User blog comment:C9 Teemur/Thal the Ground Drifter Champion Concept/@comment-3391671-20170108141318

Hmm... so an Ionian champion who is some kind of fighter with magical powers? Not the most original concept, to say the least. Let's see how the kit itself flows, my good sir.
 * Stats are not aligned to the standarads of league champions, visible in the fact that the is not the typical 30 (+0) or 32.1 (+1.25); some champions recently have been having unusual stats, such as, but let's not go with exceptions.
 * I believe some clean up may need to be in order, as the ability descriptions are rather a mess in a haphazard way. For example, bullet points should rarely if ever exist in a champion's ability box. Instead, all of it should be described within the description itself.
 * "Thal negates % of the damage that nearby allies take and gains Damage Stacks based on the damage negated. Once the damage stacks reach a max of, Thal’s abilities consume them to deal bonus Magic Damage to enemies or heal allies."
 * Now, what I would criticize here is the nature of all the abilities: that they all have the capability to grant assistance to allies and also feature an offensive mechanic. While this does offer some form of "teamwork," it also divides Thal's kit too much and grant him too many leeways. Abilities should be focused on either assisting an ally or allowing Thal to deal more damage, not both at the same time. The only ability that doesn't seem to do this is Pace.
 * A personal peeve is scalings such as the one you had offered. While linear, unless for good reason, scalings should lead on onto the later levels accordingly.
 * Pace is supposedly Thal’s dash, and while it does not feature anything detrimental, the damage it can deal and the slows itch me in the head.
 * Even if the damage is based off an existing mechanic in the kit, it is always best to point out how the damage is calculate. Is it 100% of the consumed stacks, or is it based on something else?
 * In order for abilities to offer a clean looks number-wise, I recommend staying with 0.25 second scalings instead of having that loose 2.2 left off there.
 * There is a good hand of issues with this ability. I won't repeat the duality issues, since that's a kit prevalent issue.
 * The first issue is the heal. Why? Thal's innate already provides a heal on its own. While the innate would likely go first before this ability's heal, I wanted to let you know that in most cases, a champion should not have anymore one source of allied target healing, even as a support.
 * When you retarget Ki Connection to deal bonus damage, there are missing parts. Is the range the same as the first active? For how long does this effect (and even the link) last? Make sure these aspects are included in the ability description.
 * Causing allies to dash with Thal is a no-go. It is essentially a CC that Thal can abuse, and currently champions who are capable of moving allies have limitations ('s is only applicable to one selected target; can target anyone, but it promotes a saving allies playing style}}). As of now, this only causes chained allies to be forced to engage if Thal wills it... and that is not healthy.
 * Another ability with some issues. This comes into hand with how the circle functions and not the more numerical aspects.
 * Damaging enemies with a circles overlaps with and his passive. The damage also needs to be clarified if it's the total damage or not, since 220  per second is a lot of damage. Or is it only on activation?
 * An aura of life steal and bonus magic on-hit is rather unintuitive, leading to a passive and uninteresting tactic. Thal becomes a ward of ally aide instead of an active contribution to the team. You have, but she functions entirely on being an Aura emitting champion, and doesn't have polarizing abilities, as they simply inflict damage, heal or MS. Thal? He's a mixed oddball with a bit too much going.
 * Stopping all healing and health regen is much more toxic/unhealthy than what is. Grievous Wound is only limited to a select few individuals, and offering something that is more powerful is a not a good thing ,especially if it's done as an aura; just because you sit there, you negate heals, and that is frustrating beyond recognition.
 * This ult features another aspect with the passive movement speed bonus on both Thall and his allies.
 * Granting bonus attack speed on the next 6 seconds is not a bad idea, but there are aspects missing once again: how long is this buff? Why are the damage so varied between the second, fourth and sixth attack? What about this is supposed to make Thal unique and appealing in both theme and game?

There is much that can be done with the kit. Currently, the kit suffers from a lacking core design and the theme does not seem as ground beyond a lucid dream. I do like that you added proper ability images, but that does not dismiss how unappealing the kit & backstory is.