User blog comment:GreenMoriyama/Sauna, the Yordle-Brawler/@comment-27175337-20151115045444

I've  spent some time reading over this and will try my best to provide a good assessment, the ADD is strong with this one. I'm going to be as specifically general as possible to be the most help I can without making a fool of myself.

This champion has stellar insight into creation and lore. Props to you! It's really cool to see a champion creation as in-depth as this. In terms of the abilities, they do a good job of embodying the champions background, but as others have said it's easy to confuse this champion with Vi. As far as the actual effects are concerned it seems like there are a lot of effects on each ability. Lee sin has the highest learning curve of any champion and I would put this champion's skill level up there with him at an 8 or 9. Even after quite a bit of reading its hard for me to pinpoint how i would operate in a fight if the effects, as they stand, were balanced.

Passive: In terms of generating fury, it seems fine, the cost of using abilities however, seems needlessly complicated. On top of that, a single teemo blind completely nullifies the kit for 2 seconds which could be devastating chained with any hard cc(not exactly a bad thing, but something to consider). Taking into consideration that %current fury starts to get into decimal places after any odd number or additional cast, it might be better to focus it to "% maximum possible fury" rather than current. It's not original, but it makes it more accessible. For captivating players new to the champion, presenting a math wall can be a big turn off. A solution to this might be to make your own system using less numbers and more visual effects. (rengar's system, for example)

Q: The extra attack range is a cool idea but contextually is confusing. For a champion that uses her fists there seems no way for her to physically attack at 325 range. A fully extended nasus hammer is 125 range, for example. The assault is also slightly confusing. In the description its alright to have 5 hits but I would either have on-hit on everything or nothing. Also the damage description should probably just say how much damage in total it is for simplicity's sake. At the current post, lets take level 5 ability 300 AD, for example. First of all, you have your initial basic attack before the ability with a slow, the ability's damage, and then your reset auto in auto attack damage you've dealt 600 damage, in ability damage you've dealt (40)425 damage and procced a total of 4 auto's effects. that means in under 1 second you've almost fully stacked a black cleaver, or wits end, or 4 stacks on guinsoo's, and you've only used one ability. Thats a total of 1025 base damage available every 8 seconds with only one part of the kit, not even including the ult. If she were to ult, she would be able to deal over 2k damage to one target with any slough of items. Add in to this ability that she gets a period of being untargetable and the ability itself is simply overtuned. I would reccomend scaling this back in terms of what you put into it.

W: Simply too much value. In one spell you have a passive auto buff, a shield, a cleanse, a movement speed buff, and no unit collision for a time. Regardless of what percentages you apply to this it is incrediby hard to tune this appropriately. As far as uniqueness there is a lot of Vi in this build, you have a line dash, an untargetable moment, a shield, gained range on an auto, and single-target focus that takes away from a lot of what you're working towards with this champion. I think if you focus more towards the yordle traits you'll get what you're looking for. My suggestion for this ability is to take away the shield, keep the cleanse and movement speed and passive. Have the passive start climbing apart from autos, 1 stack per second in combat up to 4 stacks, that way you can't stack it so fast with your q and it improves the counterplay alongside the meaningful fights.

E: See Below

R: There is a lot of value here, and  a lot more numbers and percentages that will give you and other players a headache. Simplifying your build will make it easier to understand and more appealing. Again, its hard to tweak this without completely changing your character but I would reccomend avoiding the fists of fury road to make your champion more unique. For example, what if the champion focused on bashing the ult with its head (rooting the ulted champ in place) instead of its fist? If you went more of a juggernaut route we'd see more things we haven't seen yet in league. The element of increased attack range is nice but the fact that it is a similar effect to the Q makes it confusing.

TLDR (although I know you'll read this cause you're awesome and working hard on a great idea!) Her kit is very similar to VI and needs some distinguishing features to be a unique addition to the league. Some ability nerfing and tuning will do great work to make a reliable and solid champ! Keep up the great work man.