Loida, the Artillery Commander

Stacona··2 votes·2,078 views

Loida and Tristana are the same age which met each other and had play dates with each other when they were wee little baby yordles. These two really did not hit it off until they grew up and were in yordle military school together which they both ended up graduating at the top of their class and are leading roles for their divisions; Tristana ended up being a destructive and fearsome commando (Tristana likes seeing things go boom) while Loida ended up in more of a controlling role as an Artillery Commander.

Loida is a snow white and smokey grey female yordle, long hair and her ears go more towards the back of her head rather than up or out the sides.


Loida is an artillery support with a marksman-like play style. She is all about buffing up her team and enabling them to do things they normally cannot do.


Basic Attack Range: 606 - 725 units [based on champion level (599 +7 units per level)] Movement: 335 units per second Base Attack Damage: Extremely low Base Attack Speed: 0.515 +4% per level


Hexplosive Launcher (Passive): Explosion Radius: 300 units

Loida gains a large amount of range for her basic attacks.

Additionally, Loida deals 20 - 60 (+25%AP) bonus magic damage to and around her target for her basic attacks, but the area damage can damage Loida.

_Artillery Cannon (Q): _ Cooldown: 20 seconds; Cost: 20/25/30/35/40 mana; Range: 1200 units

Passive: Loida's basic attacks lower the cooldown of Artillery Cannon by 1/2/3/4/5 seconds on-hit.

Active: Loida tosses an artillery cannon over to an ally champion and grants herself 100/140/180/220/260% bonus attack speed for 2 seconds.

An artillery cannon has one shot in it. dealing 80/85/90/95/100% of the target's attack damage plus 40/50/60/70/80(+75%AP) as magic damage while setting the target's basic attack range to 750/800/850/900/950 units. This attack deals 50% increased damage against structures.

Ready... Aim... Fire!!! (W): Cooldown: 14/12/10/8/6 seconds; Cost: 25 mana; Range: 1200 units

Passive: Loida's basic attacks mark her targets for up to 1.5 seconds.

When a marked enemy is damaged by an allied champion then they are dealt 4/5/6/7/8%(+1% per 100AP) of their maximum health as bonus magic damage, consuming the mark. If a marked enemy was damaged by Artillery Cannon then they are dealt 6/7.5/9/10.5/12%(+1.5% per 100AP) of the target's maximum health as bonus true damage instead, consuming the mark.

Active: Loida marks and applies True Sight to all nearby enemies for 3 seconds. When marking enemies this way allows Loida to detonate the mark.

Cannon Blast (E): Cooldown: 12/11/10/9/8 seconds; Cost: 80/90/100/110/120 mana; Range: 1200 units / 20 degrees

Loida blast massive flames from her cannon in the target direction, dealing 100/150/200/250/300(+100%AP) magic damage to struck enemies, 70% damage to minions and cannot execute targets, igniting struck enemies for 4 seconds causing champion damage against them to deal 15/20/25/30/35(+30%AP) bonus magic damage on hit.

Artillery (R): Cooldown: 4/3/2 seconds; Cost: 60/75/90 mana; Range: 3000/3750/4500 units

Passive: Allied champion damage marks enemies for 4 seconds. Artillery shots against marked enemies knock them up for 0.25/0.5/0.75 second.

Passive: When Loida stands still for 1.5 seconds, she will construct and enter inside her Artillery indefinitely until she moves, deconstructing the Artillery.

1st Cast: While Loida is inside her Artillery, she charges up a shot which increases how much power to fire it with, increasing the distance that it flies through the air for.

2nd Cast: Loida releases her shot in the target direction, where it lands deals 80/120/160(+50%AP) magic damage to struck enemies and slowing down by 40/50/60% for 2 seconds.

(Artillery shots fly max distance when charged for 3 seconds.) (Quick Cast: Hold down the skill key and upon key release fires the shot in the target direction.)


62 Comments

holybluman2 votes

a bit overpowed >.> but i do like the idea

and she and heimerdinger are good friends too :D

Avorok1 votes

Allo! Let's start off saying, this is the old Tristana..on steroids... Trists old passive allowed her to have extended range, which made her the longest ranged champ, which was changed because it was a bit op. Now, let us move to the to the abilities! Passive - Seems ok! Q - Giving another champion an extra attack with a weapon they have to use, kinda seems too complex to do. Maybe just buffing them, and giving them a longer range with the bonus, would be ok, but ingame handing a launcher? That is a lot of work to make every single champ to have an animation with that single ability.. The ratio's seem kinda up there too W - I see this ability not very well put out. It seems a bit useless alone, you can't use it if your chasing alone, or when fighting alone.. E - A tristana ult with a get away? Mmmmm... This has a longer range than trists maxed ult. Just as a regular ability with all that, short cd... R - This has longer range than Xers ult. And can potentially just sit in one spot, spamming this cannon at level 6+ just doing damage... 10 mana per 100/130/160 + 40%? That's op. Maybe start at 50 mana shot, and increase mana usage like Kogs, 1=50 2=75 3=100 4=150 5=200 6=275 so on. As much as i wanna build a RoA and Arch staff, and other ap items to give me 800+ ap, and sit in the back, only using 10 mana pershot with Xer's ults maxed range, that's a bit op.

Sorry for long response, just my two cents D;

Good concept, but I see it way to similar to trist :\

Stacona1 votes

The only thing like Trist is a passive giving range (her base range is in combination of her passive)

Q and W cannot be used at all when alone, she is a support champion- there is a chance can work mid but do not recommend it

E is a skill shot and only pushes enemies with the cannon ball suppose to knock back, the knock back portion is very close to Loida and single target, a little bit like Zigg's satchel charge just more single target and is a line skill shot --- but the difference between a push and a knock back is that the push at most can push you 700 units which most cases it probably will push you 400 units if it connects- trist ult is an AoE majour knock back, higher burst and reliable because it is a point and click--- but giving an ability that widens a gap for an escape suppose to mobility is better for the game (even though there is a scenario she can be mobile with this spell)

Artillery Cannon (Q) all champions are needed to be programmed around a new champion already--- but the ratios arent extreme and for the increased range the damage is reduced

Artillery (R) not longer than xerath ult range, but the explosions are bigger (artillery shells do travel and are harder to hit), but the ability is always available, the cost is 30 mana per shot - the balance factor is having the minimum range requirement and the fact that you cannot see at all without your teammates' help


this champions is extremely team reliant and is not meant for solo play at all, just like how an artillery works--- and good thing she feels like tristana to you a little bit because Tristana and Loida are to be childhood friends and in the same yordle militia together

Avorok1 votes

Having two abilities that strictly require others around you isn't very built well. If you are the only one left trying to defend, you need a little more. To dish out more damage.

The W also has a pretty long range for a knock back. It's as long as Ez's Q. To have something that can push back, or interrupt needs to be taken down for a normal ability with extra sub abilities with it.

Xers ult range is 3200 / 4400 / 5600. Yours is 4000/4750/5500 , Overall, it is longer.

If the explosions are bigger, it makes it easier to hit a target, plus xer's does take time to travel too, and has a small circle. He cannot see where enemies are, and only has 3 shots. Yours has unlimited shots, only 30 mana a shot. 30 mana is nothing and is really low for a cost. Seeing without your teamates? Exactly, ill sit with the wide ranged ult, and just watch the lanes. If not, then i can just sit there clearing minion waves in each lane without moving, even if I don't see them, you know where the minions will be. 30 per shot is way too low, with no cool down. It is also an easy defense, by sitting at fountain while being able to clear waves of minions that come into the base or near it. Sure it takes time to build, but that does not compensate for 30 mana cost as an ult with no cd.

This ult is just too unbalanced.

Stacona1 votes

Xerath's ultimate does not have travel time he only has a set delay like Karthus skittles and he isn't blind when he uses his ultimate

The ultimate has a cooldown between shots, I don't think you are aware of how ranges work or travel time, sure minions are predictable but the balancing is for against champions not minions- even with vision the artillery shots will be hard to land, without vision no way in hell you are going to hit any of your targets

Loida is a support type and I am trying to force her into a cooperative gameplay pattern, the only thing you can do alone is try to clear waves to help defend an enemy push

Avorok1 votes

Like I said, not to be too bold, but it only goes either way, OP, or useless. Being a champ strictly relying on 3 abilities to teammates just does not work in this game. Which you are stating a cooperative gameplay, but this is more just hug an ally, and be useless when alone, sure you can push a lane with a regular attack, but that's it. That isn't being cooperative at all. It requires two, co-op, this is just a character with only buffs that help teammates while you herp around waiting for the cd to go away. No matter how you put it, seeing the enemy or not, it only goes two ways. It's useless then as you say, strictly requires the team so you can target, but if the team is out, or no where near enemies, then its no use. Cd per shot still does not compensate an ult with that low of a mana cost. Plus, her ult doesn't really seem to help an ally at all, but more of a ks machine lol Sure it can give them some help with damage, but you can't tell me when they go apart, you aren't going to try and shoot in an area you think they're going to be in. You can easily track their movements, through a blind shot, how do you think people try and make skill shots work in areas they don't see but know the could be there.

:p

Stacona1 votes

You can use your passive and E for waveclear, and E for an escape - but as a support you should almost always be with an ally so it is not a poor design but a support champion design - as in Loida helps make an ally stronger or even removes a certain weakness that champion normally would have had because of the range bonus Artillery Cannon gives and kill potential with a % health nuke and stun

Yes you can obviously blind guess with Artillery shots, but that is all to it and there is zero indication you are hitting anything all you see while blind are your explosions of artillery shells going off so from a spectator aspect of anyone not playing Loida it will be very comical and quite entertaining seeing her fire her shells off in a completely random location not even close to the enemy team- the power is more so in its disruption slow so allies grant vision while she grants CC being a teamwork spell and ends up being balanced because there are obvious strengths with a spammable very long range ultimate which appears OP but is balanced because of the trade off of mana per shot, mobility lost, spell and attack lost, and vision lost and a minimum range restriction while kog maw has everything to use, more damage and no cc but grants vision utility , so kog's balancing for his ult will be less range and stacking mana cost when used in a short time frame of each shot--- there are very clear strengths and weaknesses, while xerath has very high damage on his shots so restricted to 3 per usage and cause the shots do not travel but have a fixed delay

there is a brief delay for setting up and taking down, longer delay for setting up rather than taking down, taking down is rather quick- but setting up you lose your vision immediately making it even harder to blind guess your shots without your team granting vision for you (vision granting works on minions and monsters too, anything an ally champion can attack with basic attacks)

but one of the first things i thought of was the comical aspect of blind shotting an area not even close to an enemy champion so you see Loida raining explosions in a completely random area--- while having a WOW factor for blindly killing off a low health target - but for the most part this is a teamwork ultimate and champion in general- which i am fine with teamwork reliant abilities just not bonding sht like Kalista where the teamwork aspect is good but the forced teamwork with only one champion throughout a game is not good

Stacona1 votes

EDIT (1): Ready... Aim... Fire!!!: Mark duration has been lowered to 2 seconds from 3 seconds.

Artillery: Ally vision granting mark for Loida against enemies duration has been lowered to 1.5 seconds from 2 seconds.

Other: Tried to fill in some clarification like saying the large amount of vision only works for Loida while she is in her Artillery, this is because she is completely blind in her Artillery and needs her allies to guide her shots by granting vision around enemies they attack. Artillery Cannon stated that only the attack damage ratio may crtically strike so the small amount of base damage and AP ratio are added on to the value; also no champion effects occur while they attack with Artillery Cannon outside of bonus range they may get on top of the bonus range of Artillery Cannon (so no AoE shot from Twitch ult just one super single target long range shot, no silver bolts on Vayne, no Kalista passive proc, no AoE shot from Jinx Fishbones, no slow from Ashe Frost Shots, no ranged Udyr stun, etc etc)


EDIT (2): Hexplosive Launcher: Loida no longer cannot use her basic attacks against enemies within 250 units but she now can take the AoE magic damage of Hexplosive Launcher if she attacks an enemy too close to her which is approx. ~250 units for the AoE.

Artillery Cannon: Added an additional 50% Ability Power ratio for the ally champion just so that mages can take in the destructive fun!


EDIT (3): Artillery: Cost increased to 40 Mana per shot from 30 Mana per shot. Cooldown between artillery shots no longer goes down with cooldown reduction. The Artillery shells now deal half the magic damage against minions.


EDIT (4): Hexplosive Launcher: Basic attack range adjusted to be better late game and less dominating early game to 606 base range for level 0 and increases by 8 units per level so 614 to 750 units for Loida's basic attacks based on her current level from a flat 675 units range. In addition her bonus attack speed and bonus attack damage are both reduced by 50%; her attack speed per level would be indicated to be very high, for example, something like 8% attack speed per level but in reality this would just be 4% attack speed per level. This is in place to discourage and prevent attack damage and on-hit attack speed builds because of the absurd range she gets in the late game as a basic attack focused support.

Artillery Cannon: Cooldown increased to 18 from 18/14/10/6/2 seconds Cost reduced to 20/25/30/35/40 from 20/35/50/65/80 Mana Base damage increased to 40/60/80/100/120 from 40 New Passive added that Loida's basic attacks lower the cooldown of Artillery Cannon by 1/2/3/4/5 seconds

Ready... Aim... Fire!!!: Added an active! The active can only be used if Loida marks a target and the target is within range which is a homing missile with a very long duration stun by rank 4 and the longest in the game besides Ashe ultimate at rank 5, but also break all shields first before stunning its target, if their are multiple marked units within range it will strike the nearest marked enemy unit which will prioritize champions. Shield breaking involves normal shields, black shields, spell shields, magic shields, etc. things to deal with this stun will be things like Cleanse, Mikael's Crucible, Tenacity, Quick Silver Sash, etc. both the passive and active stuns share the same same-unit cooldown so there is no way possible way for stun chaining.

Cannon Blast: Cooldown increased to 24/22/20/18/16 from 18/17/16/15/14 seconds

Artillery: Cost reduced to 35 from 40 Mana per shot Range decreased to 3500/4500/5500 from 4000/4750/5500 units Now halves Loida's mana regen and mana restoration effects (i.e. Grail's passive, Clarity, etc.) while she is in her Artillery Stated the knock-up duration to be 0.1 second Increased the slow duration to 1.5 from 1.25 seconds

Stacona1 votes

EDIT (5):

Other: Tried to clean up some tooltips

Hexplosive Launcher / Other: Basic attack range reduced to 599(+7 per level) [aka 606 - 725 units as basic attack range based on level] Loida cannot critically strike, just to make sure a basic attack hyper support cannot possibly be a marksman or hyper marksman just in case half bonus attack speed and half bonus attack damage was not already a restrictive measure for a marksman build

Artillery Cannon: Added an additional effect for Loida that grant herself 80/100/120/140/160% bonus attack speed for 2 seconds when she gives an Artillery Cannon to an ally champion (only thing she can give them to); remember her bonus attack speed is halved so this is actually 40/50/60/70/80% attack speed for 2 seconds Damage reduced to 40/50/60/70/80 from 40/60/80/100/120

Ready... Aim... Fire!!!: Okay these changes get complicated but a lot has to do with tooltip tidy up as well: Separated tooltips into two passives, one for the Artillery Cannon to mark unit interaction and a first passive being that Loida's basic attacks mark units for 2 seconds Effect and stun cooldowns have been removed, it is cooldown restricted thanks to Artillery Cannon and a change where I made the cooldown higher but lowers in cooldown on-hit, the effect cooldown was in place because originally I had the cooldown of Artillery Cannon go down greatly upon rank ups Cost adjusted to 80/90/100/110/120 from 60/80/100/120/140 Mana Cooldown adjusted to 28/24/20/16/12 from 24/23/22/21/20 seconds Second Passive damage increased to 14/15.5/17/18.5/20% from 12/14/16/18/20%; Monster damage increased to 400/425/450/475/500 from 300/350/400/450/500 for cap magic damage against monsters Second passive stun duration has been greatly decreased to one-third of the active's stun duration from 0.5/0.75/1/1.25/1.5 seconds (you will see why this is no longer a stated value in a bit) Active's stun duration has been reduced and adjusted to 0.8/0.9/1.0/1.1/1.2(+0.1 per level) from 1.25/1.75/2.25/2.75/3.25 seconds (this is basically an anti-snowball mechanic by restricting the very long stun duration [done intentionally to be one of the longest stun durations in the game] to be based on champion levels so that early game there is not an oppression stun duration snowballing the game out of hand, but late game there will still end up being a potent extremely long almost point-and-click reliable stun for the late game for superb peeling or evening hoping for picks with it in the end game; but it is mainly to make sure there is not an oppressive snowballing stun early to mid game and have Loida to be a dedicated and first hyper support)

Cannon Blast: No longer has an effect that if used and hits an enemy within 300 units of Loida, herself and the one enemy go flying off in opposite direction 500 units and only the one enemy takes the magic damage. Passive has been added that marks struck enemies and allies it passes through for 3 seconds; marked enemies take double damage from Hexplosive Launcher and cannot come within 300 units of Loida or ally champions near Loida; marked allies may be attack by Loida's basic attacks to get healed equal to the same value of Hexplosive Launcher's magic damage. Active damage has been directly halved to 40/65/90/115/140(+40%AP) magic damage from 80/130/180/230/280(+80%AP); still pushes enemies as the cannon ball travels

Artillery: Ranged increased to 4000/4750/5500; minimum ranged reduced to 700 from 800 units [the range that you cannot attack in because it is too close for an artillery] Damage reduced to 80/120/160 from 100/130/160 [there is still 40% AP ratio]

Stacona1 votes

EDIT (6): Artillery Cannon: Cooldown increased to 20 from 18 seconds Cost increased to 20/30/40/50/60 from 20/25/30/35/40 Mana Attack speed bonus for Loida increased to 150% at all ranks from 80/100/120/140/160%; Loida's damage that occurs from her basic attacks is reduced to 72/79/86/93/100% from 100% while the attack speed buff is in play [all basic attack damage meaning on-hit effects from items, Hexplosive Launcher magic damage, attack damage, etc is reduced]

This change was because I wanted to increased the base cooldown for the rank 5 cooldown on-hit passive and not affect rank 1's cooldown which is why there is now a flat and large attack speed steroid for when Loida using Artillery Cannon for all ranks (remember the attack speed steroid is really half this value because bonus attack speed is halved on her); so to balance out the large attack speed steroid for early game and not make it oppressive Loida deals reduced damage until rank 5 in the spell when the damage returns to normal to make sure this super strong late game and only hyper support that is focused around basic attacking is weaker in the early game and a lot stronger in the late game.

Stacona1 votes

Artillery: Cooldown lowered to 8 seconds from 10 seconds for when you deconstruct the Artillery

Stacona1 votes

EDIT (7):

Hexplosive Launcher: The bonus AoE magic damage now deals double damage against minions and monsters

Artillery Cannon: Grants Loida 200% bonus attack speed from 150% (actual is 100% from 75%) for 2 seconds Damage reduced further to 60/70/80/90/100% from 72/79/86/93/100%; this applies to basic attack AD and any on-hit damage. Try to clean up the tooltip, now states only effects from items can apply rather no champion effects can apply; no actual change just hopefully better clarity here (the range adds on, so a Kog'Maw with his W on to give him 710 range plus 300 from Artillery Cannon will give him 1010 range, the on-hit magic damage will not apply for that attack however); but item effects like blade of the ruined king passive will apply, and udyr's stun will not apply.

Ready... Aim... Fire!!!: Artillery Cannon mark damage lowered to 10/12.5/15/17.5/20% from 14/15.5/17/18.5/20%, ratio is the same Maximum monster damage increased to 400/450/500/550/600 from 400/425/450/475/500 (I like the thought of Loida supporting in objective taking, so this would help it out)

Cannon Blast: Did some big changes, expanded on Loida being a dedicated basic attack support in further and expanded on the mark aspect further from the last change: Cannon Blast, the cannon ball no longer directly knock-back and damages struck enemies; now applies a mark of the cannon to struck allies and enemies for up to 3 seconds Loida's basic attacks against mark of the cannon targets will consume the mark and heal allies for a flat and % max health amount with half the value for Loida if the target was an ally champion; and knocks-back and deal triple Hexplosive Launcher's magic damage to marked enemies, knock-back distance based on spell rank

Passively grants Loida 40/60/80/100/120% bonus attack speed (20/30/40/50/60% actual value)

Cooldown decreased to 16/14/12/10/8 seconds from 24/22/20/18/16 Cost increased to 60/70/80/90/100 from 80 Mana Range increased to 1200 from 1050 units

Artillery: Tried to do some tooltip clean-up and try to clarify things better Slow adjusted to 20/40/60% from 25/35/45%, still 1.5 seconds

Inphernal1 votes

Incredibly overpowered

Stacona1 votes

Extremely vague and doesn't pinpoint to anything

Stacona1 votes

EDIT 8:

Hexplosive Launcher: Deals double damage to monsters, instead of monsters and minions

Artillery Cannon: Base damage increased to 40/55/70/85/100 from 40/50/60/70/80

Cannon Blast: Another rework: Cannon ball once again deals damage which is now 80/120/160/200/240(+70%AP) magic damage, but no longer pushes enemies with it Cannon ball marks enemies with mark of the cannon for 3 seconds Allies with these marks can be attacked by Loida's basic attacks to get healed for 40/50/60/70/80(+10%AP) plus 2/3/4/5/6%(+1% per 100AP) of their maximum health on-hit Enemies with these marks cannot come within 300 units of Loida, if they get attacked by Loida's basic attacks then they cannot come within 300 units of all ally units instead of only Loida

Other: Tried to do more tooltip clean up

Stacona1 votes

UPDATE (9):

Ready... Aim... Fire!!!: Cooldown reduced to 12 from 28/24/20/16/12 seconds Ranged reduced to 1000 from 1400 Passive damage no longer stuns its target for one-third of the active stun duration Active is now just a point a click ability rather than prioritizing champion who are marked, stun duration now 1/1.5/2/2.5/3 seconds from 0.8/0.9/1/1.1/1.2 (+0.1 per level)

Cannon Blast: Reworked again! Wanted to make this more simple, same goes for Ready...Aim...Fire!!! Passive now allows Loida to basic attack allies to heal them, she heals for 50% of the value if the target was a champion, the heal value is reduced by 65% for 16/14/12/10/8 seconds [does reduce with cooldown reduction] against the same target (this is too ensure Loida is not an absurd healer support, but can heal her allies against poke and help her marksman to stay laning, but is not meant to be a good in-combat heal) Active now just deals magic damage as an area line skill shot

Artillery: Cooldown increased to 15 seconds from 8 seconds Creates a longer window for misusing Artillery making it even more crucial to set it up in a proper location first.

Stacona1 votes

UPDATE:

I did a whole sweep of changes to tidy things up tooltip wise and make things more normalized, Cannon Blast (E) is the one ability untouched since I cleaned this up last time already. For the most part the other abilities have the same feel as they did before just a lot more polished and better emphasize what I want out of them, and most important toning back tooltip size and streamlining the abilities to be more normal and less weird mechanics. She is still a champion that is teamwork heavy (she is a support after all) and focused heavily still on being that basic attack support. Biggest change is her ultimate, Artillery, since the tooltip was a complete mess before so this was changed into something a lot more normal looking which makes it waaaay easier to balance for the long term.

Also I added base stats and removed restrictions, these base stats make it for she is not tempted to go full AD with her range and stay as a support/mage while removing the weird half attack speed and half bonus AD thing I did before. Bonus attack speed on her actual kit if balanced around the low base attack speed and the fact that she is a support so she does not have to buy attack speed items and just get AP and support items.

Stacona1 votes

UPDATE:

Ready... Aim... Fire!!!: Damage reduced to 6/6.5/7/7.5/8%(+1% per 100AP) from 6/7/8/9/10(+1% per 75AP)

Cannon Blast: Flat heal reduced to 40/60/80/100/120(+35%AP) from 60/80/100/120/140(+40%AP) 65% heal reduction when used on the same ally within 16/14/12/10/8 seconds changed to 90/80/70/60/50% heal reduction when used against the same ally within 8 seconds.

I want her to have the ability to heal allies well in the late game, but really want to super restrict her early game healing so she is manage-able to play against. I am trying to go for an aggressive support playstyle rather than a passive healer for the early to mid game which is why she can heal herself when she heals an ally champion; as the game progresses she will move into more of a protector/healer. I do want her to be more of a damage dealing support however which rewards an aggressive playstyle rather than a passive one (from a distance since she is an artillery champion).

Stacona1 votes

Revisited and updated to my current champion concept standards and thinking. Toned back on unneeded stuff and focused on her identity as a damage buffing support through on hit damages, giving range and helping your allies get into range with artillery shot slows.

Reworked the abilities, cleaned stuff up, and removed her stun and healing.

Made her ultimate feel more artillery-like where you do not have full control and try to make it feel like you are adjusting the angle and power of the shot with the shot charging up and then releasing through the air to land in the target direction based on how long it charged for (also accounting for travel time) makes it hard to master to accurately land your shots - not like Zac's E where you choose the location to land your shots.

More from Concepts & Creations

More by Stacona