User blog comment:Degritone/Whoe, the Jack of All Trades/@comment-6719710-20141229152021/@comment-25364408-20141229163112

Going full tank, they could. An extra 196 damage on Q's active, with "only" a Thronmail, Spirit Visage, Frozen Heart, and Banshee's Veil at level 18 is nothing to sneeze at for a full tank, let alone the other abilities.

The numbers can always be nerfed. Making the entire team Mundo on even more steroids just by existing is not ok.

The AP's to make Q do damage when going full AD, as well as adding a small bit of damage on the Smite and Ignite ults. Numbers are changeable.

Ult
 * Smite - Kinda the point.
 * Ignite - Pretty much.
 * Exhaust - Basically, I want a non-cleanse-able hard CC that would work for "sleep." I guess I could just make a unique thing for it that IS sleep.
 * Teleport - Love the way you worded it.
 * Ghost - could add stealth to make it more "ghost-y."
 * Considering Garrison is a dominion only spell...
 * Clarity - More for on 5v5 teams than YoloQ.
 * Cleanse - Love the way you worded it.
 * Heal - Yup.
 * Revive - No one takes this anyway. Needed a way to make it good.
 * Barrier - Pretty much. Also affects towers, so that's a thing.
 * Clairvoyance - Everyone does. A 60 second cooldown, 5 second reveal is not enough to fully replace wards.
 * Flash - Pretty much, but only if you don't have another summoner spell that has been unlocked ranking up the ult.

I should move Revive to the end of the list, considering how it picks when it has multiples to pick from, and make heal right in front of it.