User blog comment:Nukecarrier333/Kaliki, The Tiki God/@comment-1330314-20130805144210

This is by far one of the most original ideas I have seen on this wiki (especially considering the literal hundreds of concepts already put out there). Overall, the design is very good as well. Here are my thoughts:

Kaliki's base stats are actually what I think are the weakest design-wise. His base health regen is terribly low, and his scaling is nearly nonexistent. The same goes for his mana regen. Both of these are crucial stats for a mid lane champion, and even with your spells' powers are not warranted. His base range may also be a little too high, considering that your tikis give you extended reach over your enemy already. Also, his attack speed is far too low, even for a mage. , the champion with the worst attack speed in the game, is a lot faster than that. His base magic resist is also nonstandard (standard is 30), but that's a more minor issue.

Another issue you might want to look at is cooldowns and tiki duration. You need to specify how long each tiki lasts, and increase the cooldowns on your tikis, as they provide a continuous advantage in combat.

Insight of the Tiki is good, but there are a lot of effects here. It also has the disadvantage of being very situational, as people playing Kaliki may not necessarily want to lay down all of their tikis at the same time. Having each deployed tiki increase Kaliki's AP by a percentage would be a great passive by itself.

Hex Tiki/Hex is a great idea. A few things you might want to consider: firstly, until level 6 the Hex Tiki itself is useless, and completely disconnected to Hex itself. There needs to be some kind of connection between the two, or at least a use for the Hex Tiki besides the ultimate. Having an AP scaling to the slow duration is interesting, but ultimately doesn't work: at 0 AP (or close to it), the slow is practically nonexistent, whereas at full build (which should be around 500-600 AP) it would be far too long, especially as the slow itself is huge. Keeping to a base amount would be better.

Voodoo Tiki as a concept is fantastic, though you may want to specify whether the ability applies to allied or enemy champions. The spell vamp is a bit too high for a basic ability, though, especially one with such a low cooldown.

Ember Tiki/Conflagration is an amazing two-part nuke concept. Nothing to really criticize here, other than the high AP scaling on Conflagration.

Wrath of the Tiki is a great idea, and the synergy with the rest of Kaliki's other spells is incredibly good, but that's also the main problem: there's only one way to use this ultimate, and that's by spamming all your tikis in one go and casting your ult. It also has the additional effect of overloading the ability with many different components. I suggest you keep the idea of synergy between your ult and the tikis, but streamline the ability so that one cast doesn't create four different effects at the same time.

Overall, your core concept is brilliant, and your abilities are mostly well-balanced. Kaliki's main faults here are his weird base stats and a few confusing ability components, but those are fairly easy to rectify. Congrats on such a fine concept!