User blog comment:KeithCornell/Champion Concept - Yurgen, the Evolutionary/@comment-3391671-20160823070146/@comment-3391671-20160825070432

I did see the age of this concept. It may not date to the 3rd season or before, but it does predate any of my current concepts. I will affirm in given ways, the cross between health and mana cost management is a nice touch.

I beleive you on that. My champions were overloaded for their own reason. I only hope for the best.

Wording comes into hand with how the kit's word-economy goes. For example, placing all the ranges into the top portion should help remove 5 or so words, while moving aspects such as the Proton and Electron application to the Innate instead of mentioning them in the abilities, since they all apply their respective debuff for 5 seconds to all enemies hit; also, Repulsion is also somewhat redundant, although not specifically unnecessary.

I will presume that my judgement comes into mind that the Electron-Q + dash-E becomes a bit strong. But you do make the point that dashing in isn't always a good thing for Yurgen; he may have his W to do a little in an AoE, but the E isn't as oppressive as I made it out to being. It just rewards good gameplay.

When I said "make Q and E correlate" I meant that their theme and functions should be relative, not to change items such as their cooldown. I do not mean to sacrifice items such as how Proton-E works off of electron-Q, but it makes for simplicity and relatively easy-to-understand kits if the other aspects functioned in relative ways, such as Q being the main damage tool and E being the primary mobility tool. W already does this in being a resource buffer while inflicting a small AoE to change its own form.

Combos are fine, but it would be nice if Yurgen didn't need to solely rely on or confine himself to combos (or just one pattern) to be productive in the game. I look forward to how you will change around any of the items.