[Champion Concept] Niado, The Razor Conductor

BowieTheNifty··7 votes·1,957 views

Good evening everyone! BowietheNifty here to bring you another champion concept. Though honestly I have been surprising myself lately. A concept for December, January, and now the 1st of February? Huh...I guess my backed up work is finally getting done. I do have an announcement. I am doing another block of concepts. For this block, it is marksman. Marksman is a class that I have recently enjoyed playing. Saying that in 2017 is like asking for punishment, especially with the updated assassins and well new Warwick too. Now these next set of marksmen I have been working on for quite sometime. Some of them were created due to random brainstorming, and others were challenges to create a certain brand of champion. Niado here was conceived when I had too much time on my hands. For those who have been actually following my posts on the boards, well you might recognize these abilities. I had a paper kit released for this guy, but now I have more then just that complete for him. Anyways I always appreciate feedback and questions about my concepts. As well I have a link to all my concepts at the bottom, so if you wish to check them out go for it! Without further ado, lets get onto the concept.

Niado, The Razor Conductor

Updates In-Depths for abilities added - 2/1/2017 Interactions added - 2/2/2017 Item builds added - 2/11/2017 "Works Well With" added - 2/12/2017 "Your Worst Enemies" added - 2/12/2017

Innate passive additionally makes Niado's critical strikes double his blade's projectile speed - 2/14/2017 Reduced duration for ultimate to 10 seconds from 16 seconds - 2/14/2017

Added Projectile Speed to base stats - 2/17/2017 Innate passive now deals an additional 15(+40%AD) to minions at 30% HP - 2/17/2017 Cool downs for Q changed to 14/13.5/13/12.5/12 seconds from 14/14/13/13/12 seconds - 2/17/2017 Added for E's In-Depth, spinning blades duration is reduced by 0.5 seconds for every 200 bonus projectile speed - 2/17/2017 R's increased range on basic attacks and abilities removed - 2/17/2017 R's duration now grants 50% increased projectile speed - 2/17/2017 R now resets Niado's basic attack timer when he catches a blade for its duration - 2/17/2017

Appearance (Note that I don't own the picture being used here. This is mainly for reference to give you a general idea of his appearance.) Niado is a middle aged gentlemen. He tends to wear fancier attire as it tend to show how highly he thinks of himself. On his arms and back are a different story. One his back rests a hex-tech power generator. It straps onto his back much like a vest or pair of suspenders. Being small and sleek, you could barely tell it was power source if it wasn't for the general sparking and light it emits. The generator is connected to his arms, or more importantly it powers his arms. While he tends to keep them covers, his arms are completely metal. On his hands themselves there are two magnetic cores. These glowing spheres are able to generate magnetic fields in specific points around him. Now these are actually useful for this weaponry. He uses thrown weapons known as glaives. They're as basically the combination of shuriken and boomerangs. Mainly he carries two in hand, but he has the other 4 glaives in pieces that are on his person. Those incomplete glaives can be simply constructed together with the use of his magnetic cores and he can have them flying beside him at his will.

Lore Professor Niado was a man who had quite a bright future ahead of him. Being born in Piltover, he had access to many luxuries others around the world did not. The city of progress was home to many great inventors and scientists. Niado had promise with his intelligence and problem solving. Although he was nothing compared to Jayce, he still took pride in his work. Though of course there was a problem below the city itself. Zaun was a hole of waste and plague that was a stain below the great city. While never being there himself, Niado had always heard stories of the horrors that were down there. One day he decided to devote his studies down towards Zaun, to see if there was anything he could do to improve the city. Bringing along hired security he ventured forth into the sickly streets. What he saw nearly disgusted him. How in the world could a place like this even exist? Truly nothing could survive here, and yet there was life. People who were forced to live here. Mainly were sick, augmented, or even ghastly by appearance. There was a lot of work to be done, but how could it be done quickly was the question.

This little visit however didn't end well. Being in attire from Piltover really drew attention from the locals. Before it came apparent, they had been targeted. A group of thugs had set their eyes on them. Niado's group would be attacked by a couple of loyal Zaunites. At the time, Niado was just a professor not experienced in combat. All he could do was sit back behind his hired help to defend him as they tried to make a run for it. Though the enemy was smarter then given credit for. The ambush was able to corner the professor's group. Being at a disadvantage, they had to hold out for the time being. The guards fought as hard as they could as their lives depended on it. During the scuffle however, the professor wouldn't come out unscathed. He would manage to be hit on the receiving end of an explosion. While he somehow was able to escape death, he would end up going unconscious.

Niado would actually awake a week later in a hospital bed. He was surprised to be in one, let alone in Piltover. Apparently his hired help had one the battle over all despite the disadvantages. Being severally hurt, they rushed the professor back up to the city. Luckily they were in time to save his life. However he suffered quite a bit of damage. Both his arms had to be amputated due to the shrapnel. His head had a severe concussions to go along with it. The doctors believed that this would lead to him losing his memories. Though luckily too much wasn't lost, but instead something was gained. A new side of him was born that day as he figured out an answer to a question. What could be done about Zaun? His answer was filled with malicious and rage. It was time to wipe Zaun's citizens off Runeterra. With a decent recovery and a new set of artificial arms, Niado started working on a new set of projects. He decided the best way to take care of the city below was to make weapons. For months and months he started to formulate blue prints for many different sets of weaponry. Making weaponry wasn't his main field of study, but he took to it like a fish in water. Once the prototypes started to come around, he realized he had to scrap many of them for reasons. Some of the weapons were too weak, they wouldn't be able to dent the augmented thugs. Others were too strong, they would cause so much damage that it would threaten the city of Piltover itself. Robotic weaponry was something he considered as well, though they were too unreliable for his tastes. As he continued in his work, a dark side of him grew as well. He didn't want to simply destroy the Zaunites, he wanted to make them suffer. He wanted to shred them to pieces, and he wanted to do it himself. This ambition of his turned to self vengeance, he wanted to be the one who minced them into bit.

Eventually he turned to using blades in his work. Sword were standard at first, but there wasn't much he could do to improve the design. They wouldn't get him anywhere against the guns below. Though he started to think, was there a way to send the blades to his target? Doing research into thrown weaponry he did make some discovers. He made more prototypes based around boomrangs and crossblades. Though as he tested them he realized that they had potential, but what was needed was more control and an easy way to retrieve them once they are thrown. Eventually he started to theorize on how he could do that. Then it hit him, magnetism. A way to attract metal and bring it to where it was needed. It was far'fetch at first, but he had a theory that could make it work. Though he would have to create a new device something that could make magnetic fields where he chose. After many more months he actually managed to create such a device. The prototype could generate a magnetic field could magnetic fields where ever he pinpointed it too. It would of been impossible without hex-tech. He worked on perfecting the magnet core, making it more compact and even implementing them into his hands. Now he could simply grab any metal object from quite the distance away. It was the perfect tool to use with his bladed weapons.

Having tons of tests and perfecting the use of his magnet cores, Niado figured it was time to show off his work. Inviting some of Piltover's finest over to his lab, he wished to show them a demonstration of his weapons. Thus he did so, controlling the swirling blades like puppeteer he showed the many aspects of them. While it did impress the audience, they were not ecstatic about the purpose of these weapons. Eliminating Zaun was too immoral for their tastes. Niado tried to convince them otherwise, but they saw didn't see eye to eye with him. Some of these were colleagues of his were utterly worried about him. The others wouldn't see such approval of a weapon or taking aggressive action against the city below. Hysteria started to over take Niado, he knew exactly what needed to be done. They had no idea what the place was like down there. It was a plague, a festering parasite that needed to be cut off. Without hesitation he turned his blades against his observers. His lab would become coated in Piltoverian blood. The professor would gather what he could of his research and leave the old lab behind. He didn't need the city's approval. He was a problem solver, and he was going to take care of a problem. Leaving the city of progress, he headed down into Zaun to start the extermination of its dwellers.

Roles Primary: Marksman Secondary: Fighter

Niado is a ranged attack damage carry who can go down two different styles. He can take the standard marksman roll being reliant on basic attacks, or he can be an attack damage caster who focuses on his abilities to deal damage. This blade tosser brings a unique identity with how his basic attacks function.

Stats

HP: 535 (+84) HP5: 5.62 (+0.55) MP: 310 (+40) MP5: 6 (+0.5) AD: 56 (+2.41) AS: 0.645 (+3%) AR: 24 (+3.5) MR: 30 (+0) MS: 330 Range: 525 (ranged) Projectile Speed: 800 (+ base projectile speed[%Bonus attack speed x2])

Abilities Innate - Tossing Blades Passive: Niado has two glaives for use in basic attacks and abilities. Basic attacks go in a straight line towards the target piercing enemies and going max distance of 525. The blades then reverse direction returning to him. These basic attacks can be dodged. Each blade can deal damage twice to the same target, once going out and once going back. Does not pierce structures or strike twice against them. Deals 60% AD to minions and non epic monsters, plus an additional 15(+40% AD) against minions below 30% HP. Deals 80% AD to champions and epic monsters. Deals 100% AD to structures. Has fixed attack speed that scales per level. Attack speed from items, runes, masteries, or buffs increase the blades projectile speed for his basic attacks and abilities. Additionally, Niado's critical strikes double the blade's projectile speed.

In-Depth Niado's passive really makes him rather unique through my eyes. I have seen a lot of other concepts attempt to make basic attacks into skill shots. Now while this is all good, I believe that it would become too much of a hassle to play with. With Niado he targets much like a normal basic attack which makes it simple. Though sense these attacks are in a straight line, they can be dodged if the targets do move out of the way. As well he only has two blades to work with, meaning that he needs to have a blade return to him to fire off the next basic attack. Early game this is a hindrance for Niado, but late game this actually does some work. Each basic attacks can hit multiple opponents twice which can be devastating in team fights. While each hit does deal reduced damage, the overall damage for one basic attack is higher then most champions. This isn't without its flaws however, this strictly makes Niado a close range marksman. Chasing an opponent is rather difficult as they can walk out of range of his basic attacks. Much like Jihn, Niado's attack speed is fixed per level. Though buying attack speed increases the blades projectile speed not only for basic attacks, but for his abilities as well. With the higher projectile speed, it becomes harder for opponents to dodge and even allows the blades to return to him much faster. There are a bunch of hidden secrets to mastering how to work around the blades, but I will leave that a secret. I must tell of one interaction though, with item 3085. The bolts come out only when the blade is thrown, meaning that these do not proc the double strike potential. The bolts will fly to targets nearest to the original.

Q - Back Flip Cool Down - 14/13.5/13/12.5/12 seconds Mana Cost - 90 mana Range - 600 Blade/400 Dash Active: Niado throws all blades in hand in a targeted direction while back flipping the opposite way. Blades deal 12/24/36/48/60 (+50%AD) physical damage on the way out and then same damage on the back. Targets hit by multiple blades from this ability take 50% of the damage from each blade after the first.

In-Depth Niado's Q is actually quite a powerful one. It grants him a bit of mobility and damage output to those chasing him. All the blades in hand don't come out at once. Instead they come out one shortly after the other. This means that the damage from the all the blades isn't put onto a target all at once. Though this ability can be used without blades in hand just to activate the back flip portion of it. Keep in mind, this ability does have a lengthy cool down and higher mana cost. How you use it can effect a lot, especially with the returning blades.

W - Whirling Blades Cool Down - 12/11/10/9/8 seconds Mana Cost - 75 mana Range - 500 in hand radius/ 250 spinning blade radius Active: This ability reacts differently for blades in hand and in flight. Upon activation all blades in hand will spin around him once dealing, 40/65/80/95/110 (+40%AD) physical damage and slowing targets by 30% for 1.5 seconds. Targets hit by multiple blades coming from the hand increase the slow to 50/55/60/65/70% and refreshes the duration, but take no additional damage. If the blades are in flight, they will stop in place spinning dealing 60/90/120/150/180 (+90%AD) physical damage over 4~1 seconds. Damage over time is dealt faster by increasing projectile speed.

In-Depth Niado's second ability has multiple uses to it. For one thing, it is like two abilities in one. Blades in hand are thrown out and circle around him to slow targets just near the edge of his basic attack range. Simple enough for an ability, thought there is more too it. The blades themselves come out of him based on the direction he is facing. His first blade will come out in the direction he is facing, the second will go behind him, any other blades will come out at different position between the first two. This makes it so that an opponent isn't immediately hit by all the blades getting the increased slow. The second portion of this ability effects only those blade that are in flight. They stop in place creating a damage over time zone. This is one of his main damaging skills as it shreds through people, especially with the assistance of added attack speed. Did I mention that if multiple spinning blades are over lapping each other, their damage does stack. Making their damage zones over lap is much more difficult then it would appear however. When activating this ability both portions can go off simultaneously. Pairing a whirling blades slow with a spinning blades damage output is tricky, but it can be done. Every 200 bonus projectile speed reduces the spinning blades duration by 0.5 seconds.

E - Reposition Cool Down - 10 seconds Mana Cost - 60 mana Range - 750 cast range Active: Niado causes all blades in flight to change direction going to target location after a short delay. They deal the same damage as their current action and effects as they travel. Having a blade return to Niado reduces this abilities cool down by 1/1.5/2/2.5/3 seconds.

In-Depth This is the ability that gives Niado a high skill ceiling. Reposition has a lot of uses that can be used for many sort of situations. Now when it says it deals the same damage and effects as their current action, it can get confusing. So if the blades in flight were thrown as a basic attack, then repositioning them will make them deal the basic attack damage as they travel. However sense basic attacks do strike twice, once going out and once coming back, that does effect the damage output as well. Lets say an opponent is struck by the going out portion of a basic attack, but not the returning portion and the blade is on its way back to him. Niado can reposition the blade to deal the returning portion damage of a basic attack as it travels. Hopefully that makes sense. Though this does allow him to strike enemies outside his basic attack range or give him crazy ways to strike unsuspecting opponents. Good Niado players will even be able to reposition the slowing whirling blades out of its range onto a single location. That is just one example of what can be done. Oh keep in mind when a blade does return to Niado, this cool down is decreased. This allows for more complex game play being able to keep the repostion up constantly.

R - Flying Death Cool Down - 100/90/80 seconds Mana Cost - 100 Mana Range - Self cast Active: Grants Niado an additional 2/3/4 blades for 10 seconds. For this duration his basic attack timer is reset upon catching a blade and his projectile speed is increased by 50% These extra blades interact with his abilities just like the first two.

In-Depth Now this ultimate may seem mediocre, that is a very wrong assumption to make. Granting the extra blades means that he can deal massive damage with his abilities and keep up his basic attacks on opponents. Being able to keep blades returning to him does make Repostion pretty constantly available. Having his basic attack timer reset upon catching a blade means he can keep up on his damage output. The increased projectile speed means his attacks will be much harder to avoid, especially in the late game. At max rank having 6 blades to deal with can become overwhelming, but oh boy will Niado be shredding those unfortunate souls.

Interactions

Jokes "What can I say? gets poked by a blade I am a cut above the rest." "Mince, Dice, Flaaambe? Maybe I should of been a cook." "Now how do I put this? Sometimes I cut myself." To ally Piltover champions, "Ah joining in the effort. A sharp mind this one." To ally Zaun champions, "Fighting with the problem? Have I become dull?" To Draven "HOW? HOW DO YOU BOUNCE AXES OFF PEOPLE? TEACH ME!" To Camille "I love a girl with sharp legs, I mean nice legs." To Nocturne "Blade arms!? Why didn't I think of ...oh wait I did." To Vi "You are like me. Solving problems by your own hands"

Taunts "Time to cut down these miscreants." "You will be shredded like paper." "You are pretty dull aren't you?" To enemy Piltover champions, "If you don't see the problem, then you are apart of it." To enemy Zaun champions, "You will be eviscerated for the better of progress." To Jayce "Everyone at the academy always despised you." To Twitch "Good thing they called the exterminator" To Singed "I have heard of you. You're set to be diced." To DrMundo "Lets see how many pieces I can make of you." Killing Jayce "HA! Finally cut him down! HAHAHA!" Killing Zaun champions "All in the name of progress."

Dance Niado breaks apart his glaives into tiny pieces. Holding up his two index fingers he then acts like a music conductor. The stream of small blades follow his finger's movements.

Laugh Niado starts to laugh maniacally at first, but catches himself. Clearing his throat with a cough he postures himself up like a proper gentlemen.

Item Builds

So with Niado being an ADC, you have several options for the builds. Recently lethality has made a rise in build for a lot of ADC's. Though I am going to show you a recommended build here. Something that I would personally run if I had a chance to play this champion.

_Necessary Items _ item 3004item 3508item 3006

Personally I would like to run Niado as an AD caster. He has rather high mana costs for his abilities and these will help out with that. Manamune gives you that rather large mana pool that allows you to keep casting abilities. Once turned into Muramana, it actually does have a unique effect on his basic attacks. Throwing one basic attack will deal 6% of his current mana as bonus physical damage to all targets hit but only at the expense of 3% of his current mana. Though his bonus damage only applies when the blades travel out, not back to Niado. Essence Reaver gives him a good amount of AD with some cool down and critical chance. Plus if a basic attack crits it will restore mana for each enemy hit, not just the first. Though it will only restore mana once per target, so hitting the same target twice doesn't restore mana twice. Now Berserker's Greaves grants attack speed which may not seem good for a caster. In Niado's case this is the opposite, as bonus attack speed increases his blades projectile speed. This means it is much harder for his abilities to be dodged.

Offensive Items item 3142item 3071item 3072

Niado does specifically physical damage. Due to this lethality is a solid stat to build on him. Youmuu's Ghostblade not only gives a good amount of AD, but lethality and cool down to go with it. The active even allows him to chase a bit better. Black Clever is one item for a major cool down reduction. Not only does it give damage, but that ability to shred armor means he will be doing major damage in prolonged fights. The health isn't a bad stat either. Bloodthirster grants a major amount of AD for Niado. The life steal it provides may only be gained through basic attacks, but being able to weave basic attacks in between abilities would bring major benefit to this purchase. Now life steal only applies to blades going outward not when they come back to him.

Defensive Items item 3812item 3153item 3156

If Niado is having trouble staying alive, these are some items you should be looking at. Death's Dance works fantastically as he only deals physical damage. Being able to heal off with all the damage and the added cool down does mean he could sustain through fights better. Blade of the Ruined King is usually an offensive choice on most ADC's. For Niado is allows him to sustain a bit more through his basic attacks. His basic attacks going out will be able to deal current health damage to multiple targets and heal from it. With the attack speed he will also be able to retrieve his blades back more often and made them harder to dodge. Maw of Malmoritus is something that is great against magic comps. Not only does it provide a magic shield when low, but that life grip passive will make it so that he can survive the for the rest of the fight. The added cool down reduction helps his kit out as well.

Works Well With Leona Niado is an ADC and because of this he is rather squishy. Having the Radiant Dawn between him and his opponents is a god send for him. Leona can keep targets locked down within his flurry of spinning blades. Niado does very well with aggressive tactics and with the diver style of Leona it works out in his favor. Not only this but her passive adds in the little extra damage on his attacks.

Thresh When the Razor Conductor and the Chain Warden walk into lane, you better be good at dodging. Threshe is an overall viable support for any carry. Being able to push, pull, and lock down foes, he can either hold them still or knock the enemies into a bad place. With Niado's decent wave clear he actually helps his support by providing souls for the Warden to grow stronger. Being caught in the box alongside whirling blades sounds like a really bad time.

Zyra Going a more poking route, Zyra is a strong pick for that. Her plants can keep the enemies at bay or afraid to jump on Niado. Once a fight happens, these two will put out so much damage per second that the opponents will fall at their feet. A good timed grasping root or one of her ultimates could keep opponents still along enough to be shredded by the flying blades.

Your Worst Enemies Kalista One thing about Niado is that his basic attacks have the ability to miss. While Kalista shares this trait, she also as mobile as a jack rabbit. Niado won't really be able to fight her with basic attacks and has a bit chance to miss his abilities against her. Plus she excels at prolonged fights more then he does. It wouldn't be long before the spear of vengeance rends him to the afterlife.

Vayne Vayne brings the pain to Niado. Unfortunately those tumbles are the bane of his basic attacks being able to dodge them and retaliate with more damage. The true damage from those silver bolts will really rack up in a fight. Plus running wont really do good as she will hunt you down quite easily. Though while this is a bad matchup, it is manageable.

Caitlyn Going against Caitlyn is a different story. In this match up, Niado will be kept at range not being able to fight against the sniper early. Those traps and her high range will keep the blades just beyond the point of being able to strike her. Plus with the nets little mobility she can outplay the Razor Conductor and dish back more damage. You would have to get close to her to really apply damage.

**CCOS Good neighbor Bonus ** Review for Zezaleya, the Winter Wyvern Review for Gabriel, Keeper of the Forgotten Review for Keizel, The Thunder Amidst the Fog Review for Karin, the Savant Supernal

So it is pretty dang late for me at this time. Seriously why I post these at such an hour really boggles my mind sometimes. Though this is what I got for Niado. Soon I will be adding more to the concept, like item builds and so on. For now I wanted to get Lore and the general ability descriptions out of the way. Anyways I want to know of your thoughts on the concept. Feel free to leave any criticism whether it be good or bad. It really does help me for fine tuning my champions. If you feel like reading some of my other concepts, then I have a list that you can find below. Thank you so much for reading and I hope you have a good day.

BowietheNifty's List of Concepts

Next Champion: An ADC for sure, but not sure which to release. Have two of them linked to Piltover but one to Targon. Need help deciding.

18 Comments

TTL Xcalipha3 votes

This is an Amazing concept super details background and love well balancing as well as some amazing new concept like dodgable basic attack mind blown i make a few concept my self but id give up all hope of any of mine for this. It would add a unique aspext to the game as well as one of the hardest champions to maker Gj!!

BowieTheNifty1 votes

Hey thank you mate. Honestly I am glad to see that someone enjoys the concept. I did a little update adding in-depth portions to the abilities. Mainly these are mechanic descriptions, but hey they don't need to be read to get the understand the abilities. Though don't give up on your concepts. Sometimes just by going back to them, you can actually see ways to improve them and make them special.

The Dreamwalker1 votes

[deleted]

BowieTheNifty1 votes

I can surely look at your concepts. Give me a little bit of time to do so. Don't let hateful comments get to you though. Feedback is feedback after all. If people don't challenge your idea how can you improve on them? At least that is how I look at it. So I will give them a look over in a bit.

The Dreamwalker1 votes

Oh, I know that for sure. I mean comments like this.

"This is complete and utter trash. Disconnect and never show your face on these boards again."

But, thank you. I greatly appreciate it.

pasta zugotini1 votes

really hifg skill cap for this one. his gameplay seems really rewarding in damage when you play right though. ggod job with this concept

BowieTheNifty1 votes

Thank you buddy. That is exactly the angle I was going for. ^_^

BowieTheNifty1 votes

Added interactions for viewing pleasure.

hammond is god1 votes

[deleted]

BowieTheNifty1 votes

I will, dont worry about it. Thank you none the less. If you like it though you should leave an upvote.

Bobo1131 votes

Hmmmmm, champion who looses arm(s) to a tragic incident, gets magnetic prosthetic arm(s) powered by a device on his back, and then becomes a killer. Hmmmmm, never heard of that before.

Either way, I like how you used the blades/magnets, but I might have to point out that your kit as an ADC might not be such a viable build given what's presented here.


Passive: What I'm seeing is a really good idea in the works. It's a little like a mini gnar Q that lands its initial damage automatically, but it goes just beyond its target and returns to Niado for a second chance to damage. It's nice, however, with the rate at which most other carries are receiving movement speed or dodge gimmicks, it seems like this would mostly work against support champions, or for anyone who chooses to stand still in a trade. Of curse, it might help to know how far the blade goes before turning back around, but I get the feeling that it is a far enough margin to allow for the enemy to have ampile dodging time. A lot of duels are high-energy engages full of repositioning, dashing around, using summoners spells - both parties are either moving to get the upper hand, or one of them is running away. It might make it difficult to ever land this second instance of damage in the average lane trade.

I could see this being a bit more viable if this were an active that made his next few attacks slightly faster, AND returned to him afterwards, since his attack speed is currently a static, fixed rate of fire. This might give auto attacks a little more "umph." Definitely a nice thought though!

Q: I like this a lot. However, it might be in your best interest for him to only throw a single blade for this attack, since he would have something he can defend himself with once the ability ends. Currently, he throws both of his blades, and he is basically left up shit creek without a paddle unless he is using ult. I don't know of a whole lot of maneuver mechanics that then rely on the use of more abilities to help them auto attack again. That being said, this is probably my favorite ability.

W: This ability seems to be much more in line with his casting side, and adds a little bit of Orianna-esque difficulty and positioning to his strategy. I don't see this having amazing synergy with his ADC side, but I like it.

E: I'd say that adding yet another positioning ability for his blades may act as more of a hinderance - especially if his autos depend on him having his blades, and these blades are on a fixed attack rate. It would be one thing if he could bring the blades back, and have a large boost in damage with quick autos, but the standard attacks don't seem to be all that enticing.

R: This is an excellent kit addition - as it can be used both as an augment for auto attack range, and also has synergy with his casting side. I think my only concern is the ability duration and/or cooldown. The cooldown would be perfect if the buff lasted between 8-10 seconds - that alone is a long ult.


Overall:

I'd say that where Niado is currently, he is much better suited for his AD casting side than his traditional marksman role. He falls more in line with champions like Talon, Azir, and Orianna, which is definitely not a bad thing (especially for fulfilling a damage niche which hasn't seen much exploration), but a lot of his strategy relies heavily on positioning blades, and not actual auto attacks.

I'd say that if you were going for a more traditional marksman experience, you may want to look into that passive a little bit, or maybe help nurture his auto attack potential a little bit more - whether it be attack speed, projectile speed, the amount of blades each ability uses, etc., etc.

I definitely like the kit, and I wish you the best of luck this month!

BowieTheNifty1 votes

Im actually very happy to hear this kind of feed back. It helps a lot with cleaning up some rough ends of the kit. Though I do have some design choices in for a reason. He was never intended to be a traditional marksman, though he could fill a marksman role if need be. A fixed attack speed does make it more difficult this is true, but it doesn't stop Jhin who is one of the strongest ADC's at the moment. This is why I made the choice to have his projectile speed be increased by bonus attack speed to sort of aid to his ADC side. As when they have increased projectile speed, they come back to Niado faster when thrown as basic attacks. Answering the question about distance, all the blades will travel 525 before they start returning to him. You did however notice one thing in particular about his E, it could be used to retrieve his blades back in short time. Was wondering if anyone was going to catch onto that. ^_^I will admit the ult's duration is a bit on the long end and I will probably be reducing that.

Hmmm though I am going to run this by you for a moment. You want his ADC side to be a more viable option. Now some ideas come to mind for this. I could either raise his base attack speed/his attack speed growth, to double his projectile speed for critical strikes, or reset his basic attack timer upon catching a blade. Honestly I am having trouble deciding and was wondering if you had any ideas of your own to contribute?

Bobo1131 votes

Most of the time, I hate imposing ideas on people - take this as my personal touches, and nothing more than hypothetical suggestions.

Upon further investigating your kit, I'd say that I'd make your passive and 1 ability that specifically align with the ADC side, 2 neutral ones, and the other ability should have some kind of casting strength. The philosophy is simple: there should be even representation in your kit for both sides, and the passive is a little up for grabs. For the sake of the example, I am making the passive an ADC passive that prioritizes chasing and engaging. However, like I said, that's just me talking.


One way that I might do this is as follows (super simplified, of course, for the sake of the example):

Caching blades and auto attacks should have very little to do with each other. Standard auto attacks will use smaller blades that aren't effected by abilities. Your abilities will be the things that play off of each other (with the exception of Q, which will be explained in due time).

  • Passive could explain how you hold 2 blades initially for abilities, and it could give a movement speed buff for every blade that is currently "away" from you, giving you 15% speed if you're only holding 1 blade, and 30% if you're holding none.

  • Q is essentially your old passive, except it can also utilize attack speed buffs. If you toggle this, each blade you throw uses a little bit of mana, but your blades go through your target with the chance of dealing return damage if it passes through again. This way, your lane doesn't become skillshot hell, and the return damage will be slightly harder to dodge. You then have the option to either prioritize standard attacks, or build into a mana/casting build that prioritizes the special uses for the blades. Either way, this probably serves as lan ability that best serves your marksman side.

  • W could be your way of using a single blade around you that spins around you, and re-activating it launches it in the direction of your cursor. When it is sent outward, it knocks you back - making it a possible dash, and creating a decent combination between your existing Q and W. This is definitely more in line with casting.

  • E could be your re-positioning move, and it works great as-is. I like how this can either enforce your use of blades like a mage, or bring them back to you for auto attack use. This is an essential piece to keeping the marksman and castor even. This ability would work perfectly as-is.

  • R could remain the same as well. It can favor both playstyles - depending on your build. It might use a bit of a time nerf as I previously suggested, but nevertheless, I like it.


Of course, that would be what I would do. I definitely trust that you can come up with something much, much better. It is your champ after all, and the vision ultimately rests with you. I hope this serves as merely a point in the right direction.

BowieTheNifty1 votes

You don't have to worry about imposing. I did ask after all for the ideas. Now I will admit I don't wish to make drastic changes like the ones suggested, though the nerf to the ultimate duration is definitely coming. I did choose to keep the two blades for both basic attacks and abilities to give the champion a high learning curve. This is to break a mold of mindlessly basic attacking opponents tell they die. It adds complexity with a similar targeting system. Niado wont be for every player I will admit, but for those who choose to learn him I want it to be rewarding. The caster portion does fill this niche well, but I also want to give room for other options in play style. Still thank you for the input, I really appreciate it. :)

RocketRelm1 votes

The lore depicts a good man that becomes a machine to cut out the ‘tumors’ in Zaun personally. Blade arms feels like a counterpoint to Camile’s Blade Legs, and I can imagine the two having some kind of confrontation regarding the different way they go about business. One thing I did notice was that you tend to use a lot of ”filler words”, which can be a good stylistic choice, but one I’d at least be aware of making.

Passive: I enjoy the way this makes him unique, though I have a couple questions. What’s the missile speed? It’s modified by stats, but there’s no base to give an idea of how much you have at each interval. Do the attacks return to his location when he originally threw them? To where he was when they started spinning back? Or do they curve and arc back to him like boomerangs regardless of where he runs? (The last being more like Ahri Q)

Q: Most of the time I notice ‘dash’ abilities being put on the E or the W and not the Q, but that’s not a complaint. Otherwise it provides a auto+dash away. I would suggest changing the cooldown to be “14/13.5/13/12.5/12”, given your goals, simply because the times where league champions break linear scaling on what they get when they rank abilities are few and far between.

W: This ability works oddly, partly because it seems like the blades around his own body and the ones on the field work on different timers. Him being limited to 2 blades at once helps contain this ability, but I do wonder about his ability to function given that he’s locking himself out of basic attacks as an adc to do this.

E: The main question I have to wonder is how far will they go in that direction? All the way to the cast point, regardless of where they were? I feel like this partially gets used when body autoattacks are out, on their way back to you, to run them through the same opponent again.

R: This reminds me of twitch ult, and it allows him to break the limiters. Without this ult, it seems like you would rather just have a standard point-and-click adc with an AS steroid, that gets 100% of their AD applied to attacks instead of 80 (spare the niche cases where you catch somebody at the exact 500 range where you ‘double hit’ them before they move).

That train of thought makes me ask: How does he interact with runnans?

Overall: I think that the idea of a skillshot based adc is a good one to explore. However, I feel like he currently has a slight issue with his dps against stationary/CCd targets being really high, while suffering immensely against moving targets. I’m also unsure how I feel about his ultimate being ‘such’ a boost comparative to his base. It’s exciting, but also could result in his balance being ‘crazy when ult up, weak when not up’. The only thing I could suggest to help with that is to have his Q and W toss out “one” blade not attached to his basic attack blade charges, and then having “additional” effects based on the autoattack-dedicated blades used.

BowieTheNifty1 votes

All really good questions. Thanks for actually contributing a review. Allow me to give you a little bit of insight.

The basic attacks return to him, much like an Ahri Q or a Sivir Q. If he had to catch every blade for a basic attack he would be a bit too complex in my eyes. Which is why I shot for the blades returning to him. Though regarding projectile speeds. Now I had to actually do a bit of research to find a list for projectile speeds to really answer this question. Finding a good listing of speeds to base concepts off of can be a challenge. So starting off I would give him maybe a 1100 base projectile speed. Its a little faster then Twisted Fate's Q but a little slower then a Morgana's Q. Now what isn't exactly stated is that the attack speed he gets from levels does contribute to increasing the projectile speed, this is the same case of Jhin. Being at level 18 without any attack speed items or masteries it would put his projectile speed at 1661. Which is between the speed of Ashe's R and Blitzcrack's Q, the ult being the slower of the two. Going a standard build for him with attack speed quints and what I suggested in the builds well, you are looking at 2194.5 projectile speed which is a bit faster then Ezreal's Q. Though for shits and giggles I decided to see how much projectile speed he could get with max attack speed item builds. 3564 projectile speed, the next runner up is at about 2500 which it I believe Cassiopia has. Then again while this champion is still within the concept state, nothing is truly finalized, especially numbers.

Most likely will change up the cool downs a bit on the Q. Mainly the cool down progression was to put a bit of a limit on him. Believe it or not, the Q can actually pack quite a punch in terms of damage. Though many have suggested to only limit him to one blade use for the ability, I think I am going to pass on that actually. It provides a choice for players, go for that extra damage of two blades or more blades, keep one blade in the back encase a slow is needed, or just use it for an escape? What I believe is that it give variety to the ability. Of course this is what I see.

Funny thing about the W, in early development this used to be two separate abilities. So one would be the blades spinning around him and the other would be the blades spinning at a location. The more I thought about it though, the gameplay would become rather straight forward. Oh slow them down with one ability and then shred them with the next. Combining not only changed the play style it actually made it challenging. Plus it made it so that two abilities wouldn't need to have certain circumstances to be accessible. While is does lock him out of basic attacking for a little bit, the damage from them can also do quite well.

Regarding the E, it isn't like a directional cast. It is a target location, so the blades will get to the location before starting the return trip to Niado. So even if Niado leaves the cast radius, they have to reach the location before starting to return to him. Hopefully that makes sense. Yeah one of the uses for this ability is to guarantee that both ends of a basic attack connect, or both ends of his Q, or that they keep within the spinning blade of his W. Just some general ideas of its uses.

Will admit that there was some inspiration from Twitch's ultimate, but believe it or not it mainly came from Riven's ultimate. One thing I wanted to avoid was an attack speed steroid on this champion. Its a bit too generic in my eyes, but that is just me. Having more blades come into the picture though, oh man that surely opened up a lot of power in his kit.

Regarding Runaan's Hurricane though, I did make special mention to that already in the In-depth portion of his passive. So for each basic attack only two bolts will fly out once the blade is thrown. The bolts will strike separate targets that isn't the original target. Means the original target can dodge the attack, but the targets of the bolts can not. Its a bit of a strange interaction but it is to reduce his lane clear potential, as one of his normal basic attacks can hit a whole wave of minions.

Still I am glad to have you come back and look at Niado. I would go look at your concept, but it turns out that you were the first review I did for this month. ^_^ Love the ice dragon concept by the way. Thank you is all I can say, its nice to have feed back.

Skylarke1 votes

Hi! CCOS Reivew!

Passive: It's certainly unique, though I am curious as to why there should be a fixed attack speed. I assume this is to present counterplay opportunities, although the issue that I would like to bring up is the damage against minions early on. As only dealing 60% AD per passthrough, it may make farming quite difficult, as well as impose an artificial skill-cap by having to position very specifically to not push the wave when you don't want to. Furthermore, if feels as if the delay would make it very difficult to farm under tower. I also believe there should be at least a small delay on this because of how this functions. Most important of all is because of the initial 1100 travel speed - when trading at such close ranges (525) they become extremely difficult to dodge, particularly when you don't have access to damage and mobility items so early. As such it forces circle strafing in order to combat him effectively. While having to change up your playstyle is good, having to constantly circle strafe is very detrimental for ADCs who try to fight you.

There's also the issue that he gains access to excellent free waveclear at higher levels due to how his knifes work, which may make it difficult to push in a lane against him.

Q: There isn't much issue I find with this ability. The only improvement I would suggest is that there be at least a slight delay (0.5 seconds?) or else you have issues like with old Talon rake where you could only really dodge it if you were already out of range.

W: The PBAoE confuses me. Why would this be something that Niado needs? I am very unsure of why this is something that would be considered effective because you already have a tool that can be used to get enemies off you (Q) that it feels superfluous. This combined with how well he scales with ArP items like YGB (the most likely build given poor synergy with crit) would mean that this is quite unnecessary. The ranged element is certainly quite interesting given the very strong thematic ties but dealing damage over 4 seconds is very hard to hit given how low the initial damage early. This makes it that the damage scales exponentially (through rank-up base damage as well as reduced duration). What I would suggest is that there is a base damage, some degree of per level scaling, but also a fixed duration since it is then far more clearly defined in its role.

E: I do not see a situation where they would not return to Niado, particularly since you mentioned that they track his position. In this case, with 40% CDR returning 2 blades instantly reset the cooldown. This feels odd particularly since have already an AA and ability range extender. This is definitely very cool but there is some degree of overlap with the ultimate and how it functions.

R: Personally not a fan of pure steroid ultimates, but maybe that is just me. The granting of extra blades is reasonable, but what feels strange is the extra range, since its implemented better in the form of the E. You might want to fix this up because there seems to be quite a degree of overlap in an already defined ability. This frees up the ability such that it can be implemented more creatively.

Overall I like the thematic as it's definitely very strongly entrenched there, but here might be some gameplay issues you want to fix.

BowieTheNifty1 votes

Thanks for dropping by for a review ^_^.

Regarding the passive, the damage to minions was a bit of limiter on him. While yes late game he would be easily able to clear waves due to this, it does mean his early game does suffer. Though it does raise a good point in farming. Raising the percentage of AD used on minions would increase his early wave clear, so finding a solution for it maybe a bit difficult. Minion execution damage might be a good idea to add. As for the projectile speed, it does seem a bit fast which is another good point considering the attacks range. Thinking about lowering the base speed, maybe 800 to start and give even more of a bonus on how attack speed effects the projectile speed. Revamping the formula then he would get 1616 projectile speed at level 18 instead of 1661, huh funny how is managed to use the same numbers in a different order xD. This would hopefully alleviate some of the problems. At least for the passive.

Now I actually have a question towards you regarding the delay. Are you talking about a delay on when the blades first come out or when they start to return? Cause this does a make difference. Going to assume you are talking about when the blades start to return sense you mentioned Talon. Sense the projectile speed is tagged to the how fast the blades travel even during abilities like this one, making a delay on the return path wasn't planned for. Now that the base projectile speed is going to be lowered, I feel as though a delay wont be needed.

One thing about the in-hand portion of this ability is that is can serve as more then a disengage tool. Its not the question of it would be something that Niado needs, but what of Niado is capable of. This adds a bit more depth on positioning instead tossing straight skill shots the whole time. It may seem unnecessary, but it actually reflects a bit on the character. Like in his lore he slaughtered some of his colleagues for not agreeing with him. He could of simply let them go and start his extermination project without their approval. Though it wasn't necessary to kill them, yet he did it anyways. Regarding the in-flight portion, I will admit that the low level damage is pretty low. Adding a base damage to it would be a bit more problematic actually. Originally this did have a base damage per second and that mean that I would have to lock the duration for spinning blade. That also meant that the base damages had to be low in order for it not to get out of hand. What adding a total damage did was lock the damage, but allowed me to give a variable on how fast it was distributed. It gives him a unique mechanic being able to increases the damage per tick but lowers its duration. So it would allow him to get the full damage of its ability later on, but keep his early not that excessive either. That was the thought process behind that.

With the E, it was made for the purpose of positioning blades where Niado would want them. Sure it does grant some increased ranges for his basic attacks but it can also be used to redirect blades against more mobile opponents. The cool down reduction on catching a blades means that he would be able to have the ability off cool down often but not allow it to be cast multiple times during the flight of one blade. Hopefully that makes a bit of sense.

Sure not all the parts of the kit are exciting, the ultimate isn't the cream of the kit either. I personally like it for how is interacts with the kit was a whole. This grants him more of a presence in terms of damage output. Upon further thinking about the overlap, I could actually do something about this. Increasing range on everything, does contradict on certain aspects of the kit. Definitely this can be changed to not only suit the current kit but aid with the more marksman base.

Anyways thanks for the feedback. Will be working on some changes shortly. Your opinion has definitely been taken into consideration.

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