User blog comment:TheGreatClockwyrm/Kubri, the Last Hearth/@comment-35930747-20190818213626/@comment-7709681-20190820003245

@Wlord99: A little out of subject, but find it ironic to come from you to say that, but do agree. The kit, and all those he has published thus far, are way too overloaded.

The innate could be fine it was just the empowered recall, a bit of a stretch with the MS boost, but the damage reduction is dumb. Also, without any ability description, is possible to cancel channel to produce Heathstones on purpose.

The base part of Q is fine, but the empowerment is a tad bit too strong. The bonus percentage damage is questionable, but that alongside increasing the slow's strenght and grounding is excessive. Would change the bonus damage's scaling and get rid of the grounding.

W is the most loaded part of the kit. Periodic healing for allies that scale's with a core stat, sight advantage, quasi-global mobility with untargetability for you and allies, and actual global mobility. Even if they're destructable units, they work by charges, their charge time is small for what they do, and there's no cap to how many can be active at once. Also, the on-target cooldowns' phrasing is weird, as means that either each champion cannot trigger either effects globally, or eveyone is uncapable of triggering it once any allied champion doe so. This ability needs serious trimming down.

E is cumbersome. It's a damaging ability that does little damage, but the utility all over the place. Already granting 3 seconds of true sight is strong enough, but the Guardian Flame also chases which improves the vision control the ability grants by tenfolds (see Kalista's W) then also buffs allies' basic attacks ala Lulu or turns W's heal even more annoying. If it was the true sight and the allied buff would be nice enough, the summon and the heal increase are unnecesary.

R is annoying, to say the least. Semi-global (automated) mobility that turns him CC-inmune would be nice enough to be a strong initiation, even could be stretched out a bit with the bonus MS, but yet another heal (that happens to improve with less health)?, and denies enemy access inwards besides knocking them back? This as it stands can be used too to remove your team from teamfights gone wrong, and that's a "good to play as but not against" concept.