User blog comment:Degritone/Omega, the Phantom Sword/@comment-10768370-20150612072119

Interesting concept, I kinda see some Spirit-Samurai--like creature for my eyes. The idea of a mobile phantom assassin is very cool but I see a couple of balancing issues in his kit, along with some unclarities. So let's analyze!

His passive, Ancient Memory, is very interesting. It grants a new concept and could be coupled with some cool visuals. I just have one question, do the spirits each deal or do they deal  in total? Because the first one might be a bit weak while the latter one is balanced enough. Also, I don't really get why it have to be 4 spirits. I mean, you could make one spirit to slash at the target (Although that might decrease awesomeness).

His Q, Phantom Dash, is a neat concept. Kind of a without the. The slow is a bit long though, which could be frustrating to play against him. Overall a quite balanced ability, I like it :)

His W, Phantom Burst, feels a bit out of place in my opinion. It deals heavy -scaling damage in an AoE whilst as an assassin it's more important for him to focus down on one target. The slow is also a bit too strong for the duration, and I think there should be a way to deny the second targetting effect (e.g. moving out of an area or out of range).

His E, Phantom Charge (Boy there are a lot of Phantoms in here), seems as the most OP ability in this kit to me. It slow for a tremendous amount, quite a decent duration, and for a non-ultimate dash deals heavy damage due to its high scaling. The idea is very interesting but the execution lacks.

His ultimate, Ancient Phantom, I don't completely understands. His basic attacks gains range equal to any champion's vision range for 10 seconds which means more range and a longer duration than Twitch's ultimate. The concept of him gaining bonus range and the true damage is very interesting, but the blink is a bit unnecessary. This ultimate makes him by far the most effective kiter in the entire League, and removes the weakness of Assassins. Namely having to get close in your face to deal damage, which you normally can counter with mobility or CC. But with this guy it gets nearly impossible. If you've got enough damage and attack speed you're able to take down turrets from a safe distance, heck you'd even be able to take out champions in the fountain turret! And I haven't even talked about the low cooldown...

As I said, the idea is very interesting but the execution lacks a lot of balance. I don't know if you or your friend is responsible for the balancing but it seems a bit, off...