User blog comment:ClayHuang158/Jargan/@comment-1330314-20160321150058

You are definitely a prolific and creative content creator, but I think you might benefit from slowing down and releasing champions based on completely novel gameplay hooks, instead of churning out kits industrially. In Jargan's case, you have a potentially interesting frontline-buffing bruiser thing going on, but the idea is buried under a heap of uninteresting passives and seen-before abilities. While you don't necessarily have to reinvent the wheel with every champion concept, you're going to have to produce something that really stands out and makes people think about your champion in a way they have never really thought about another champion before. Some criticism in bulletpoints:
 * Pretty minor and not really relevant to your champion's actual kit, but Jargan's base stats are super awkward. I'm all for extreme stats to convey a champion's playstyle and itemization, but I don't really see a justification for 803 health at level 1, or 310 base movement speed. 145 autoattack range could easily be adjusted to a more standard 150, and even then I don't think that's justified on a human (I think?) champion who fights with his fists, and the rest of your stats are somewhat alright.
 * Perhaps this isn't an approach you should take to extremes, but I'd recommend seeing how much you could strip from any kit and preserve the same gameplay. In this case, I think Juggernaut Armor and Defensive State's passive are completely unnecessary, and Command: Energize has way too much going on. Besides that, your kit is, as PrimusMobileVzla resumed very well: "Two dashes, two shields, and two AoEs".
 * Adding to that, there are a lot of redundant effects on your kit (e.g. the dashes, shields and AoEs that accomplish about the same function, on top of the two autoattack steroids and overlapping bonus defenses). In League, this has happened on a few champions, and the end result is that whichever effects overlap like that tend to be balanced around each other, and the end result is that neither effect feels as amazing on its own as it could be (which is the problem with and  double attack speed steroids, for example), so avoid it whenever you can.
 * Jargan's overall kit doesn't really click for me: sure, he's this big tough bruiser that dashes around and hits people, but we have dozens of champions in League that do that and get to do more interesting stuff as well. There's nothing in this kit that stands out all that much or feels impressive enough to justify the existence of a whole new champion. When designing a new champion you should be asking yourself what this champion brings to the game that's fresh and completely unique ("What can my champion do that nobody else can do/what can my champion do better than anyone else?"), and if that doesn't work you need to try to get at the core of the fantasy you're trying to deliver and get ambitious about how you want to deliver it (e.g. by giving them a playstyle that offers something completely fresh from other champions). Here the most interesting effect I see is his W ally buff, which might not have been what you focused on but does happen to be one thing he does that few others can do.
 * Your ability design isn't bad at all, but it could go a lot further in delivering a more unique experience. Your champion could perhaps use an ability that most people could associate with other standard effects, like a damaging skillshot or a dash or whatever, but the magic to every champion is that their abilities let them do stuff in their own way, and that means designing your abilities to work well not just on their own, but when used in combination with each other.

In summary, you have a ton of creative potential, and are clearly passionate about creating champion kits, you just need to put more individual effort into each of your champions so that they can really shine. I'd personally rather have only a small collection of really well-polished champion concepts than a whole heap of not-so-polished ones (though admittedly at least a couple of my custom champions are fairly mediocre), and I think putting more work into releasing truly memorable champions will also make you stand out on this wiki a lot better as a high-quality content creator.