User blog comment:Witchking99/Sol, The Celestial Sun/@comment-3391671-20160609115537/@comment-3391671-20160613141320

Here are some tips (rather, some offerings) to you in how to make your abilities go around.
 * The biggest issue of the passive includes two things: kit relavance and the overpowered effects of it.
 * For a Fighter/Tank, the idea of a defense-breaker seems like something that is better featured on a Fighter/Assassin. If Sol is secondly tanky, it possibly he has a larger window to apply those three AAs to allow his lane partner or himself the ability to deal increased damage. It may be satisfying to Sol's team, but for sure not to the enemy team who has to deal with Sol's tankiness.
 * As for overpowered, removing complete shields is powerful and nullifying defensive stats even more. In a game of League, these kinds of effects are a cheapstake way to win against tanks. I would consider making more gradual effects, such as offering more effective damage to Sol against shields, along with a stacking effect that causes enemies to lose a portion of any of their resistances.
 * One thing I've seen recently and do have a dislike for is when creators create a negative & positive modification when they can easily/simply make it a positive modification completely. If I'm reading it correctly, you can have 275 range (hell, he's using a flail so why is his Attack Range so damn high!?) as the base and a range modifier instead. These stats can be changed around but I believe it looks much more clean when they are all positive unless necessary.
 * Also, I cannot imagine how the arc works. Is it a crescent just like 's ability?
 * Dealing damage to enemies who attack you innately is somewhat as a no-no, as I have seen with people's comments and such. I also don't see why he would have this effect that punishes people for attacking within his range even if they are only attacking minions.
 * The active component has some interesting effects... although I feel they look more like the abilities of a mage with powers over gravity. That thought aside, the range on these are a bit overdone. That flail has one long chain...
 * What is "Burn radius"?
 * This ability seems to be alright, aside from the range and width. 335 is a bit wide (is that the size of the weight on the flail!?) and that base damage creeps high when is already has somewhat of a high bonus AD scaling. The same goes to the range, but I feel I am being redudant in how long the flail range is.
 * If you don't mind the brief notion of this comment for R, but it is one I feel needs a rework.
 * It's first active gives a lot of on-hit magic damage along with granting him "unhindered sight" that some sight-based champions may be envious of.
 * The second active is a large aoE with low damage... which makes for an unimpactful skill that champions will only be jealous of the range/radius it has. I've heard commentors say that recent champions have been having large-AoE abilities that impact at the minimum, and I have to agree.

Overall, the biggest issue with Sol is... that he doesn't connect with his lore, neither with his categories of choice. There is potential, but it is not brought out due to overdone ranges and the lack of uniqueness.