User blog comment:Degritone/Iont, the Quick Ninja/@comment-6719710-20141230140512/@comment-1330314-20141230173816

I agree with PrimusMobileVzla, "Because I can" is the complete opposite of what you should be thinking when coming up with a concept. If you had a really awesome concept you wanted to work with, then perhaps it would be worth integrating into your kit or even building a kit around, but Iont's passive here carries no gameplay, forces him to build cooldown reduction for no good reason in a manner that's unrewarding (, by contrast, gains attack speed when he builds CDR) and, in doing so, breaks the rest of his kit (you can get a -second taunt literally every second). The fact that your champion has no means of restoring energy, nor has any decreasing energy costs, means he'll just run out of steam faster and faster. That's a big case of anti-synergy, which is one of the worst flaws you can have on a champion. Your other abilities are mostly passable, but lack a coherent theme or gameplay hook, particularly as you're making a kit for a bruiser but advertising him as a "quick ninja".

While fun gameplay and coolness are definitely the most important tenets of design, you also need to be parsimonious with your mechanics: does your champion really need sustain, a taunt, or an extra dash? What do those effects contribute to your champion, and how well do they make that contribution? You can still end up with a champion with lots of different abilities and mechanics, but you need to make sure that these effects are all necessary for your champion to be the best they can be, and not just an extra bit of power or an effect that's made redundant by another mechanic on your kit.