Xao Tof, the Young Vengeance

Popufur·7/8/2015, 2:12:31 AM·2 votes·2,082 views

I got this idea from Yasuo, being a fun character but lacking a lot of versatility in his kit so I created Xao Tof as another powerful Samurai character, since there are a ton of Ninjas why not a more Samurai?

Xao Tof, the Young Vengeance

Primary Role: Fighter

Secondary Role: Assassin

Introduction & Appearance

Xao is a very mobile duelist that excels on 1-on-1 combat but has enough mobility to get to multiple targets if need be. He has short black hair, wears a a black mutli-tailed coat , a scarf over his mouth that flows behind him and a long red katana known as "Blood Moon". Xao Tof is an exceptional duelist, but having little defense against more than one enemy if he isn't ahead in lane, he has a single range attack that doesn't put him in harms way, but its cooldown is high and his ult, though strong, is easily counter-played.

Lore

Xao trained under the same teacher as Yasuo, whom he idolized even if he was not yet to his level of swordsmanship. When the occurrence of Yasuo's supposed murder of their master, Xao was the only member to disbelieve of the accusations and fled the temple in search of Yasuo. Once he discovered his idol, Yasuo turned him away for his safety. Xao did not approve and was given no alternative, but to open his eyes to the only thing Yasuo listened to... a challenge

Yasuo, chuckling, underestimating the young samurai agreed making a deal that if Xao could land a single hit on him he would take him under his wing as a pupil, but if he lost, he to head back to the Dojo. With a surprising swiftness, Xao used his vast array of unpredictable moves to deal not one, but three strong slashes to graze his new Sensei's rib, leg, and sword arm. Though given a rematch, Xao would likely lose, given his victory due to Yasuo underestimating the young 15 year-old pupil, Yasuo agreed and held his word training the young swordsman and to wait until he was stronger to join the League of Legends with his Sensei until he was a couple years older. Now, at 17, Xao is more than a match for his Sensei and all the other entrants of the League of Legends

Allies

Yasuo

Enemies

Riven Varus

Quotes Taunt: "You lack the discipline to beat me"

Joke: "I wonder which ability I have at the ready, wanna find out?"

Taunting Yasuo: "I look forward to this duel, Sensei"

After killing an enemy Yasuo: "Looks like I've surpassed you, Sensei"

Stats

Stats ---------------------------- Health: 571 – 2016 Mana: 0 Attack Damage: 61 – 116 Attack Speed: 0.621 (0% – 51%) Movement Speed: 350 Health Regen: 7.4 – 19.3 Mana Regen: 0 Armor: 24.2 – 87.1 Magic Resist: 32.1 – 53.4 Attack Range: 125

Abilities

Passive - Path of Vengeance

So in tune with his Sensei's vengeance, Xao gains a +5/10/15/20 AD as long as an ally is dead. This can stack up one time per ally

Every ability that Xao casts or basic attack he connects with gives him 10/100 Death Strike meter. This decays after no gaining any for 10 seconds by 5 per second

Q - Air Cutter/Rush/Meteor Blade - 0 Mana - 10/9.5/9/8.5/8 Second Cooldown - 600 range (Air Cutter), 0 (Rush), 125 (Meteor Blade)

First Cast: Hold down the button and the next time you cast Q, it will change into one of the three following spells. Hold for 1 or less seconds for Air Cutter, hold for 2 seconds for Rush, hold for 3 seconds for Meteor Blade. Holding for longer will reset back to Air Cutter.

Second Cast: Locks in the ability you chose

Third Cast: Casts the ability:

Air Cutter: A swift shockwave of wind cuts through all it travels through dealing 10/35/60/85/110 (+110% AD) to all it passes through and reduces the armor of those hit by 20% for 1 second

Rush: For 3 seconds, you gain a 30/35/40/45/50% Movement Speed Boost. If you basic attack or use an ability during this duration you stop the boost

Meteor Blade: For 1 second you gain 100% movement speed bonus and are untargetable, then land dealing damage to the target you select if in normal auto attack range. The attack makes your next basic attack deal a bonus 30/60/90/120/150 (+50% AD) and slows the target by 30% for 1 second

W - Counter - 0 Mana - 9/8.5/8/7.5/7 Second Cooldown - Self Range

Immobilize yourself for up to 2 seconds, recast to stop, if an opponent attacks you with a melee basic attack, stun them for 1.5 seconds and deal 40/60/80/100/120 (+80% AD) giving him a 40% Movement Speed Boost for 2 seconds

E - Silver Blur - 0 Mana - 18/17/16/15/14 Second Cooldown- Dash 500 units in direction

This quick dash can critically strike, and the cooldown becomes 1.5 seconds if the dash collides with an enemy minion or Champion. The Dash cannot be reduced by the same champion within 10 seconds and deals 10/20/30/40/50 (+50% AD)

R - Death Strike - 100 Death Strike Meter - 140/120/100 Second Cooldown - Blinks behind target within range 600

Only castable when using all 100 of your Death Strike Meter, create a 3 second mark on the target. After the mark expires dash to and knock up the target immediately knocking them back down 0.5 seconds later dealing 150/200/250 (+150% AD). If Xao is stunned, knocked up, rooted, silenced, polymorphed, suppressed, or feared while the mark is on the target, the ability will cancel and his cooldown will be as if it activated, back to its normal Cooldown.

Explanations

So here I will explain the abilities further, just remember that numbers and ratios can all be changed easily, so try focus more on the abilities themselves. If anything needs balance though, please do tell me and I will fix it.

Q - This gives Xao a lot of options and approaches on his fight, this gives him some cc but not all at once. Similar to Twisted Fates Cards, after two rounds of not selecting an ability the ability will just go on cooldown. Air Cutter allows for a stable harass option, the Rush serves as a solid escape tool especially when paired with Silver Blur dashing to a creep or champion then dashing a 3rd time for distance, finally, Meteor Blade is a way to deal a lot of damage to a single target or to avoid abilities since you're un-targetable while mid-air

W - A very effective way to turn the tables in a duel with a 1-on-1 foe. A good combo is to use Meteor Blade to get in, then immediately Counter after to reduce the cooldown on your Q to use an Air Cutter to pack on some damage or get a fleeing foe

E - Though limited uses in the jungle, as it doesn't reset off of monsters, this dash can be used to get into the back line of your enemies defenses to whipe out their carries with relative swiftness, especially if you're Meteor Blade is ready

R - Though inflicting loads of damage, this powerful strike is not without counter-play, simply getting hard cced or obviously dying will stop this attack all together, it also lets the enemy time to plan an appropriate ambush knowing who's marked. However, if used in the heat of battle some might not even notice it, not to mention, using Silver Blur on a front line tank, casting Death Strike on the carry then dashing to a seperate champion to get out will let you safely cast it keeping your reset ready for any shenanigans that ensue after you are taken to your marked target

Please let me know :3

Check out my other champs:

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/iABEKAA6-heart-striker-the-limitless-soldier

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/v7ohYZWX-roth-tor-the-yordle-brothers-thats-right-two-characters-in-one

16 Comments

Deep Terror Nami7/8/2015, 2:14:22 AM2 votes

Passive - Kill me first

Fixed that for you

Rito Jericho7/8/2015, 2:45:08 AM2 votes

All in all, I think this is an interesting champion concept. Might not be a GREAT one (no offense meant there), but certainly one that I'm interested in and one that I would be more than willing to try should he actually be created.

The passive I think is really interesting. As far as I'm aware, Xao is the only champ that would "benefit" from an ally being killed during the match. If nothing else, it is really unique. Heck, just for the fun of it, you can give him a hidden passive here that causes him to deal an additional 1 damage against the enemy who killed your ally (for about... let's say 3 seconds since I suck at numbers, especially for League).

I like the idea for the Q and how it's another version of TF's "Pick a card". I feel that the League could actually use another ability like that or two. My problem with the Q is the "Kick Dash". First, I'd just like to recommend that you come up with a better name for it (but that's just my opinion/preference there). Other than that, I really just want to to see if you can explain it a little more for me. Unfortunately, I'm failing to understand just how it really works.

The W is interesting, but I'm a little concerned. It's a lot like Fiora's "Parry", but in a way, not as good. I mean, sure, you're also stunning them and reducing the cool down on your Q, but you're rooting yourself in place. With Fiora's version of the move, she can still move around, granting her at least a CHANCE to avoid abilities that she can't counter. Xao doesn't have that. He's a sitting duck unless you time the move right.

I think Xao's E is okay, but you might want to re-work something. If the ability's cool down is completely reset if he collides with an enemy, then that means he can dash around A LOT. Unless the enemy team has moves to lock him down, I'm afraid I just can't see that as being fair. If nothing else, I recommend that you lower the cool down from getting reset to simply be reduced some when he collides with an enemy.

Xao's ult is interesting, but I can also sort of see it as something of just a combination of Yasuo's and Zed's ultimates together (the mark, followed by the knock-up then knock-down). But, I'll admit that I could be wrong.

I really DO like Xao as a concept, but he has a LOT of mobility for just one champ. 2 dashes (one in the Q and his E), a move-speed boost (also in the Q), and a blink (ultimate), all in one champ. As cool as that would be, I personally can't exactly see it as being fair to play against. The other team is going to need a LOT of CC to lock him down. I'm not saying that you HAVE to change anything, but I do recommend that you think things over (and maybe post some counter-play aspects to him at least to set my mind at ease on weather or not he will work as a fair champion in the League of Legends).

Anyway, regardless for how much I kinda tore at him (for lack of a better term), I do still like Xao enough that you DO have my vote. Keep up your work, and see what you can do to keep making him even better.

Nikushimi Zero7/8/2015, 7:21:59 AM1 votes

Reading him I just want to say first that I am all for more Samurai like champions. However, he makes me think of if Yasuo and TF had a kid and he trained under Riven and Fiora while learning a few things on the side from Zed and Yi.

Now onto my review and feedback. This might be long because I talk about a lot of things. I want you to know I do like the idea of the champion and what you're going for with the whole kit. I get it. So when reading my review please take that into account.

Start Review

First Impressions: Versatility is a good thing for a champion to have, but imo this guy has a lot of versatility. I can see him playing literally any lane and "Maybe" having only trouble with bottom lane. Maybe. I say maybe because of the W and the range of his Q as well as how his E works. All in all I like the samurai thing. I however don't quite like the lore for the only reason of how easily he landed hits on Yasuo. I get Yasuo underestimated him, but if Yasuo (Presumably) killed their master and the kid (No matter how underestimated) stated he was nowhere NEAR his masters level or Yasuo's I then find it hard to believe it was so easy to land three hits. No matter how Yasuo underestimated him. Yasuo (From what I gather) is a really good fighter and he would hardly let his guard down THAT much. Just my thoughts. This is just me. I like how he was trained by Yasuo at least.

Suggestion: Personally I would make it where Yasuo wins, but sees merit with the kid and decides despite what he said, to train him.

Now, onto the kit review.

Passive I like the first part of the passive. It is definitely unique. It's also not too much and it is only applied once (From what I gather) so it can't be too OP if all 4 other champions are dead.

The second part of this I don't have an issue with since it has to do with his ultimate, but my only thing is how quickly that adds up. Just 10 attacks and BAM full Ultimate pretty fast. Even with the decay because that decay takes a long time to start to decay. 10s is pretty decent and able to go from one lane to another pretty easily with good movement speed and keep the decay from well...decaying.

Suggestion: Personally I would make it 5 instead of 10 and lower when it starts to decay to 5s and lower the amount of decay to 3. Just my opinion.


The Q This thing is....well to me it is borderline stacked with options and effects (Much like TF's but even more so). I see you drew from TF, but with TF his effects were placed on the same type of attack. A basic one. This ability gives you 3 abilities in one. A champion concept could be made on this ability alone.

I see what you were going for, but this gives him a LOT of options. It makes him strong up close and Varus/Caitlyn at range without being a ranged champion or even a mage. In other words that's a huge range for an Assassin.

With such a low CD no mana champion he effectively has 6 different abilities. Only time I see more than 4 abilities is on champions who change forms or have to purchase something for new abilities (Viktor) or expend something for a different effect (Karma). Twisted Fate has different effect, yes. A stun plus damage, AoE plus damage, and Mana plus damage, but all that is one range and on basic attack which also disappears if he does not cast. Yes, it happens with your version too.

Suggestion: Get rid of everything but the Air Cutter ability or make 3 abilities with the same range and damages, but with different effects for better versatility. He already has a dash which I'll talk about later. His meteor blade is....well, I'll talk about that too. If you do keep them all I would just give my suggestions a chance.

Air Cutter: This is almost as big as Varus's Q and Caitlyns Q. However, unlike Varus's Q this has no damage reduction as it goes through enemies as well as doing 110% AD damage AND reducing armor. Speaking of that how long does the armor stay reduced? That's a huge decrease in armor from a Rank 1 ability. Caitlyn's Q has a channel time which can easily be interrupted. Yours has no such counter. The base damage is low and the scaling high. At lvl 1 with the armor reduction depending how long it lasts....can hurt.

Suggestion: Keep damage, but scale the armor reduction. That's a lot of reduction on Rank 1 lvl 1 and against tanks you'd be like a nuke to them. An assassin should be able to rip through so fast at lvl 1. Also, reduce the range to a much shorter range. Possibly 400-600 range. Maybe even go so far as 700, but that 1000 range is HUGE on an assassin/fighter.

Kick Dash: I see no sense in this ability. It is pretty much Urgot's ultimate but without the channel and slow. That is incredibly strong in team fights. You also have a dash.

Suggestion: Get rid of it. This is Urgots ultimate with less range, no cost, no channel, and no slow. The no cost and no channel which makes this extremely hard to counter besides to dodge it, but with a short range it's hard to see it coming.

Meteor Blade: This thing is an ability all its own. Legit this thing has a lot going for it. Invulnerability for 1s (Kayles ultimate gives 3s) and so you're at 1/3 an ultimates power already. You're moving WHILE invulnerable. Strong as hell for diving. Turret in your way? Nah, no worries I'm just gonna jet through. Really strong. Then coming down with pretty decent damage AND a very strong slow. 1.5s is usually attributed to lesser slows. Talon's slow is 99% for 0.25s iirc and yours is half the strength.

Suggestion: Get rid of the invulnerability. Lower the duration of the slow to 0.5-1s.

Overall Suggestions: Just make it Air Cutter. Nothing else. If you want to do three abilities in 1 then definitely lower the power of those three abilities and make them all the same range. As of right now this Q is so strong and loaded even Braum can't lift it.


On the W First impressions....Strong. This thing is strong. It's Fiora's riposte, but with WAY more damage and less mobility. Not to mention the CD at max lvl as well as imagine it this way. W, stun and deal MASSIVE damage into several basic attacks before they're unstunned and then Meteor Blade Q, slowing them immensely. Then, since E refreshes to 1.5s CD just chasing, chase, chase until you CC him with the Q again, or if he turns to attack another W on them. It's beyond strong.

The damage itself is my main problem next to the stun. It's not only longer lasting than Fiora's riposte, but does SO much much damage. Fiora has good damage on the riposte, but nowhere NEAR as much as this. For one, her riposte is MAGIC DAMAGE with AP scaling on an AD champion. This is PHYSICAL damage on an AD champion with AD scaling....that's a LOT of damage. At 300 AD that would be 560 damage. With no cost except to let someone attack you. Add that into the 1.5s stun and depending on the attack speed that could be an extra 3 hits worth 300 damage (Not including armor in this btw) and a possibility of crits. That's a lot of free hits from just standing there and letting yourself get hit.

Also the CD reduction on the Q makes the Q even more powerful in its current state.

Suggestion: Reduce the scaling to AP scaling and remove the stun completely. Or lower the AD scaling lower (50-70%) and remove the stun. That stun is my real main concern on this ability especially if you're in an animation you can't stop. Master Yi's Q for example. I don't see any counter play to this besides ranged spells. I'd also suggest to say that ranged attacks are not blocked and riposted by this....unless then are and in which case I don't see much counter play besides maybe some magic stuns. Any other physical stun or displacement would set this ability off.

Also, if you plan to keep the Q as is I would completely remove the CD reduction this gives it. Way to strong of CC going on for him.


On the E I like it except for the fact of how low the CD gets. Also, does it deal damage when going through enemies? If it does is it regular attack damage? That's regular attack damage ever 1.5s with range. A basic attack with flying pretty much.

Suggestion: Remove the 1.5s CD refresh. Make it so that if the first dash hits an enemy he can recast it within 1.5s to dash again. Afterwords it goes on CD. He already has insanely low CD with NO mana cost.


On the Ultimate Wow. My first impression. Not a good wow. I say that because I'm a bit confused and also intimidated by this thing. It's a single target Nunu Nuke. Yeah sure you can CC him out of it, but with this dudes dashes and invulnerability it is SO easy to avoid everything for 3s. You have 1s invulnerability, a dash that has a low CD, and a block/riposte that nothing can touch without being stunned and damaged unless he is able to be hit by magic and ranged abilities.

From how I gather is that he casts the mark within 600 range of champion (Which the range to me is alright), but then how the wording seems is that if this champion then backs off away from your champion (And I mean they are behind their turrets while you're by yours) then you STILL blink to them. This shows to me that if someone was running back to their nexus and are 2000 units away from Xao that he will still blink to them and instantly deliver a near deadly if not deadly strike because it is pretty much a Nunu ult with NO chance of lowering the damage like you can with Nunu.

So please tell me that if a champion with this mark walks out of the 600 unit radius of this mark that it disappears. The fact that it is automatic makes me question it because of how he can just mark the champion and then BAM forget about them until he blinks to them.

Also, the only counters you stated are hard CC, and then it goes on a VERY short CD for such a power ultimate. Also, I don't think ANY champions ultimate that is this powerful has a low CD for being blocked or cancelled.

Suggestions: Make the CD on the ability go to regular CD if stopped. Allow for the enemy to be out of radius (Like with Caitlyns ultimate) for it to instantly fail. Make it a channeled abi

KotserB7/8/2015, 11:04:46 AM1 votes

Some interesting stuff here, so lets review it all :)

Passive: Its interesting, but I'm not sure whether it's that useful. You can obviously get 80 AD out of it in the best scenario (altough your team will be dead :( ), but you have to count on your allies dying. As an assassin, he is going to dive in the backline and either kill one or multiple high priority targets or die himself. I don't think the bonus AD is going to be of much use in a teamfight, since I think he will use his skill rotation before anyone has really died yet, unless someone gets caught out, in which case you usually dont want to fight anyway. I also see another problem with this ability however; there's not really a way to play around it. Say for example that in the early game your bot lane is ganked and is double killed. Suddenly you have 10 bonus AD in lane and you didn't have to anything for it. Death timers are short, but this creates situations where you 'randomly' can 10 AD and your opponent can do nothing about it, theres no counterplay. You could win skirmishes because of this you would have otherwise lost, think of it as getting a kill instead of being killed because you leveled up. Another weird thing is the Death Strike meter. I assume his this is what he fills his resource bar with, but he gains 10 to 100 for each auto and ability hit...?? I would make it static, maybe get 10 DS per auto/ability.

Q: His Q is formulated a bit strange in my opinion. If I were you I'd change it to work the same as TF Pick a card; First time the ability changes between the three. Upon second activation, one of the three abilties is locked. Upon third activation, the selected ability is cast. Apart from this, there is A LOT of utility in this ability, it's basically three complete different abilities in one. I know TF has sort of the same thing, but his 'three abilities' are all auto attack enhancers (not to mention that TF's W fits very well into his character in terms of personality). To me, it just seems there's way too much stuff. There's a poke ability, and although the base damage is very low, the scaling is very high (Zed's Q can hit for 150% **BONUS ** AD ideally, usually a lot less if he pokes through minions), but this also reduces armor, which greatly increases his damage. There's a dash which allows you to dash 500 units AND push your enemy back 300 units. This is a lot of distance you're covering, and its more than a lot of ADCs (maybe all, but I checked only a couple) can cover. He is an assassin after all, so covering a lot of distance is fine, but bear in mind that moving an enemy back is (at least that's what I assume) going to interrupt channels and interrupt Corki Valkyries etc. Lastly he can become untargetable, which is really annoying (Who doesn't hate Fizz's trollpole?), lasts .25 second longer than Fizz's E and allows him to move in between, where Fizz needs to choose a location twice and stick with it. Another problem I see with the last ability is that you want to use an invulnerability move like this one reactively, to dodge hard CC like ahri charm, but you need to wait for 2 seconds, just enough time for Ahri to completely burst you down. You might say that this was done intentionally to limit the capabilities, but you have to think about how people would want to use this ability. It feels so good when you dodge an opponent's CC with Fizz's E and punish them afterwards, Xao Tof cannot do that, because he has to wait 2 seconds to activate his invulnerability. I'm sorry I'm not really clear with my thoughts on this last ability, but I hope you understand what I think is wrong with it. I would advise you to look at your design and ask yourself a couple of questions: What is my champion going to do? What is he good/bad at? And from those questions you should be able to answer the last question: What can I take away without affecting the core of my champion, what does he REALLY need? I really believe that for every champion, as long as you can take away stuff without hurting the champion's core is always going to make it better designed.

W: This requires skill and good reactions to use, which is good (if you've every played Fiora vs. Nasus or Rengar, completely negating their Q feels so good). But this is also a very strong ability; it scales of AD (where Fiora's Riposte scales of AP), has a big stun and decreases the cooldown of your Q by a very substantial amount. There is simply too much you gain for negating someone's auto attack. The root is nice though, as the enemy can simply wait for it to end and then strike and/or cast other abilities. Still I think there's just too much in this ability. Imagine standing in mid lane against any ranged AP carry without an instant auto attack (like Lux, Anivia, Vlad). They can't cancel they're auto attack once its on the way. Ask yourself once again: does my champion need all this stuff?

E: It is literally going to be impossible to get away from this guy once he's onto you, which shouldn't be hard, seeing as he's a fighter/assassin. Yasuo can dash towards you once (unless minions), Fiora even twice, but Xao Tof can dash infinitely, once every 1.5 seconds AND can use it to get to lane faster, judging from the description. What is also weird is that it can critically strike, but there's no damage specified in the description. Again, the same question: does he need all this?

R: The fact that you have to wait for some time offers a lot of counterplay, in some cases up to the point where using it is just pointless. Imagine laning against Ahri; you ult her, she stands under her tower and there you are, facing both Ahri and her tower. But anyone with flash, a dash, a blink or a big movement speed boost can usually get to a spot where you don't want to end up as Xao Tof. The fact that you can get CC'd is nice, but an ultimate should be more responsive. Lowering the time isn't going to make it balanced though, because you get a whole lot of stuff for simply clicking on someone. For Yasuo ult you have to hit your tornado, Zed needs to do damage to make his ult useful and Fiora's ult... is in my opinion also not very well designed. Also: is the ult a blink or a dash?

All in all I think this champ right now is unbalanced and very overpowered. He has an incredible amount of utility (bonus AD, armor reduction, 3 different dashes, one of which can be cast every 1.5 seconds, movement speed boost, invulnerability, parry, stun, cooldown reduction, knock-up and knock-back). I challenge you to find a champion with comparable utility. Combined with a lot of high AD scaling (200 from ult, 120 from W, varying form Q and maybe from E) he can basically do everything, because he also has a ton of mobility. What I would advise you to do is first determine what the core of your champion is, what makes him unique, what can he do what other champions cannot. Then tone down the abilities. I hope you can do something with my advise and that my critical remarks didn't discourage you, because I definitely think there's potential in this champion (which is why I responded). And don't forget that this is just my opinion. I'm not a god, I'm not a champion designer at riot, I'm just someone that came across your champion on the forum. I enjoyed reading the story and as I already mentioned, I think this champion has potential. I would also like to apologize if some of my remarks are a bit unclear. English is not my native language, but I did my best to explain what I meant. :)

As a final request, I would appreciate it if my checked out any of my champs and provided me with some feedback: Morgius, the Spirit of the Betrayed Madred, the Ruined King Marinda, the Blade of Noxus

Good luck with Xao Tof!