User blog comment:Dragonzzilla/Custom Content/@comment-1330314-20140309220149

The icons for Veigar are beautiful. I also feel they capture the theme of his abilities better than his current icons. Are these from Dota 2, or from another game/site?

Fenris's W and R have interesting mechanics, but I don't really see the synergy in his kit: aside from his E being mandatory for the use of his ultimate, none of his skills interact with each other. Individually, your abilities are really sweet, but they're sort of alongside each other instead of working with each other:

Northern Wind is sort of a good passive after purchasing boots and movement speed items, but otherwise it doesn't really provide any additional gameplay or contribute to Fenris's kit. I think it would be better to replace it with Cold Omen in some form: that way, the use of Fenris's ultimate doesn't depend on leveling up an ability, and you get to flesh out Cold Omen a a little more: what does it mean to Fenris to have more Cold Omen stacks? How should it affect his gameplay? What bonuses do the stacks alone represent to him?

Adding an AP scaling to Cold Burn's DoT is interesting, but I don't think it would quite work, as this is Fenris's only damaging ability. If you want him to work with AP, I'd recommend giving his E some form of damage, but ultimately I think it would be better if his damage only scaled with AD, particularly as he looks fairly autoattack-based due to his lack of damaging abilities. The second concern I have is why give the damage two components: what interaction does the DoT represent to the rest of Fenris's kit? If he goes AD, what benefit does it bring him? Your kit lacks internal synergy, and I would personally add some here: have the DoT somehow interact with Fenris's basic attacks or Cold Omen stacks, or make some other part of his kit more powerful: what combo or rotation do you want Fenris to have? How do you want him to work in teamfights, in the jungle or in lane?

White Walker's combination of a wall and jump looks great as both an escape and ganking tool. I'd keep this as it is, but I'd find a way for his other skills to somehow work with this, not necessarily with direct synergy but at least in a way that benefits from the wall and jump.

Howling Wind looks good because it brings Cold Omen stacks, but ultimately it's a weak, short-ranged AoE slow. I recommend you change this so that it's a good ability in its own right.

Wintertide's interaction with Cold Omen is nice, but ultimately the ultimate has no synergy with the rest of Fenris's abilities. The part where he gets bigger and gains bonus health is fantastic, and works really well with his theme, but the attack damage doesn't work as well, even if it works with his Q. I think you need to better express here how Fenrir makes himself stronger in combat, perhaps by giving him some persistent effect while his ult is up or by adding some extra interaction with the rest of his kit.

Ultimately, the main problem with Fenris's kit is that it doesn't really show any particular way of playing him. His playstyle and role needs to be better defined (what does he bring to combat that is unique? How does he fight?), and the best way of doing this would be to actually visualize your champion in combat: how do you want him to play in specific situations? What particular combo or rotation rewards you for playing him well? The Cold Omen stack mechanic is fantastic, and I think you need it to make it your champion's core, but you also need to have your abilities work in tandem with each other, and not just be okay in a vacuum.