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

I - Besides the bonus damage being considerably high for the damage output the rest of the abilities provide, applying Nearsight on top of that seems excessive even with the triggering clause. Also, it lacks explanation on the ability details as to how the facing criteria works as it's based on the enemy's direction in comparison to each damaging ability instead of Ellaria's.

In addition to this, there's a doubt: There's two cooldowns one for what seems the ability and another for the damage component, yet both last for the same duration. Either a) It's mistaken redundancy and both reffer to the damage's cooldown, but that means the Nearsight has no cooldown, which means getting your combo off or just E alone per tick of damage turns a tedious kit to deal with further unhealthy, or b) they're both separate cooldowns, in which case the damage's CD is unnecesary. If I'd had to suggest, would make a single on-target CD for both components of the ability instead of just the damage. Also consider reducing the damage.

Q - Here's another redaction issue: The ability seems to use a stock system akin to Taric's where the damage is based on consumed charges and they're consumed all at once. That should be a separate paragraph represented as a passive.

Beside that I see issues here: 1) Since consuming charges isn't part of the casting cost but rather part of the active effect, this effectively can be used as a non-damaging 0.5s CD 2s duration MS buff that's refreshable and without hindering the stock recharge in the process. 2) Waiting at least 8 seconds to just deal damage to a single damage with only decaying MS as an upside seems underwhelming nowadays, and waiting 24 for questionable burst isn't decent either, as this ability should be her most reliable damaging source and it's rather quirky as it is. 3) In regards to point (1): Can it still apply the Innate if damageless?, it is a damaging ability though, and would it still draw aggro as certain utility spells do?

W - This ability is straight up unfair: You're not only both invisible and untargetable simultaneouly, but either while you're at it and thereafter the AoE it produces has it's animation invisible to the enemy team with the enemy's only solace is being affected by it first to know the AoE (and hopefully Ellaria) is nearby, and even so she has to be revealed first and then use non-targeted means to deal with her if she's inmobilized.

On top of that has two instances of mobility (the initial dash and the resurfacing within the AoE ala Elise), screws both mobility and inmobile champions, subsequentially inmobilize them which can be quickened by ranks, and all of that can possibly be done while you can still act (since the AoE lingers after she resurfaces), which means up to 5 seconds of reliable zoning. Additionally, without mention of restrictions, enemies can be re-rooted multiple times if conditions permit, and must mention that upfront CC on an Assassin has been historically mistakeful.

The only thing keeping it from being more worrysome is the AoE's radius and target range, and that rather would cause the side-effect of fomenting camping ala Teemo instead of roaming as an Assassin, or simply solve these limitations by chaining them with E's or R's mobility, or even Q's aforementioned spammability issue.

E - To firstly correct, if it has a self-slow means its capable of movement, and that wouldn't make it a channel but a charged ability. Now, much like W, making her camouflaged while charging and reducing the detection radius on top of it (which effectively means she becomes invisible after 1.5 seconds) is unfair as much like hiding an ability's animation this inhibits the opponent's ability to respond.

I'm mildly begrudged by the mixed damage, as despite is considerably low 1) between the range and speed, enemies barely have up to 0.5 to 0.25 seconds to avoid further ticks of damage and that's a fallacy so they'll always take all the hits, and 2) this ability becomes potentially absurd with Liandry's + Rylai's + Arcane Comet because of the tick increasement.

R - This is the only ability I'd say is fine, my only criticism is that the cooldown is too low for what it does, and personal grudge with how it interacts with the Innate as becomes an AoE burst with AoE Nearsigthing

Overall - This is a unhealthy kit to deal with, between four forms of CC on an Assassn that both impede her detection further than already the rest of the kit does and make escaping her a terrible shore, four instances of mobility (five if you count Q's MS), hiding half of her animations by design, becoming invisible while untargetable and camouflaging while surely removing her detection thus removing their respective counterplay, and additionally vanishing. Her honest counterplay are how slow her combos are because of how high her basic cooldowns are, and even that's solved with CDR.