User blog comment:ZFlash/Lydia, the Faerie/@comment-620927-20131111185112

Essentially her kit is a kitbash of various other champion's abilities. It's not bad, but I think you could really do something spectacular with a fairy if you worked at it.

As far as the passive goes, it's essentially a downgraded version of Veigar's. The other problem presented is that it synergizes with her W too much.

In terms of her W, it does too much for any mana cost to justify it. It's essentially Hecarim's W, but you can toggle it AND lasts indefinitely, provided you can pay for it with mana. The heal isn't actually that big, but the damage it deals and the way the aura works is too powerful.

Her E and Q have a particular problem; They both let her swap places with her targets. At most you should only offer that once in the kit, and it should be a clear intiation tool. I'm liking the Q over E in this situation, because again, the E is just too valuable for what it's worth.

Her R actually sounds like an interesting concept, but I don't think the numbers could scale that high, personally.

As was said previously, almost all of her abilities are things that already exist in-game, either through items or champions. While it's okay for things like passive effects to mimic items, a Champion's kit should always be entirely unique and offer something new to the game that wasn't previously established before. Despite the fact that there's umpteen linear skill shots, almost every one does something different. Some pull, some drag, some just deal damage, some knock targets up, some turn around and deal their damage again.

To that effect, her kit might actually benefit her party more if she were able to get her allies OUT of a teamfight. Like an anti-Urgot. An ultimate ability that allowed her to pull a friend who's over-extended too far would be gold in teamfights, because there's always somebody who needs to get out of dodge before a fight breaks out. Her kit makes her too much mage and doesn't really have a lot of support. To that effect, she's a little too in-your-face for a mage, and almost seems like a tank.

To really work with this idea, I think you should revisit each ability and make sure that not only does it do something that we've never seen before, but that it's fairly balanced and each ability does something unique, as opposed to having too much in one ability or essentially repeating aspects of the kit.