User blog comment:KaiserLos24/Loss, the Elemental Dracomancer/@comment-1330314-20130712155251

As a first champion concept, this isn't too bad. However, there are a few serious issues you need to solve: firstly, whenever you mention an effect, such as damage, healing or crowd control, you need to specify its numbers on the side (i.e. the "leveling" part of the Ability Info template), otherwise there's little for viewers to work with.

Your base stats are very strange in several ways: the base mana regen you gave Loss is the highest in the game, and its increase is 6.7 times the current highest mana regen increase in the game. At level 18, your champ regenerates 20 mana per second without items. Why?

Your champ's base movement speed is way too low. The current slowest movement speed is 325, 75 more than yours. Loss's attack speed is similarly far too small (one attack every 4 seconds?). Despite that, you've also given him far too much of an increase in armor and attack damage. Why these numbers? What kind of champion are you trying to create? The way you implemented his magic resist also doesn't work that way in-game, as every champion starts with a base of 30, with melee champions gaining 1.25 per level.

As a final note on his base stats, what's the intended role for your champion? Jungler? Support? Mage? Carry? From the overall look of his kit he feels like a fighter, but even then it's not too clear.

Your passive isn't that much of a fun concept, especially as it rewards players for dying (and dying frequently), which is exactly the opposite of what's supposed to happen. Its mechanics also feel completely unrelated to the thematic of your champion (i.e. an elemental dracomancer).

Loss's Q seems like an interesting ability. However, you do need to specify the damage components. Also, its mana cost starts really low and then jumps to average. How come? Do you want it to be cheap to use, e.g. for farming, expensive (because it gives burst potential, for example), or just normal?

Your W is missing one cooldown (it only has 4 marked). Again, you also need to specify the ability's damage, which you didn't indicate at all. A 2-second stun may also be too strong for a targeted ability.

Your E is problematic, first off because the damage reduction is far too powerful, and because the heal-over-time on top just gives Loss too much sustain in one ability. The magic damage on top also makes this ability a little muddled: is this a damaging ability, an anti-focus ability or a heal? You need to specify the duration of the effects and the damage, as with the above. Also, it looks like you put in the cooldown for your ultimate onto this ability. You also made the cooldown increase with rank, which unless you have a specific mechanic in mind is never a good idea.

Dragon's Might needs a lot more detail. From the looks of it, you've added an increasing cooldown to an effect that doesn't change with rank, so players would just unlock it at level 6 and then never upgrade it. You need to specify the damage-over-time effect. Most importantly, though, this is way too powerful a steroid. Even with no items whatsoever, this can make your champion invincible in a teamfight. Also, increasing every stat at the same time is not a good idea, especially not to 70%. What do you want to achieve with your ult? What role do you want your champ to have when using this?

Overall, you need to take a look at how you approach your custom champion: what role (or roles) do you want it to have? What combos and/or interesting mechanics do you want to add in? What will make your champion unique? What function do you want each ability to have? How does your passive influence the rest of your champion's kit? How does your ultimate fit with the rest of your abilities? What items/runes/masteries do you see players using for your champion?