User blog comment:Asfidyll/Syrenity, the Hellhound's Maiden/@comment-24476233-20140214061419

I apologize in advance for any disorder in this post.

However, this champion concept is broken from the very start.

Both characters must die to be considered killed, meaning at level 1 the champion effectively has 1070 Health, and that right there is a HUGE advantage, there's no real way to balance this though, because they'll either have too little seperately to survive at all or too much health together, making them nearly unkillable (Especially when the main champion can heal the hellhound for 20% (+1% Per 75AP) of it's maximum health while also reducing the damage it takes.) There's a reason why no other champion has a pet like that, and this is the perfect example why.

But let's look at the skills in order:

Passive: When the hellhound is away or dead, the main champion (At level one) gains passable armor and MR and doubles her health regen, as she puts points into her ult, the effect on her health regen stays about the same (More or less doubling it's base value), giving her more base armor at level 6 than Rammus, and almost as much MR as most champions get at level 18. Meaning with no items and in the typical course of playing her, the main champion is super tanky. And despite what the passive says about not affecting the hellhound, it very well could due to a (admitedly theoretical) programming error (Okay, so the passive isn't an aura. Make it only change her stat values. Okay the ultimate gives the hellhound her stats *doesn't subtract the passive's values from her stats*)

Okay, so they take (except for the main champion by virtue of her boosted defensive stats) more and deal less damage. The one most likely to die is the hellhound, and the main champion gets to maintain a safe distance from her enemies with her abilities anyway, so she's not really losing much.

Qa: Loses the raw damage of Kha'zix's Q in return for having a slightly stronger %HP skill without having to rank up her ultimate for it, while having a MUCH better range and making it an AOE to boot! Sure the cost is high, but that hardly matters in a game with Seraph's Embrace and Athene's.

Qb: The comparison to Kha'Zix's Q is much closer with this version, basically being an all around weaker version of it by itself. Though it's important to point out the difference between Kha's Q being BONUS Ad while this one is TOTAL AD, the difference in damage isn't that notable.

Qc: The big picture, is, this is a combination of Kha'zix's Q and Elise's. Worse in some respects, but potentially MUCH stronger depending on enemy defenses.

Wa: The heal by itself is INSANE! At level 1 the hellhound basically has infinite sustain because the cost is based on current mana, no worries about building AP or Mana early, give that dog a tank item and he's good to out sustain any toplaner.

Wb: A Shorter range, AD scaling, always AOE Shyvana E? That's really strong just by itself but...

Wc: They outsustain AND outfarm any traditional toplaner at level 1 with no investment! Yeah the hellhound is leashed (Haha) to be within a certain distance of the main champion, which means they can't really chase, but the range on the heal is large enough that within the initial leash radius this champion is unbeatable, and the main champion can stay safetly next to the turret while doing so.

Ea: It's a stronger Anivia Q without the stun, need I say more?

Eb: It's a much stronger Cougar Nidalee W with a high cooldown, maybe balanced on it's own but again.

Ec: There are two of them, the main champion can take potshots at the enemy and the hellhound gets to gap close with a big AOE and a slow with no reasonable answer.

R: Not a whole lot to say here. I do like your attempt to balance the Hellhound's damage, it does help curb the insane damage potential building full AD would bring to the table, though there's still the problem with building full tank and giving the hellhound ridiculously high health/defense, and building Tanky AP giving him a little less of that while giving the main champion plenty of damage potential (And the ability to heal the hellhound for EVEN MORE). Also you could just unlock your camera to give you plenty of control of the hellhound, no need to add a focus switching mechanic to the mix.

Now some questions: Does the hellhound get the benefits of item passives (Tiamat's for example) aka is he functionally identical to Mordekaiser's ghosted enemies? What does the hellhound do when the ultimate isn't toggled, run back to his partner? Act like Elise's spiderlings?

I'll save my final thoughts for until after you've replied and I've had some more time to mull over the numbers, but at the moment I stick with the opinion that this champion is quite broken.