User blog comment:MrSuperSpy/Seannamus, the Aquatic Android/@comment-26044269-20150129005447

You may not agree to some of the things I'm about to state, but that's fine. Seannamus is your champion idea and you're, by my book at the very least, entitled to all of your opinions.

Now, let's get to buisiness.

(Go into edit and remove blog posts from the categories for this champion idea. For some reason the mods here don't like custom champion designs being labeled as blog posts.)

Firstly, Seanamus' Q. From what I'm seeing right now it seems like it was designed to be Seannamus' primary damaging ability. Thing is, the base damage for it and the damage increase over 3 seconds is so poor that even fully charged, the Q seems underwhelming. Additionally, an ability which requires charging for 3 seconds to achieve maximum damage and range would severly harm an ADC's DPS, and hence would only be useful for poking purposes (and noone likes poke champions). My reccommendations for you on this ability would be to limit the charging to 2 seconds from 3, remove the range increase on charging, increase the damage increase for full charge from 50% to 100% and change the base damage to something in which incoporoates AD and not bonus AD so that it doesn't tickle people early game (say 30 / 60 / 90 / 120 / 150 (+ 50% AD), which would equate to 60 / 120 / 180 / 240 / 300 (+ 100% AD) fully charged). Also increase the cooldown to 10 seconds at all ranks. We don't need a champion that can achieve 80% cooldown reduction with a Q that has a 4 second base cooldown at max rank.

Secondly,  an ability with a knock up should not, in any cases whatsoever, have 1000 range. Nerf that shizzle.

Thirdly, Seannamus' E seems really out of place, like as if it was just squeezed into his kit to provide a bit more damage and cc. If it had some additioanl mechanics which can synergise with Seannamus' kit it might be deemed passable, but as of now, it's a real waste of an ability.

And lastly, Seannamus' passive and ultimate. O boi we hav a dangrous 1 here. An active which removes cooldown reduction limit, grants 40% cooldown reduction, 25% bonus AD and resets all abilities' cooldowns. I personally think that the ability is doing just a bit too much. However, the second cast componenet which deals damage based on how much abilities Seannamus' has managed to cast is really cool. What I would do is buff the passive ability which grants cooldown reduction per bonus AD from 0.75% to 1% for every 10 bonus AD, but remove the part of Seannamus' ultimate which grants him 40% cooldown reduction straight off the bat. Doing this would actualy give more incentive for players to build more AD like an ADC is supposed to, instead of using an AP build by abusing Seannamus' kit (in which I can actually see happening with a 80% AP scaling ability with 1000 range tied to an ultimate that gives 40% cooldown reduction for 8 seconds). Also remove the 25% AD increase on the ultimate as it's literally there to just increase Seannamus' offensive power for 8 seconds without providing any mechanical advantages or disadvantages; we don't need a ranged Riven that can kill everything that moves for 8 seconds.