User blog comment:Lyndongwapo/Gyro, the Slugger Hitman/@comment-3391671-20160806103945/@comment-3391671-20160807001030

One idea I can think of instead of removing the gadget-ness of Z is to simplify how Z levels in each mode. That would mean that some of the varied effects will have to go away in trade of linear clarity. One will provide more, another will help provide a consistent heal.

Let's not forget that adding a separate leveling to Z compared to Gyro himself means that if Gyro cannot secure his kills and rack in the right exp for Z, Z will fall behind. the fact that you will need to spend to have Z catch is not exactly satisfying (at least in League of Legends, where all pets "level" with their partner or their respective skills). This is closer to my own preference (since I do not play ADCs), but I believe that as much as uniqueness is nice, clarity is also good.

What I'm worried is that the innate is creating either a minigame that causes Gyro to play a game that is worse that 's catch-an-axe game, or an innate that only affects one ability (the Q). This is most likely an issue of clarity in the innate, but for now, the innate does not do itself well.


 * The idea of the MS boost is thematically alright. It's just how you get it is unclear/unsatisfying. As I mentioned above, if you go for terms that people would be more familiar with, it would be easier to understand.

Which template have you been using? Mine is the custom champion info template and it uses "|ms=" for movement speed.