User blog comment:Commander Marko/CB1: Zero, the Collector/@comment-533780-20150328143941

That's one superpowered carry right there!

My only *real* criticism of the kit would be that his E blinds people facing Zero, when it would make far more sense to blind people who are facing the grenade explosion. People in between the two will get blinded by a bright light coming from the back of their head, or stare directly into the flash and be totally fine. It's probably more useful to Zero to blind those facing him rather than the grenade, but it just doesn't make much sense. Maybe if it was just a PBAoE rather than a grenade? Also, 8 second cooldown and no cost is very strong - I would imagine this would be used aggressively for the armour debuff and solid base damage more than for the blind, which will just be a delightful extra for carry duels?

His Q is a fine poke, the slow is fairly weak but is probably still enough to be pretty important. The attack speed debuff feels fairly tame, and I wouldn't imagine it would be that noticeable until it's about to drop off, but I guess that's better than having it be a near-blind, given the 4-6 second duration. I suppose you could play around it by attacking once, moving for 2 seconds whilst that one drops off, then shooting once more and moving for 2 more seconds until that stack and the debuff both drop off. But that's a lot of not-shooting just to avoid 1.5 seconds of shooting slowly.

During Reflections, it says the damage is redirected - does that mean he doesn't take it?

What is the percentage cooldown reduction on the ult?

He has everything a marksman could possibly want apart from a single heavy steroid, though his passive(s) and E do the job more than well enough in combination.

I think he's a little strong, but that's a compliment rather than a criticism, strong is good. You're clearly too good at this to accidentally write a broken ability - but I think maybe the combination of his movement speed being the highest of any marksman, and having a slow and a self-haste (which might also be a shield?) and a blind-or-retreat might make him just a little bit too safe - that said, his only dash is his very-weak ult (seriously, where's the *damage*? ^_^), and his attack range is near the bottom of all the marksmen (and his base attack damage, at lv18 at least, is pathetic), so it could very well be pitched perfectly. The thing I'm finding a little too strong is that he seems to be strong *everywhere* - he's good against tanks and bruisers because of his 'Unrivaled' passive, his percentage armour debuff and his exceptional mobility/slow, he's brilliant against other ADCs because of his Q and his E, he's brilliant in team fights because of his 'Collector's Mark' passive, he's hard to hunt down and assassinate because of his W, his slow, his ult and his mobility - so what things is he not *really good* at?

Thematically, he's interesting and appealing, but he seems to have two rather distinct themes that aren't fully brought together - the 'blinding light' and the 'reflections' give him a light-based theme, but then there is 'incapacitate' and 'traits of the hunter' that seem to be a different theme. The two themes aren't incompatible, but I don't feel they've been fully gelled together yet (maybe when you get round to quotes and icons that will sort that out).

Overall, he's a very soundly constructed marksman that has everything a marksman needs and more, but I feel he has put a lot of his talent points into his highly mobile autoattacks and his E, and very few of his talent points into his ult; that makes him possibly well balanced overall, but makes him less exciting to players who like big flashy abilities, and could well make him slightly too strong in his main role as an ADC. He is an interestingly themed champion, which is always a big plus to me. I don't think he fulfils the competition task all that strongly as the only interactions are the only-hits-you-if-you-don't-dodge-it kind, which is a pretty trivial interaction, and the attack speed stack on Q, which is also not hugely interesting because it's choosing between 'attacking badly' or 'attacking really badly' (i.e. not attacking). It's enough to meet the challenge, sure, but I feel like you could have done something more interesting with it.

Another very tight and tasty champion design!