User blog comment:C9 Teemur/Tsel, the Elven Huntress/@comment-25228021-20170304225839

This is a rather simple concept, and while I do admit that it can be very refreshing to see something simple among other concepts that I give but a passing gaze at, this one also comes with its fair share of flaws.

The stats seem to be okay, if a bit weak, but since she's a Marksman, I'm not complaining.

The passive gets all the rage, and I guess I can see why. Slow resist is rather rare and it can be as useless as it can be brutally effective. Especially in bot lane, where hard-CC is only seen on tank supports like, or , or mages played support like , , or. Either way, it enforces the most swingy matchups in a brutal way, usually it's not gonna be a fun ride for either side.

So, noone has been giving any praise to this kit at all. Globally, I don't like it a lot, but I love this Q. Sort of. The ability to move while constantly attacking is something I have already been working on (with as the zero people following my Custom Patch Notes updates can see) for a while, and obviously it fits perfectly on a marksman. Sadly, it only goes so far, since it's still basic-attack range, the attack speed isn't gonna help all that much, especially this little of it, and with no real way to stay in range other that the impossibility to get kited away means that as good as the skill itself is, the rest of the kit makes it look worse than it is.

Usually, passives and other little bonuses on skills are here for a reason. I don't see any of that for Defense Breaker. Beyond the name being as bland as you get, the ability does that, and basically only that, also in a boring way. The passive is basically worthless: late-game, as a marksman, Tsel is usually gonna beat tanks anyway. The active is... to be fair, it's a bit better. A wind-up skillshot gives some room to counterplay, even if it carries so little flavor, and power for that matter, as it is but a weaker Ezreal Q that shreds a little bit of armor. As a marksman, you're gonna want to avoid spending so much time in place, so I can already see people not even bothering using it at all.

Spirit Flash is a clumsy mess of a skill. The passive is again, weak and boring for something in a basic ability, nothing that should be there if you're just gonna buy on her. The active is also something that should be avoided on a marksman. Strong defense mechanisms like this are usually reserved to assassins because of their limitations: being melee means they need a strong yet short defense mechanism to to their job correctly. While I can see something likethis on a marksman, it's more often than not going to be useless, as since they are slow champions, enemies are just going to catch up and murder them when their time is up, and rightfully so because there shouldn't be two defensive abilities on a marksman. The bonus true damage is in my opinion even worse than the slow immunity since on top of being an uncounterplayable effect, it's also stealing from.

And then this ultimate. This goddamn ultimate. Marksmen with a little CC, I can accept. But not this teamfight-winning piece of brokeness you call an ability. A lot of stuff is unclear: how much time does Tsel spend in place? (Why is a marksman staying still for so long?) Does she fire one arrow at a time or all at once? How long does that knockback last? What makes you think this belongs on a marksman? The way I think it works, it's basically the horrible knock-off of that allows a marksman to peel for herself for days, or horribly fails at it as the enemy team spend their time skirting at its max range.

I think the kit in general just doesn't work. There's no real high-point when you're playing this champion, everything either is going to work optimally, at which point the extreme power is going to make enemies wish they never played this game, or they're just going to fail hard and the Tsel player will be the one wishing they never played this game.