User blog comment:Aldari1994/Valcurie/@comment-10768370-20170117150839

Very interesting concept to say the least, I've been a fan of Ekko's opponent in his sneakpeek ever since it came out so I would love to see this in-game.

However, as is destined to be, I have a few tips/ideas/gripes about her current kit. Nothing deal-breaking, so no worries. Here goes nothing then:

Chem Fortification: A very interesting passive with a lot of potential akin to. That is, hurting those who hurt you. The only thing that I have to say here really is that it would be nice to show the total damage done over the period of 3 seconds. Otherwise the duration might be a bit long, but with the static cooldown in place and no gamebreaking damage output it's nothing to worry about.

Cogwheel Axe/Magnetize Cogwheel: Looks mostly fine, reminds me a bit of and  but with enough uniqueness to differentiate. I'd suggest lowering the AD-reduction a bit, as end-game that can very quickly stack up to 40 AD down the drain unless you can retrieve it. Maybe 10 or 15%? Maybe even make it scale down from 20 to 10? Just throwing ideas against the wall here.

My main gripe with this lies in Magnetize Cogwheel, since although the cooldown is there and its very nice to think of a way to not make it spammable, I'd suggest adding in a buffer between the first and second cast. Maybe make it castable after 1 or 2 seconds or something, as otherwise you can just create an -esque effect where you immediately recast it the moment it hits ground.

Discharge Pressure: This one looks very interesting. I love the interaction with Cogwheel Axe. Only gripe here really is the surprisingly high cooldown and the kinda weirdly scaling movement speed bonus. Maybe change it to ? I mean it adds extra digits but it also rounds it off more nicely...

Corrossive Torment: Simple, clear and quite useful. Especially for a Juggernaut (Which I'm guessing this concept is supposed to be) a very nice ability. Only gripe here is the odd numbers again... I'd change it to either or.

Grey-nade Armlauncher: Bonus points for that amazing name, ties in wonderfully with the new Zaunite lore. Great ultimate for drawn out fights and zoning. I have a question and a proposal about this though. Firstly, you note down that it creates a cloud of smog, what's the duration of such a cloud? As I don't see it anywhere .o. Secondly, I propose making the increased-damage non-scaling. Maybe put it 5 or 10% for all levels? What you could do is, if the cloud remains for a longer time, make the increased-damage stack for every tick they stay in the cloud a la 's pool? Again, just throwing ideas against the wall here.

Overall Kit: A very nice and coherent whole. The abilities sync really well with each other, you dash in, taunt the cunts and whoop their ass with mechanical axes and whatnot. For a champion who uses her own health as a resource you could maybe heighten the costs a bit and add some sustain to make her more risk-reward focused rather than constantly whittling down her own health with no way of regaining it. Otherwise a very nice design (If maybe somewhat low on mechanical depth, but we need easier-to-play champions in this game as well)

Thematic: As previously mentioned, I love the choice of design visually. And the idea of a Zaun-duchess taking matters in her own hand rather than letting other brawn do it for her is something that League could work with for sure. I'd like to see such a character appear in the game one way or another, as we already have the covert-ops Piltovian Camille we can use a brawny Zaunite lady to polarize her. Her weapon may be a bit outdated, however, as we see most of Zaun's updated lads running around with more, her axe seems a bit meh in comparison. If I had drawing materials on-hand I'd draft a more hexmechanical design. May post it later anyway...

Anyhow, great work on the general concept. I'd love to see more of your work