User blog comment:Poisonshark/Custom Champion: Taoh, the Bringer of Fear/@comment-3391671-20160905132744/@comment-3391671-20160906015237

I'm well aware that Taoh is not supposed to be such a comical and simple being, but with the kit & lore you offer, I can't help myself thinking of a seemingly scary looking ghost with detached hands from its body. I will admit, it may also be because Haunter is the closest thing to what looks like.

As for the kit:
 * The first thing that caught my attention was that the AoE created by the innate, Fear Empowering, deals damage based off the damage source... does this include any on-hit damage or additional damage that Taoh has, such as through AA-enhancers by or ? Or is more off the base damage, in the same way as ? Either way, the description for the damage in a line could be streamlined a bit if not more.
 * Otherwise, the kit is better than how it started initially with an uninteractive Fury resource. It's still uninteractive in that the abilities do not have a cost, but what am I to complain (Aside from telling you to remove those "no cost" tabs)?
 * Nothing to criticize for the Q aside from it doing what it does. Admittedly, not outstanding, but it's not a dissatisfying ability.
 * W, Deadland Walker, aside from streamlining some lines, looks relatively better than the original MS-boost it used to be before. I'm slightly perturbed by the AoE and its slow effect, even if it only affects enemies Taoh is facing (I believe the game does not recognize if you are chasing a specific target or not...).
 * If you reduce the range to 550, it would also help reduce the description so that you don't have to describe the restrictions when attacking an enemy with Fear Empowering on cooldown. Of course, it would make this ability less effective as a chasing tool, but I feel that as a Marksman, he doesn't require that large of an AoE when he already receives MS from the ability.
 * Chaotic Knuckle... sounds like an ability name a brawler (like Sauna) would have. Otherwise, I do not exactly feel settled with the two knock-back effects. It poses the same kind of issue of having two CCs one after another, since knock-back is still a CC. As chaotic as it may be, the second knock-back just makes managing a crowd of minions... troublesome...
 * The initiation is not really to my flavour, but I presume everyone else have already made their own two cents on how this ability acts like a typical steroid. But you do say that this ability is in the works, so I'll reserve further judgement to when the ability is taken care of.