User blog comment:ClayHuang158/Jargan/@comment-3391671-20160321073041/@comment-3391671-20160321115846

Looking at how Jargan is supposed to function (he's a Tank-Fighter named "the Armored Blitz"), I presume Jargan should focus on health/defense, disrupts through CC along with the capability to initiate through a dash. He could also use some damage, but I feel that's a secondary to the above three.
 * Based on the above, let's begin with the passive. The passive is supposed to somewhat define the champion's characteristics. As far as I can see though, it is a mish-mash of stat enhancers. If Jargan simply slaps on some health (and even without doing so, through his innate health), he gets damage, armor, magic resistance and health regen in all-in-one; this alone is unhealthy as a build.
 * The simplest thing to do is to tone down the passive by removing certain aspects about it. The most apparent one is the basic attack bonus named "the best defense" (which I presume comes from the phrase, "The best defense is the best offense"). I will point out also that adding AR/MR because of max health is a "stacking buff" as AR/MR effectively stacks on health, causing the issue of exponential effective health.
 * For example, if a 1000 health, 50AR, 50MR (1500 effective health either way) Jargan received 200 health, Jargan would have 1200 health, 52.4AR, 52.4MR (1828.8 effective health either way). The current numbers make the effect of this double-stack minor, but in the end, the idea of double stacking stats that affect each other is not really player friendly on Champion abilities.
 * The other way to take care of this is to go for something less auto-buff and maybe go with an "item" if Power Suit is something of an item. It can be upgraded with gold overtime and other such. Just an idea.
 * I'll jump onto both Q and E, reserving W for later. Both the Q and E are dash abilities, which is a red-call sign; as much as these two abilities have long cooldowns, there is no current champion with a kit that holds anymore than one dash unless it's from an ult (Ahri's ult) or are limited in some way (Yasuo's E; Riven's Q and E have relatively short distances and only offer one or two effects). In the case of Power Strike and Devastating Charge, they both deal mediocre damage that also scales with max health and at the least AD. Power Strike's CD can be reduced immensely through basic attacks while providing a shield, meanwhile Devastating Charge knocks enemies back and stuns them. Once again, they have long cooldowns, but they do not compensate.
 * TBA