User blog comment:Asfidyll/Syrenity, the Hellhound's Maiden/@comment-24476233-20140214061419/@comment-10253076-20140214090655

Firstly, thanks for looking into Syrenity and Kayvol. Out of the 26 concepts I've posted, Syrenity and Kayvol were the most difficult to conceptualise, place theory into practicality and finally balance. Plenty of issues can be spawned in this whole process, as with any concept that exists.

The values that Kayvol has plus those of Syrenity's make her a yes, almost unkillable champion team, seeing as they are two separate identities that need to be killed separately. Like you said, splitting even less health or granting more health does not help at all. So I added that once one dies, the other is MUCH more vulnerable, and susceptible to ALL forms of damage to a much greater degree than any standard champion. Effectively, all damage is drastically increased (take a Renekton bruising her down. Once Kayvol is slain, she takes 20% increased damage and deals 60% damage. That in itself enables a 300AD Renekton to easily hit damage points of nearly 1000 in a single Cull the Meek, with Syrenity herself only able to dish back barely over 240 damage point, even with her most powerful spell, which in itself takes a LONG time to cast). Though yes her abilities allow her to be at a safe distance and whatnot: her base movement is incredibly slow. I made this so that though she is at a safe distance, she relies on the swiftness of Kayvol to guard her. Even with Homeguard boots, she is still horribly slow both in chasing and escaping. So to balance that factor out, I made it so that reliance and survival of both champions is incredibly vital, and gave high health attributes to both.

In continuation, say that Kayvol was killed and Syrenity left alive. Her slow movement speed and drastically high cast time (approximately 0.7 seconds on the Q, and 1.2 seconds for the E to reach its max range, her W is rendered useless without Kayvol). When coupled with high mana costs and cooldowns, once she's used her abilities, she literally rendered absolutely useless and helpless. Likewise with Kayvol, he gains no extra defense stats, as his are based off of Syrenity's base values. Due to her low armour/magic resist and their low scalings, irregardless of whether he has high health or not, he's extremely vulnerable. Though he has a leap and relatively high movement speed, he lacks in any defensive capabilities whatsoever and no sustain (as his only reliable form of sustain is gone).

Syrenity's passive is to grant her a form of protection when her guardian beast isn't around. Admittedly the base values are a tad high and makes her extraordinarily tanky, to which I can easily fumble around with. As for the stat increases, though Kayvol's stats are based off of Syrenity's, I made the intention hopefully clear that in no way, shape or form are those values given/based towards those of Kayvol. His stat values are based off of Syrenity's base stat values, disregarding the stat increase by Hellhound's Guard in regards to Kayvol.

Her Q as a whole is actually based off of Elise's Q and another ability from an entirely different game. Melding those two together, I created Life Ablaze. However, I realise that the damage seems incredibly high and the targeting scheme too easily struck. I'll be sure to make it a single-target ability and perhaps even lessen the damage values.

With her W, I initially made the values high because it was her only form of sustain for Kayvol, seeing as Kayvol would always be in the midst of battle and considering his low defensive capabilities as previously explained, he relies solely on Syrenity for his sustain. However, if you absolutely must insist on a lower heal value, I can change it from a percentage heal to a base heal value. I can also largely decrease the range on her W, so that in actual practicality, in order for a reliable heal from Syrenity, she has to get in closer and make herself more vulnerable.

As for their Es, both are their main forms of damage, both of which also actually are meant to be worked in synergy with each other. These slows are basically the 'initiation' for Syrenity's spells and Kayvol's abilities. It ensures an easier landing of spells, due to the fact that both slows can stack on each other. But again, the mana costs and cooldown is comparitively higher (albeit the latter is the equivalanet to Anivia's. Nevertheless, though it seems an easy ability to handle, I oft see many misusing the ability to the point where they completely fail). However, under the means of skill, I shall change the mechanic on Syrenity's E to allow a harder hit.

I do see the issues with the whole tanky-build. However in this regard I am not sure how to remedy this. Perhaps a suggestion of some sort would be most helpful.

As for the questions: No, everything that Kayvol may attain in regards to his stats remains as his own values, without any addition whatsoever of any passive. By this fact, he therefore does NOT BENEFIT FROM LIFESTEAL/SPELL VAMP. He solely remains as a damage dealer with only Syrenity as his sustain. And again, no. Kayvol will perform the last action set to him by the summoner. After that he act as a minion. Much like Tibbers.

Overall however, thanks for the constructive criticism. It's definitely given me a LOT to think about, and I will implement the discussed changes straight away.