User blog comment:Commander Marko/CCC5 - Linkhan, the Horseman of Apocalypse/@comment-1330314-20140907071636

Looking at the full kit gives a much clearer picture of what you want Linkhan to do. Thoughts on this:
 * Part 1 of Reign of Conquest is fantastic in establishing Linkhan as an executioner champion. Part 2... doesn't really seem necessary. Granted, you want Linkhan to snowball in teamfights, but the combo of Reign of Conquest + Art of War already achieves that extremely well. I think your champion wouldn't suffer at all if you removed the second passive. However, I also think you could make Reign of Conquest's execute apply to all targets, with perhaps a cap for epic monsters like the Dragon and Baron Nashor. That way, you'd get way more interaction with Art of War in laning/jungling, plus your passive would be less situational.
 * The AD on Horseman's Torch feels pretty secondary. However, you're going to need a better reason for buying Horseman's Torch beyond just a fifth active, especially considering you're sacrificing an item slot for this (, for example, has a spell shield on a lower cooldown plus stats). In fact, you may not even want to have to buy this item, unless you really don't want Linkhan to start out with it. The double forms of cooldown reduction look redundant: you may want to strengthen one of the two and replace the other with a different effect. Overall, you have a good starting concept, but you need to implement this in such a way that you want every Linkhan player to have Horseman's Torch and not suffer for it.
 * Art of War is a simple and well-designed ability. Though it's currently very well implemented, I'd say you could turn this into an autoattack reset, considering every other ability in Linkhan's kit that interacts with basic attacks also interacts with Art of War (plus the ability already has a one-to-one total AD scaling).
 * Eternal Famine is mostly good. I'm not a big fan of the grounding effect, and I think here you could actually have marked targets get rooted instead, but overall the intent of this ability is pretty clear. I'd suggest a high-ish cooldown for this ability, as AoE CC, even if it's a weak slow, is extremely powerful.
 * Death Surge I think has a bit of anti-synergy with itself: on one hand, you get this movement speed boost, but on the other you're encouraged to completely ignore this boost and instead dash immediately after casting the ability. You could switch around the movement speed boost's evolution (have it increase rather than decay), but I also think you need a good reason for this movement ability to be split into two: what does the movespeed boost contribute to Linkhan's kit? What does the dash do that the movespeed boost doesn't? Also, why flat movespeed and not a percent movespeed increase? Percent increases scale with boots but flat movespeed boosts don't.
 * Apocalypse fits well into Linkhan's AoE dive-disruption theme, but why knock people away from him? As a fighter, he's going to want to stick to his target, and the rest of his kit encourages him to be close to his opponents. The second part of the ultimate is also redundant: if your opponent's below, your ult damages them for , so without taking resistances into account your victim should be dead. More generally, though, you don't need execute-based damage on your ultimate when your passive already makes you the best at executing targets. Flat damage or maximum health-based damage would work better here.

Overall, you have a strong theme for an AoE disruption champion who's the best out there at cleaning up fights, and your kit meshes mostly well together. There are a few anti-synergies within your kit, but those can be easily fixed. Above all, though, I think you need to take another look at Horseman's Torch, which right now is a poor man's Banshee's Veil that doesn't really contribute anything at all to Linkhan's kit.