User blog comment:Wlord99/Ellaria, the Sand Phantom/@comment-7709681-20200125081559/@comment-7709681-20200129001350

Historically the likes of those examples of Assassin haven't been healthy, with the most redeemable one being Evelynn post-reworks because they gave her bigger time windows in exchange of more power budgeted to the kit but without hindering her cooldowns. Here however, you're justifying the power budget by big time windows and hindered cooldowns. Personally don't mind a design with plenty of answers, but 1) there's a point when plenty is too many, and 2) the more answers the least upfront/reliable they should be.

I - Thanks for the clarifications here. I'd still lower the damage but it's fine it has the on-target CD, though would make the whole of the ability have the CD instead of just the damage for balance reasons. Again, the possiblity of reliably applying refreshable Nearsight isn't healthy moreso with the kit's mobility and CC.

And in regards with the Fiora example: She has the advantage of having a visual indicator attached to the opponent to clarify where the effects triggers from, but her there's none. The suggestion I'd give is to change a bit the ability thanks to the aforementioned example: Make so visible enemies within X range (say her vision radius, 1200) have a 90° visual arced indicator that visually shifts to indicate whether is targetable or not (similar to how Fiora's Vitals visually charge before becoming targetable), which constantly updates their availability with the enemy's location in comparison to Ellaria's, so both players know from where the ability will trigger from. It's not important now, but for explanation's sake could look like dust particles that brighten out when the enemy is facing Ellaria.

Q - So you do get to cast the ability without stocks for the MS, but the MS only triggers when the ability hits? That's why I asked if it still was capable of drawing aggro, because the utility spells that do so have it to avoid being too abusive, and here even then the buff can be refreshed. There's still the possibility of triggering the Innate, and although that does not mean it will trigger the damage portion it still means constant Nearsighting.

W - Considering she's hiding the ability's animation regardless of what the opponent's do (they'll just know they're within it's AoE), that the ability can be reactivated inmediatly upon landing to allow Ellaria be active while it is in effect, than the AoE's duration is longer after reactivation both by it's own in comparison to its initial duration and by effectively extending it, must disagree on the ability's fairness.

Add to that it's still upfront CC: If the slow doesn't get the enemy, the lack of escapes due to grounding and eventually becoming inmobilized (and more than once apparently as I feared). Additionally, making so she's untargetable while invisible restricts responses against her when revealed. The cost is minuscule early for what it does and decent later when will not cause troubles (as will certainly be the last ability to max out, and can be a "one-hit wonder" ability) and the cooldown gets to be too short for what it can do later. Remember this is already provides two short dashes that can be used in quick succession, there's three other abilities that grant some form of mobility, and this can be followed-up by your teammates much like a happens with Qiyana or some skirmisher (e.g.: Ekko), that show Slayers can be terrific initiators if circumnstances permit.

E - Sure does the Charge slow the pace of her combo but only if it's not the first ability to use, and considering W can be reactivated after landing this is a better initiation alternative than the latter, moreso when it locks opponents off for a Q barrage.

Making so she's camouflaged makes her difficult to read, and much like happens with W, moreso when you remove the counterplay by anulling the detection radius and being able to apply Nearsight with the rest of her kit so the wind-up goes further unnoticed. Unless they get her before she becomes virtually invisible, don't think there's enough justification.

And in regards to Liandry's: It triggers, much like Rylai's and Comet, with ability damage (which is an archetype not a damage type like magic damage is) which all abilities in the game apply unless stated otherwise. The lesser concern is Rylai's, but

R - Cannot judge it's fairness well enough based on cast time since you didn't listed it, and depending of it is responsive or not. However, the cooldown is certainly low for what the ability can potentially do, as 1) yet again more mobility, 2) technically another form of obscuring yourself by vanishing, 3) potential AoE Nearsight with added burst.
 * 1) on Comet, it's remaining CD will be reduced by 10% (stacking multiplicatively) per enemy champion per tick since is a multi-targeted ability, so hitting a single champion reduces it's cooldown by 10% to 53.14% based on charge time.
 * 2) on Liandry's, it's DoT damage triggers on 6 ticks, with the initial one triggering inmediatly upon dealing ability damage, meaning that E will apply 5 ticks of the item's damage plus 1 to 6 based on charge time, that's 4.5% to 8.25% of max. HP (of which 0.75% to 4.5% are dealt over 0.5 to 0.25s, which is the dash time) as magic damage, or 7.5% to 13.75% of max. HP (of which 1.25% to 7.5% are dealt over 0.5 to 0.25s, which is the dash time) as magic damage with Rylai's or enemies affected by her W. Additionally, the damage amplification debuff will stack per tick, so a fully charged E will apply the maximum amount of stacks at once.