User blog comment:Simbey/Apophis, The Horror of the Sands/@comment-24242333-20131210093431/@comment-24242333-20131210160806

Well, what I'm seeing is Apophis hits 6, gain movement speed thanks to his ultimate, and proceed to gank a solo lane. The big range and long control makes it an almost guaranteed kill. Or earlier, but roaming will be easier with ult.

I'm okay with it being powerful late, because late game is where teamfight occurs, and there probably will be people around to break the tether. But early/mid, it's really super powerful. Maybe keep it as it is, but make a separated "charm" duration that scales with level, reaching the same duration as the tether at level 5?

About the passive, I could see him built as a health-stacking tank. Say you fight a glass cannon, he will ave ~1700 health. If you stack health, you could end up with ~3500 hp (I'm throwing random numbers here). 3500-1700 = 1800. 30% of that makes for an enormous 540 bonus magic damage on hit, and that will further increase the gap, meaning the next hit will hurt even more. Just stack health, add a bit of attack speed on top of that and you're good to go; a build could be, say, Wit's end, Zephyr, Boots of mobility/Berserker's greaves, Randuin's omen, Warmog, Warmog. Even if you make him on par with Anivia for the lowest lvl 18 base health at ~1600, he will have a bit more than 4100 hp that way, decent armor and mr, and will be absolutely impossible to get rid of because of randuin's and his W slow. You may want to limit it in some way :)