User blog comment:ClayHuang158/Jargan/@comment-25235491-20160325122754

Another two cents now that you've progressed a little bit. Overall, the ability naming. Most of these names, while they more or less tell what the ability does in some way, are frankly boring and not very unique. The passive names are meh at best (keep in mind, noone uses the words "the best" in an ability, though just adding suspension marks might evoke a proverb), Q name is just the effect condensed down rather than its own ability, a few champions can go into a Defensive State, Battle Ram does not convey the idea of a "blitz" anywhere, and the ultimate uses a naming convention used by. Just saying, by refining his lore, you might just find better names. Even though several abilities have simple names ( much?), at least Rito often gets more verbose in naming abilities.
 * P: Still a bland stat conversion passive. Even though that's within his role, you might want to do something more interesting.
 * Q: I doubt you'll be passing over your allies when you're trying to dive the enemy team from a range of 400, triply less likely considering you're the tank.
 * W:
 * This new passive is just as toxic as a perma-. This guy would nearly heal off of the aforementioned, if there was no cap on the healing. To throw salt in the wound again, this damage mitigation was nearly to the level of Poppy's old passive; you know, the one that got her tossed into the trash until her rework?
 * This active is like a, except with damage instead of a slow, and shielding (plus bonus armor and MR) on allies. This feels really over-stacked.
 * E: Too much "risk", too much reward. You need to charge, for 0.5 to 3.5 second with decreased armor and MR, with no way out of the ability. At least doesn't kill 's tank stats. If you can charge this up (and the enemy doesn't CC you out of this move), you have a 1100-range 600+-damage 2.2-second stun. On a non-ult. The insane thing is that base damage. Most ults don't even have 600 base damage, and some have a harder time landing than a dash that makes its way in 0.3 second (looking at you, ).
 * R:
 * This new passive kinda comes from my suggestion, I suppose. I guess it's more practical than my rendition, since Jargan doesn't have to be over his max health, but 50% effectiveness is kinda uncalled for. Well, it is because Jargan has too many shields.
 * This active still features: useless attack speed! That aside, the CDR cap increase perhaps should coordinate with how much CDR he gives himself, otherwise you'd have to build 10% too much CDR to reach your ult's cap. While a lower CDR cap is unique for sure, I don't think it fits either a shield-based supportive tank or this idea of an armored diving bruiser.