User blog comment:RoznosicielCiast/Renori, the Mistress of Blades (reworked)/@comment-94.12.52.221-20130219225944/@comment-94.12.52.221-20130219234828

The passive would be crazzy if it had no cooldown, imagine the amount of armour you would be getting if you were silenced? say you laned again Talon, he uses E now for 2 seconds his burst he will follow with does alot less damage, and instead of having a 20 second cooldown it happens every time he tries to burst you. Talon as an example since he silences before his burst like other champions such as say Soraka right befre the ADC ripes you, Fiddle just before he fears. Just more examples of people that couldnt do the damage to you, and since its armour other people wont do alot of damage either. Since this would also apply to slows, so anyone with a FM would be shooting themselves in the foot, aswell as GP, Sejuani, Ashe....The list goes on man, maybe if it applies to snares or stuns, or even just stuns, also would it apply after the move or would the bonuses apply to the move that was making the CC e.g if GP used parley would the parrrrrrrley do less damage as a result of your passive or would the passive apply as soon as the CC (the slow) was applied, which would be direcetly after the ability. Reduced armour magic res could fix it.

Q's Flat pen aswell as the Pecentage pen you would have would do almost true damage if you used it against an enemy, you got 68% armour pen from BC and LW aswell as the flat 27 without arpen marks (Assuming you built 21/9) which would do rediculous damage, but if it was 10% instead of a Flat 12, it would be weaker resulting in something that isnt true damage but very close, bearing in mind you can actually go negative armour which increases damage.

W I now understand it reduced enemy damage, im just saying that the damage reduction aswell as the knockback aswell as the low mana costs aswell as the low CD aswell as the good shield base aswell as the damage aswell as the heal, its WAAAAAAAY to much, it should be

Charged Steel  Cooldown:  18 Cost:   60/70/80/90/100 Mana aoe range: 220

passive: Renori receives % less damage from enemies if she hasn't moved for 1 second

active: Releases power around herself, knocking back nearby enemies, dealing magic damage to them and gaining a shield for 5 seconds. After the duration of shield, she is healed for half of the shield she currently has left. I cannot explain how much more balanced this will be aswell as grammar mistakes that are corrected. Since you could just use the shield for free sustain, imagine you built her AP tank, which in your current build could be perfectly viable, playing mid, you would have infinite sustain thanks to the shield which you would max first, alot of AP means a large shield aswell as ridiculous sustain if you went Athene's/FH
 * reduced d amage: 2 / 4 / 6 / 8 / 10
 * Magic damage: 35 / 60 / 85 / 110 / 140 (+ 50% AP)
 * shield: 50 / 75 / 100 / 125 / 150 (+ 30% AP)

E still has the crazy gank escaping/chasing enemy tool that is 900 range, i still think the range should be reducedto at least 500 if not 4500 or something also i still believe it should be activated again to dash, instead of you having to jump there otherwise it would be to snowball reliant as an ability coz if you jump in you have no way of getting out, a 1 second root is nothing to anyone thats bought boots or has a small dash/gap closer and being able to go through walls would make it as broken as every other dash. Renekton, Graves, Caitlyn, Shen...yet another long list.

Ultimate still needs the minimus range taken off, if the 'beam' starts 150 away from you, which is a fair amount if your trying to kill someone, it could miss since is is also only 80 in width, which is good, i just think it needs no min range, also there should be a 1 second channel which i strongly believe it needs, just like any other hard hitting long range ability, again...Lux/Ez. if you lower the base damage aswell as the scalings (PLEASE remove that aweful AP scaling) it woould also make it more useable