User blog comment:Degritone/Wit'Za, the Void's Wither/@comment-26044269-20150312091413

General: Base AD and HP per level might be a bit too high. Too much true damage.

Passive: Since base AD cannot be increased or decreased by any means other than leveling up, you might as well change the aoe damage on passive to scaling values (maybe something like this -> {{ft|4 - 45|{{pp18|4|6|8|10|12|14|16|18|20|22|24|27|30|33|36|39|42|45}} (''2{{plus}}{{ap|{{tt| 2 |Damage increase at levels 1-11}}|{{tt|3|Damage increase at levels 12-18}}}}). Current health damage should scale to level to make it more satisfying (maybe something like {{tt|0.5%|Level 1}} / {{tt|1%|Level 6}} / {{tt|1.5%|Level 11}} / {{tt|2%|Level 16}}).

Q: Maybe decrease the mana regen to 5% of missing mana at max rank.

W: Damage per second should be changed to incorporate 100% of enemy's health regen (maybe something like 10 / 15 / 20 / 25 / 30 (+ 100% of enemy's health regen)). Love the idea of damage scaling on health regen.

E: (((500 (+ 100% AD)) + (5 (+ 1% AD))) / 2 = 252.5 (+ 50.5% AD) As shown above, the average damage output for this would be 252.5 (+ 50.5% AD). It's fine as it is now but I personally think the base damage is a bit too much and a scaling a bit too underwhelming. Consider lowering the base damage but increasing the scaling just for flavor.

R: In all honesty, consider reworking this ability, since as it stands now it is basically an aoe skarner ult.