User blog comment:Flyng.falcon/The Reaper/@comment-1330314-20131121121759

This is an interesting idea for a champion, but technically speaking your kit looks like that of an assassin, not a tank: tanks have a large amount of inbuilt durability and crowd control; your champion has a bit of CC but no real durability aside from his heal and ultimate. On the other hand, he has a massive amount of damage.

The passive is interesting but has several problems: first of all, it would make your champion incredibly good at farming, since he'd just have to stand next to a minion to execute it. By extension, that means it would be hard for your champion to actually miss CS, which would lead to a larger than average gold income. The other problem with this passive is that it incurs the risk of stealing every kill in a teamfight.

Having your Q as an execute works if your champion's a tank, though I like that it's good both for initiating and for closing fights. The damage values indicated are inconsistent, though (you gain 70 damage by going from rank 1 to rank 2, 60 by going from rank 2 to rank 3, 40 from rank 3 to rank 4 and 60 again from rank 4 to rank 5), and the total AD scaling means the initial damage might be too high (with a super-low level 1 AD of 45, a rank 1 Q deals 81.5 damage without items in an AoE, which is a lot more than most abilities at the same rank).

I don't think his W should have a health cost, since you're using it to heal yourself. This works nicely as an in-combat heal and AD buff, though you may want to add an actual bonus to the passive component (death stacks don't bring anything useful other than a more powerful active). There's also no base component to the active, meaning that activating this may not even have any effect. You forgot to add a cooldown on this one :P

The cooldown reduction on Scythe Dash is way too steep (25 to 9 means you'd get to cast this almost three times as often). You're better off reducing the rank 1 cooldown and lowering the cooldown reduction per rank to 2 seconds. I don't think the cost should increase with rank, either, as it would be counter-intuitive to give your champion more mobility but then limit it with a bigger cost to his health. The CC effect is really interesting, though you should also take into account that this also prevents your champion from escaping.

Reincarnation is the Skeleton King's ultimate from Dota/Dota 2. In this case, it would be closer to Aatrox's passive. The importance of the ultimate in LoL is that it's meant to be something your champion gets to use to deploy massive power. Having something that's out of your control be your most powerful ability wouldn't be satisfying. I think you should find another ultimate.

Overall, a lot of the ideas you have are really good, but need a lot of tuning. You have the groundwork for a great assassin champ here! I would also recommend you use the official templates to list your champion's abilities and scalings, as it makes it easier to read. If I can help with that, don't hesitate to ask.