User blog comment:Chase999/Alleron, The Phantom Ringmaster/@comment-3391671-20150813061040

Looking better for sure. Now let's see what has been fixed and what needs fixing. If you ever need help with constructing champions, it may be a good idea to consult a specific someone before releasing them, or else you'll face strangers who will bash you for what you happened to miss.
 * Bravo on the passive fix. Most people were bugging you for that, when they could have offered advice like myself. It reliably allows him to stay strong if he plays well and stay away from death when sourly injured. At max, he receives 17.5 % (lvl1)/24.5(lvl16) percent damage when full health or the same percentage of healing when close to death. You may want to use level indicators when these values increase per level; consult some of the champion pages to get the format for such.
 * Now that I look at the Q, it may be a good idea to apply a default slow (maybe a mediocre one at 20%/22.5%/25%/27.5%/30%) at twice the stun's duration. Having a random stun by chance is discouraging, so if the ability reliably CCs your target in any fashion (whether it be a slow or the stun), it feels less random. I'll comment on that "spotlight" aspect later.
 * For the W, it may be good to let the ability only blind and silence enemies. And instead of any enemy, the ability should only reduce the cooldown of the ult based on how many enemy champions affected. The numbers can be adjusted, but concept-wise, you need to look over what is the purpose of having such concepts, such as high mana values.
 * Otherwise, I feel you can actually make your ult into the W. If Alleron is a support, he needs one ability that can help an ally if you want him to reliably support, or at least that's what I believe.
 * The stun on E is powerful, since it can effectively stun an enemy for 4.5 seconds. If you want this ability to be a reliable damage skill and make Alleron an effective support/marksman, then the following may be better:
 * Add a movement speed (325 probably, plus maybe a portion of Alleron's bonus movement speed) of the phantom so people know how much the delay will have before it does its light show. Maybe also a 0.25 delay before detonating would be good for the game (and also for animation so the phantom can do a mini-dance before putting on the light show).
 * Remove that stun. If you have a champion that has an AoE slow...welp, that skill plus Show Time would be darn broken. Instead, have the ability auto-slow enemies that are hit.
 * For each tick, enemies should receive stacks of "Electrified" (signify the slow they receive also), decreasing any further damage from Show Time to be reduced by half, but increasing the slow and the slow's duration. It deals damage well already.
 * Damage per tick: 40/60/80/100/120 (100/150/200/250/300 maximum damage)
 * Slow: 15%/20%/25%/30%/35% +5% per stack of "Electrified".
 * Duration: 0.5/0.75/1.0/1.25/1.5 seconds + 0.25 seconds per stack of "Electrified".
 * This will hopefully make Show time a more reliable tool for both damage and CC.
 * The ult...it is definitely better in the makes, but that free 50% cooldown... "So he has high cooldowns so his early game will kind of suck while he gets "normal" cooldowns at 6...?" Some people will think this in the likeliness. The active is also closer to a simple cleanse and heal, along with granting a chance for an ally champion (and more than likely a burst champion) to use their ult twice. If you want to keep this ult, at least change that cooldown reset to "basic" abilities.
 * An ult is primarly what makes a champion unique. It may not be a true game-changer, but it will be a powerful tool out of the whole asset that tells the player "this who I am; I heal/damage/tank like a badass". But with spotlight...I have to say that it's a weak ult of identity. Thus why I recommended that it became part of Elaborate Display as an "ally target" skill-part, while making Elaborate Displays current detail is enemy champion only.