User blog comment:Alvaroxdm/Bwainz the Vengeful Zombie/@comment-67.190.106.17-20120330214030

I'm no expert on (sort of) comparable champions like Warwick or Mundo, but just some thoughts on skills due to the character concept (with regard to theme, not balance)...

Just an initial thought, if he's undead he could make a good manaless champ (theme-wise), as mana is like spiritual energy (Karthas, being a lich, would be different). He could be CD-based with HP scaling (like Cannabalize). Again, just a thought.

What follows is a skills list with my thoughts on possible changes, with reasoning afterwards. It isn't meant as a rework, it's just easier to keep track of my thoughts in this format.

As a disclaimer, none of these abilities are meant to be balanced (though I hope they are), mainly just rearranging for theme and tankiness.

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(Passive) Undying: Reduces time spent dead by 10/20/30% and increases your maximum HP by 1.5%.

I put the dead CDR into the passive (like old Karthas), as I figured it would always be nice, and just makes sense as a passive. I like the 10-30% scaling (giving max of 40% with Good Hands), due to early dead time being small. Of course just the CDR would be rather weak for a passive, as you (usually) don't really want to die, so adding extra HP sweetens the deal and makes it nice while you're alive. I tried to not go overboard on the HP since Juggernaut is 3% and requires a big investment.

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'(Q) Cannabalize: Deals 40/80/120/160/200 (+10% of max HP) damage. You are healed for 25% of that damage. 8/7.5/7.0/6.5/6 sec CD. (acts as an attack, resets AA animation)'

I nice bit of heal and damage that synergizes with the new passive. Increased the early CD due to 10% of 600ish HP (assumed) giving almost 100 damage at level 1.

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'(W) Rigor Mortis: Your body hardens for 5 sec, slowing you by 40% but increasing armor/MR by 7/14/21/28/35 (+1% of max HP). 30/28/26/24/22 sec CD.'

I agree with Rowtuh below. A skill that rewards you for taking damage (or in this case, a shield) is nice on a tank. Due to the CC changes to Call of the Grave and Miasma below, I decided to replace Bury. I did like Bury originally, but the 6 sec duration meant that people would see you use it, reducing its ambush use.

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'(E) Call of the Grave: Charms all enemies in a cone and reduces armor/MR by 5/10/15/20/25 (+1% of max HP) for 1/1.25/1.5/1.75/2 sec. Damage to an enemy will break the charm (but leave the reduction). Charmed enemies speed is reduced by 50%. 16 sec CD. (600 range)'

As mentioned in another post, the original 4 sec is quite long. Changing it to a cone makes sense with "calling" them, and increases the skill needed to use it to it's fullest potential. The charm makes it good in lanes, and functions like Ahri's (minus the breaking on damage, the cost of it hitting multiple people), while the reduction makes it nice in teamfights.

If you wanted more damage and less support, make it a 2 sec charm (possibly less, maybe 0.5...1.5) that doesn't break on damage and applies a DoT.

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(R) Miasma:

'        Passive - You deal 1/1.5/2% of nearby opponents current HP as magic damage each second. (300 range?)'

'        Active - For 2/2.5/3 sec, Miasma's effect and range are doubled, and affected enemies' movement speed is reduced by 30% (+1% per 100HP). 100 sec CD.'

This makes it so that your ult is more tanky, while keeping the tank shredding effect that was formerly the passive. it also gives a nice CC for initiation.

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Overall, this makes him a bit more tanky (I think) with abilities that scale with health, making AP items unneeded (as opposed to Amumu), and AD items not a requirement.