it to a additional strike when they collide (which is great for the updated W) or double the cooldown, and have it reduced by 50% if he doesnt carry them into a wall and stun them. And the knock back should be really small, no greater than 200 units.

R This suggestion, combined with the above ones will fully flush out the theme of being king of large drawn out combat, simply enhancing your current idea:

##R: Battle Adrenaline Self Targeted Buff | On Takedown Spell Modifier Cost: 100 Cooldown 115 / 105 / 95

Xin gains 10% / 12.5% / 15% (+1% per 1 stack of Unstoppable Warrior) damage reduction and reduces the duration of crowd control, and status effects Tenacity by 10% (+1% per 1 stack of Unstoppable Warrior) for 5 / 6 / 7 seconds. While active, assist adds an additional 1.0 second to the current duration and kills add 2.0 seconds.

If Xin is below 50% health these bonuses are doubled, and if Xin is below 25% health these bonuses are trippled (at least your you're consistent) tripled.

  • The additional % bonus is dynamic throughout the spells duration. Gaining more stacks of Unstoppable Warrior while this is active, he will gain the increased bonus Damage Reduction and Tenacity.
iLBGAMing1 votes

Thanks for the feedback, these look like really good ideas. Also for the "tripple" "at least your consistent" it's you're btw :D and I will read through this more carefully a couple more times to wrap my head around these changes ^^

iLBGAMing1 votes

Thanks for the feedback, these look like really good ideas. Also for the "tripple" "at least your consistent" it's you're btw :D and I will read through this more carefully a couple more times to wrap my head around these changes ^^

I liked both of your passive ideas, as well as the stackable W, would it be a good idea if his third Q strike would Crit for 100%?

The way his E would work is kinda like a mix between a sion ult and hecarim E but with a little more control, the duration of the charge should be something like 3 seconds I think. One thing I wasn't sure what you mean is that his E would feel "oppressive with the stun" as for the "additional strike" i'm agreeing with this in a way, making it reset when Xin get's a kill or an assist makes him better in teamplay so I agree with you here. The knockback would have to be 100-200 like you said.

The ult changes sound all good and I liked that you made his W important in synergy with his other abilities. Thanks for the help.

[slayer-pantheon-thumbs]

showcase251 votes

it's you're btw :D

Just when i thought i was cool. lol

I liked both of your passive ideas, as well as the stackable W, would it be a good idea if his third Q strike would Crit for 100%?

Simple, strong, and really seems like hes putting in extra force for the third strike so it fits thematically. I would say make it crit for 100% as the bonus.

I wasn't sure what you mean is that his E would feel "oppressive with the stun"

My silly self confused the Cooldown - 10 / 9.5 / 9 / 8.5 / 7 with the Duration: 5 seconds. If you can cast the spell every 5 seconds at all levels, it would be oppressive, consistently (and probablly) being stunned once out of every 5 seconds. But please, disregard.

The ult changes sound all good and I liked that you made his W important in synergy with his other abilities. Thanks for the help.

Glad to help. Take all the suggestions as you like. I do think they would go well together for a rework.

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