User blog comment:GreenMoriyama/Sauna, the Yordle-Brawler/@comment-1330314-20150827153418

This is a really good concept! I love how you've not only focused on giving Sauna a lot of lore and a theme to her kit that fits very well with it. Your kit is also very consistent and well-balanced overall, and there are a ton of interesting ideas here. My criticism, though, is that you might have a few too many effects on your champion (Concentration and God Fist in particular have a lot going on), and some of your actives could instead have more concentrated power. Here are my thoughts on your kit:
 * I really like your Fury system, and Brawler's Rage provides good Fury generation. My criticism here, however, is that the bonus for getting hit doesn't really fit Sauna's role or kit: from the looks of it your champion is primarily a damage-dealing disruptor, and one of your abilities even makes her go untargetable, which would anti-synergize with his passive, so she's not going to really want to tank, even if she'll inevitably be taking some damage. I'd personally cut out the Fury generation on getting hit and possibly increase the on-hit generation. Additionally, considering your champion already has a fair bit of active mobility (Sauna has a movespeed bonus on her W, which would make either of the two redundant), I'd consider removing the bonus movement speed per Fury and simply keeping the passive to the per-Fury ability amplification.
 * I love Assault Rush's multi-strike effect. I think, however, that the description for the multi-hit effect as you put it is a bit muddled, since some on-hit effects are very difficult to reduce (do you reduce slow strength or duration, for example? What about ?). I think it might be worth making this not an autoattack reset, but an ability that applied multiple autoattacks, e.g. "Sauna strikes her target X times (perhaps 1 times her rank?), each strike dealing 50% damage (increased to up to 100% depending on how much Fury was consumed) and counting as a basic attack, becoming untargetable for the duration". I also recommend not giving this a stun, since this would already be very useful to her as her primary damage-dealing ability (you also have another instance of CC).
 * Concentration has a bit too much going on. I don't think the attack speed is particularly necessary to Sauna's kit, so it could get cut, and I would not recommend giving her Tenacity, as the mechanic just devalues crowd control in a manner that doesn't include much gameplay. I also question the use of current health to power the shield, as it would be least effective when she'd need it most, and I think it might be better to remove the God Fist bonus and just switch it to maximum health. Perhaps it might be worth keeping the movement speed, but overall there's a lot you could cut down, and a lot you could concentrate on what's left. I would also recommend giving this a shorter cooldown. I would also recommend having the Fury consumed amplify the shield or the movespeed bonus, since those are going to be the most visible parts of the ability
 * Vulcan Uppercut is a pretty good initiate ability. I'd recommend making the ability free-targeted all the time (i.e. no point-and-click targeting on champions or monsters), and keeping the damage constant: the on-champion value looks nice, and if you want to reduce Sauna's overall AoE capabilities could could just have the dash only damage the first enemy hit. I also think you could have the Fury consumed amplify the knockup duration, to cement its use as a crowd control ability. To synergize with God First, perhaps you could make Vulcan Uppercut's damage an on-hit effect, which would also allow Sauna to apply it a little bit after charging.
 * God Fist's passive looks interesting, but overall the active is loaded with a ton of steroids that aren't too exciting. What I'd recommend would be to a) take away the permanent passive, b) take away the AD and resistance steroids, and c) make the active give Sauna's basic attacks a ton of AoE splash, which would then also work with her basic abilities (Assault Rush could damage groups, Vulcan Uppercut could knock up and damage multiple enemies, etc.). I think it would also be better to remove the Fury requirement, since Sauna would want to use this at the beginning of fights when she doesn't have that much Fury, and instead give the effect a fixed duration during which Sauna wouldn't lose Fury when using her abilities (and could potentially even have an "over-rage" bonus for the duration where she'd be able to gain extra Fury above the 100 limit too, which would amplify all of her abilities even further).
 * Eruption Core is a decent nuke, but not one that looks particularly exciting, especially not for an ultimate. Taking from the above, perhaps you could make it super-powerful, but only available if Sauna reaches maximum Fury (and you could also raise the Fury cap during God Fist to prevent it from being instant cast). Remove the slow, but increase the range, increase the damage (to something like, for example) and make it true damage. That way, you'd have a terrifying nuke that would make everyone run away in fear once Sauna would reach maximum Fury.

Overall, you have a great concept for an agile, durable brawler, and you've set a good niche for an anti-crowd disruptor who singles out key enemies. As mentioned above, it might be better to cut out some effects and buff others, but you've got a really interesting kit already.