User blog comment:Healingmantra/Bugarn, the Gorilla King/@comment-3391671-20160917221213/@comment-3391671-20160924225138

I can't dictate where this kit will go, but I do still have things to say.

While I wished Bugarn still went bananas with his Innate, the new one isn't that bad, although it has an activation that doesn't seem make sense (well, this is a game, so does it have to make sense?).

You have it remove the basic movement impairing CCs, which are Stuns, Slows and Roots. I never had Silence in mind, but as of now "Show of Strength" is alright if not amusing to the taste.

I do have to say that you've done your bit to make the Leap a bit more interesting. I would object to the CDR (since necessarily, he should have access to the second jump anyways), but otherwise like the tower interaction. Would make him a good tower defender in some ways.

Decreasing throw range on champions is a good idea, since the 950 range was off the charts. would like that kind of range when spitting enemy carries under his tower. As for why you base it off current health, it is nice to know that you don't want Toss to be too powerful, but I do believe you should allow the player controlling Bugarn to have freedom over who he throws; even with an indicator, the chances of tossing the wrong unit is still there.. If Bugarn gets in range and tosses an enemy ADC back, that is supposed to be his strength and a mistake on the enemy ADC's part. Don't limit an ability's strength for counterplay.
 * If I am going to poke with this ability, I would do it with minions just like would. This also makes me believe the damage on enemy hit should scale off the thrown enemy's . Would make sense that being hit by a tossed  hurts more than a, right?

I do believe a gorilla slamming the ground is alright. What I am not impressed by are the boulders. If you still want exploding rocks, tone down the number of waves and stones. We don't need 192 stones on the field, creating clutter and annoyance.