User blog comment:DBinitiate/(CCC6) Gideon, The Former Summoner/@comment-533780-20141003025929

The interactions here are all really clear and interesting, and his kit overall is solid.

The passive does its job, it is simple and clean, if not very exciting.

I think his Q needs to do damage, it's just really weird having a Q that doesn't hurt things. It's also really weird having an ally cooldown reducer - I don't know off the top of my head what this would be most abusable with but I'm sure it's abusable at max rank reducing by 5 seconds. Probably very powerful. I love the interactions with the Summoner Spells but I think Revive is notably off-target. My suggestion here would be to make Q deal damage to an enemy (he's a fighter, so on-next-hit?) and if you want it to, also trigger a (much much smaller) cooldown reduction on all nearby allies. I would lower the cooldown and move off the more powerful summoner spell triggers onto moves with longer cooldowns.

I think W is a fine piece of kit to have, but I would move some of the summoner spell triggers around a little - this is an excellent peg to hang some of them on because it's the sort of effect that can have a longer cooldown and can be used at a ground location. I think moving Heal onto Q would make some sense because you can scale it down to match a more spammable cooldown; in exchange Teleport could move onto W and leave a Thresh-esque teleporting location behind. The Cleanse effect would make you want to hold the spell to use mid-combat, but otherwise the spell is pushing to be cast just before the engage; this feels awkward. I would suggest making the Cleanse effect simply apply a CC-reducing buff along with the shield. Revive would make more sense on this move I think, but needs to be severely toned down. I appreciate that there's not much to do with a "Revive" besides reviving, but in a more general sense Revive is really a healing effect, so it could add in some healing to W (maybe something like 30% of missing health, so it has a nod to the idea of saving people who are dying), as one possible option.

E really feels like it needs to do AoE. Dealing different amounts of damage depending on whether he's in melee range or not makes it play like a move you have to position before using, yet being unit-targeted kinda disagrees with that. Positional requirements feel to me most at home on a skill shot or an AoE. I think this move would make a very juicy linear-pass-through or cone-AoE attack, and Ignite, Smite and Exhaust are all really at home here (in single-target version and in AoE version). I would suggest moving Flash from Q onto the E (increasing its range or possibly adding in a tiny flash effect on cast, or both) and Garrison onto the Q (if it becomes a single-target nuke as I suggest) - I don't think the 'preventing allied turrets being captured' bit is necessary.

With his ult - that makes sense given the rest of his kit, but I don't think it's a fun ability to click. I also wonder about the UI for this, and the sadist in me is thinking that *randomizing* the summoner spells might be a better way to go. I don't love the way this also minimizes the decision you make when picking your summoner spells before the game; that's a fun strategic decision to make and this ability is making that less of a fun, important, strategic decision, when this champion was so close otherwise to making it a *more* fun, important and strategic choice. My feeling on the ult is really simply that I think he'd be better off with something completely different I'm afraid. If it were a more 'normal' ult, with a typically long cooldown, that might be a good place to add some of the most powerful summoner spell triggers like the Revive trigger you have on Q at the moment.