User blog comment:Shadowlord723/Liu - The Shadow Knight/@comment-10768370-20160217115638

I was originally going to write an extensive review but I see the honored Primus and Lykrast did that already so I guess I'll write a shorter one.

I have 0 knowledge of what stats are balanced and when they are so I'll pass that up to the big guys.

His passive seems pretty decent, now that you've removed the RNG-element it's a lot nicer and more reliable. However, I would make it's cooldown static, since you could easily abuse it with some CDR and turn it into an effective if you build right which is pretty overpowered for a passive. Futhermore seems pretty balanced although I would make the movement speed decay over the 4 seconds, else it would be one of the longest and most powerful non-decaying movement speed boosts in the game :)

His Q seems fairly balanced. Nothing much to say on this one.

His W is a very interesting mechanic, and the only problems I have with it is the fact that it targets the closest target and does not prioritize enemy champions over minions. Although this might be to up the challenge of landing it correctly. The second point is that the slow while tethered ramps up pretty high, maybe an increase of 5%-per-level is more interesting to make it more balanced?

His E is perfectly fine as far as I can see it, nothing to mention here.

His ultimate is an incredibely interesting but also incredibely powerful ability, and my main gripe with it is that it seems to be pretty overloaded. Passively granting {tt|defenses|Which are always dangerous to add to a dive-assassin, since they're supposed to kill quickly but die quickly}} and decreasing nearly all stats of enemies hit for 10 seconds, which is if I'm correct the longest duration for a debuff in the entire game. And while a reduction of is very interesting and I understand the thematic I'd still lower the amount of stats it decreases to just, ,  and  as that makes it a bit more equal.

His second part of his ultimate is what bothers me most, the fact that it is mentioned that it gets available if no enemies are hit AND refunds a part of the cooldown kinda takes away the punishment for missing it, since you'll just get your back. The unlocking of a second version is fine, but the CDR is redundant and unnecessary in my opinion.

Additionally, it is noted that Final Burst only gets available if NO enemy champions are hit by Shadow Aura. Yet Final Burst only affects champions affected by Weakening Aura which is applied by the latter, so it kinda does nothing atm...

Quick question: Does the magic damage of the second part scale with the longer the enemy has been affected or the shorter the enemy is affected? Because if the first part's true then it's a bit counter-intuitive since it deals the most damage the longer an enemy has been weak...

General Kit and Flavor:

While an incredibely interesting kit to work with, the fact that he is called a knight kinda shatters the illusion of him being an assassin for me. Furthermore seems like a nice champion that would fit in the game so far as a nice teamfight-option if you want a -playstyle. Well done!

Only point I have is that the names of his abilities could be changed to something a bit more flavorful. The word 'Shadow' is used in 4 abilities out of 5, and it would be a bit more interesting if you'd replace it with things like shade, darkness, twilight etc. There are plenty of synonyms :)

Good job on your first champion concept, I'm interested in reading more in the future if you're planning!