Enzo, Heretic’s Bane (ADJUSTED) Designer's perspective: Enzo's performance is too reliant on the accuracy of his skill 2. In crucial team fights, when he misses, he easily becomes a "non-entity" on his team's side. To address this, we have made it so that he can now use his ultimate skill to directly link onto enemies even when his skill 2 misses. We have also allowed him to use his ultimate skill to readjust his position when the target is too far away. These adjustments have greatly improved Enzo's stability and flexibility. However, for the sake of balance, we have decreased his base level attributes. Specific adjustments: Passive: Crusade Enzo deals 100% physical damage bonus to nearby enemies. He deals an additional 35% damage to distant enemies. If distant enemies are hit, Enzo gains a brief acceleration (the effect is affected by Skill 1 level). Skill 1: Amputate Cooldown Time: 5 (-0.2/Lv.) seconds Enzo quickly moves a short distance, his next normal attack deals (+4% of the target's max HP) physical damage (max damage on jungle creeps: 500). This effect lasts 4s. When skill 2 is in effect, using skill 1 will pull the target of skill 2 towards Enzo. If his normal attack hits an enemy at a distance, it will slow the enemy down by (10+4/Lv.)%, and Enzo gains (10+4/Lv.)% bonus movement speed. Skill 2: Judgment Stage 1 Cooldown Time: 10 (-0.4/Lv.) seconds Enzo charges up and throws his weapon, dealing 250+50/Lv. (+150% physical bonus) physical damage to enemies in its path. The first target accuracy when retrieving the weapon is placed a mark. The longer Enzo charges up, the further the weapon goes, up to 4s, and gains 30% acceleration during this time. If the charge is canceled, 50% of the cooldown time is reduced. When Enzo fights the marked target, his damage is increased by (10+1/Lv.)%, and the target's damage against Enzo is reduced by (10+1/Lv.)%. The mark activates the second phase of the skill. When the marked target dies or gets decapitated, 40+8/Lv.% of the cooldown time of skill 2 is reduced. Stage 2 After placing a , Enzo can use this skill again to fling the target behind and deal 250 + 50/Lv. (+150% extra physical damage) physical damage. The will then disappear. When Enzo fights against a target, his damage increases by (10+1/Lv.) % and the target's damage against Enzo is reduced by (10+1/Lv.) %. When a target dies or gets decapitated and placed a , Enzo's skill 2 cooldown is reduced by (40+8/Lv.) %. Ultimate: Decapitate Cooldown Time: 2 (-0.25/Lv.) seconds Charge Interval: 6 (-0.5/Lv.) seconds Enzo vaults over the target of his skill 2, dealing 350 + 175/Lv. (+200% extra physical damage) physical damage to enemies in his path. For distant targets, he moves forward along the chain. When there is no marked target, Enzo raids in front of the target, dealing 100 + 50/Lv. (+50% extra physical damage) physical damage and inflicts a mark. Enzo reduces damage taken by 50% while moving. When Enzo gets an assist or a kill, his attack speed is increased by 50% and his movement speed is increased by 60% for 5s (diminishes over time). He can store 1 charge of Decapitate every 6s, up to 3 charges.
Linking the enemy with the ulti makes the task easier if you fail skill 2, I couldn't really play well with this hero but and perhaps not even now, I'm a little slow in setting specific targets but this works well for those who use mainly Enzo. 😺 Nice gameplay, 15:06 seeing how you threw Moren into the air was hilarious. 😹😹