User blog comment:Chase999/Renia,The Halberdier/@comment-16210885-20131127090814

Here to comment, as asked. Just to note, numbers are theoritical and are probably not accurate or balanced.

Statistics: As noted below by Grrr before, while I can see why he has that long attack range, I would say keeping it with the "multiple of 25" is best, like most other champs. Basically, 250 range is better; he already has an outstanding range, as the greatest natural range of any melee champ is only 175.

As for "corrections", you forgot the "+" for the increase in attack damage.

-Now for the next section, allow me to reword your skills. No harm meant, your explanations are understandable, but not organized. I'll also explain any changes.

Craze: "Every time Renia is attacked, she receives a stack of Craze, with a maximum of 20 stacks. Each stack of Craze increases her AD and attack speed by %. Stacks decay one at a time every second.  If she is out of combat for 10 seconds, she will lose all the stacks."

Power Strike (Renamed): Cooldown: 16/14/12/10/8    Bonus Physical Damage: 20/45/70/95/120 (+ 50% AD)
 * I modified Craze so that it would be...more "suitable" description-wise. I was thinking how Craze would magnify the more leveled she is, so I made it so it scaled instead of being flat. Additionally, her bonus AD increase is not flat anymore; if she builds AD, Craze should also reflect how her strength increases when crazed. The unlimited stacks was changed to a max of 20...so she can't become a 1000AD Dairus ult in a team fight if built tanky...
 * Basically to note, the original Craze would push Renia to be tanky, since in a teamfight, with unlimited stacks, she could exceed the normal AD threshhold, making her offensive abilities infinitely OP.

"(Active): Reina's next basic attack in the next 6 seconds will deal bonus physical damage. Basic attacks will reduce the cooldown by 1 second while unit kills will reduce it by 2 seconds."


 * What I did here is remove the sustaining heal ( as it did not fit at all with the concept itself) and replaced it with an effect where basic attacks and unit kills reduced Power Strike's cooldown.


 * Although this removed her sustain (not all Fighter/Tanks need it, like Darius), it has allowed this ability to be more simple, understandable and probably a better/balanced synergy with her Craze.

'Clean Swipe: Range: 250    Cooldown: 8 seconds     Physical Damage: 40 / 75 / 110 / 145 / 180 (+ 80% AD)      Slow: 15/20/25/30/35%

"(Active): Reina swings her halberd around, inflicting physical damage to all nearby enemies while being slowed by 10% for 3 seconds. Enemies with a stack of Bleeding Wounds will be instead be inflicted with a heavier slow which will for 5 seconds."


 * Bleeding Wound was "terrible" so I changed it so it would have synergy with Clean Swipe. I also detailed-up the ability itself.

Bleeding Wound: Total True Damage: 15/21/27/33/39 (+1.8/2.1/2.4./2.7/3% of enemy's missing health)

"(Passive): Reina's abilities will inflict Bleeding Wound on enemies, which inflicts them with true damage over the duration. Any Physical Damage an enemy with Bleeding Wound receives will increase by 10%. Lasts 3 seconds."


 * Bleeding Wound had one of the most confusing description, so I tidied it up. I also changed the damage to true to signify how bleeding can't be reduced by armor (this is a change for design purposes). The damage inflicted was greatly changed as it was based on the enemy's AP also, which would kill AP champ quite a bit... >.<

Unstoppable Might: I advise a make-over for this ult. While it partly makes since with her lore...it does not make much other sense at all...
 * As mentioned before, I allowed Bleeding Wound to synergies more with his other abilities. I then took of that basic attacks apply Bleeding Wound, which would either way will weaken the enemy for an overly sustained amount of time if engaged in a fight with Reina.

I like the the outlook of this champ, but it does need some fernishing here and there...