User blog comment:ZPPHR/Nate/@comment-1330314-20131231111540

You have five abilities that are individually great (or at least functionally good), but they have no relation to each other, which is causing your champion to lack definition:

Starting with Duplicate, as its concept is brilliant: the idea of having a mirror image to actively aid you in battle sounds fantastic, and basing your kit around this could help you define your champion better (particularly as "the Altered Ego" sounds like he could actually enact his title through this ability). There are a few ways you could improve on it, though: first off, having one Duplicate spawn at a time instead of two would likely be far better, as you could give it a lot more power and have it feel more powerful to the player. It should also allow you to gate the ability's cost less aggressively, as 240 mana would make it the costliest non-ultimate ability in the game. As a matter of fact, since this looks like Nate's farming tool, you could probably give it a fixed moderate cost (80 mana's already pretty okay).

The other problem with the ability is its bizarre interaction with cooldown reduction: at 40% CDR, you can summon duplicates every 10.8 seconds. Each duplicate lasts for a base 12 seconds at rank 5, and the duration is increased by a certain amount, so you can have multiple duplicates up at a time. However, at 0 CDR you have a 6 second downtime before you can summon duplicates again. It's a huge power differential that seriously lowers the value of this ability until you buy items, which then creates false itemization choices as Nate is then forced to max out his cooldown reduction to be useful. Giving the duplicate(s) a fixed duration but reducing the cooldown per rank would allow Nate to use cooldown reduction on this in a way that makes sense. I would, however, recommend you adjust the cooldown and duration specifically so that he doesn't get to have several of these up at a time, since that would create a weird power spike the moment he uses Duplicate with a clone already up.

In addition to the above, another thing you could do is have the clone's damage scale with total AD instead of bonus AD, since not leveling this up would create the weird situation in which your clone would end up dealing only a fraction of your own damage. Even if the AD scaling has to be adjusted to, it would make more sense to have your clones keep up somewhat with your own damage. Along with this, it would make more sense for their basic attacks to deal physical damage. Lastly, you should probably give your clones more interaction with the rest of your abilities, a feature that's lacking in your kit (there's no interaction), and specify exactly how much stats (i.e. health, movement speed, attack speed, armor, magic resist, etc.) they have compared to Nate.

By increasing Nate's AD based on his AP, you're indicating that Nate is meant to be at least somewhat reliant on autoattacks, yet aside from Duplicate there's little interaction with this. I recommend you keep this passive, as it works well with his W, but you should have your kit synergize better with this than just giving it AD scalings.

Psi-Blast is functionally fine, but is also completely boring, and does nothing at all with the rest of his kit. It needs some kind of an effect aside from just pure damage, particularly as it's a skillshot: in fact, as a skillshot that's blocked by minions, you're going to want to give players a lot of satisfaction for landing this ability. I'm not entirely sure what you role you want this ability to have in Nate's kit, but you should probably have it interact with his autoattacks and Duplicate in some way.

Telekinetic Throw's also interesting and flavorful, but looks kind of out of place: what's a ground rock? I would recommend against having Nate interact with the map's scenery, as it would make this ability incredibly situational, and thus unreliable. What you could do, however, is allow Nate to move his duplicate around with this (and, if you want to go nuts, himself), as it would otherwise make little sense for Nate to spawn something on the map, have an ability that moves stuff around, and not have these work with each other. Additionally, the throw distance is a little small (the range on is 925, for example), so you should extend it by a fair amount.

Psionic Maelstrom's passive is good, as it encourages Nate to autoattack, and the active sounds like a brilliant mage ability. The only thing I can criticize here are its range (really tiny), cooldown (massive, could do with about 20 to 40 seconds less on its rank 1 cooldown) and mana cost: 100 mana should be enough of a gate, particularly as Riot's been changing ultimate mana costs to avoid huge barriers to its use such as this one.

In summary, the main thing you need to do here, aside from a few tweaks on each ability, is tie Nate's abilities up together into a consistent theme, instead of having five good but unrelated spells stuck on the same kit. You've got potentially amazing gameplay elements here (particularly his Duplicate) which you can set as his defining aspect (aside from his sexy icon :3 ). Best of luck!