User blog comment:The Naked Drummer/AIF-107/@comment-3391671-20161013061713

After reading Lesdin's comment, it seems he has covered what I would criticize in regards to production value. What I can criticize on is how to make this kit worthwhile in the League of Legends.

Foremost, I would usually berate this concept due to how it does not exemplify the "legend" part of the game. Each champion is not a simple character in the world of Valoran, but something more pivotal. This is why I find myself being critical of people who release champions with flimsy/cliche backgrounds that do not meet that expectations (although I've been the perpetrator of this at times). But for AIF, I will not comment on the background since you explicitly state that the background shouldn't be what we look into AIF. It requires a touch-up and you are aware of that.

As for abilities, there is much that can be done to make it better. Some may say it's bland and will remain bland. But why not take a try at a robotic gameplay style? Someone has already tried it before (can't find who it was >.>), and it isn't that bad. What can be done for now to improve the above kit is the following:
 * Add more scalings (and colours) to the kit. The kit isn't just dull because of the mechanics but also formatting. Formatting has the power of attracting the eyes, even if the kit doesn't provide much to savour. Of course, too much formatting will be counter-productive.
 * For scalings, add this to especially the innate, as for now, everything is flat throughout the game. But, if you make it so that the intervals between activating abilities lessen over time, AIF will have a better fighting chance later in the game.
 * Also, for leaving combat, add a duration. At the moment, there is no universal "out of combat" indicator, so mention how long AIF has to not attack or be attacked to trigger the "out of combat" effect.
 * As for formatting, use the to colour the kit more for items such as  and . I would also say "link items too," but your kit doesn't feature that need as much.
 * Move towards a goal in the kit. You mentioned brainstorming ideas, but in the end releasing this kit out of impatience. I believe, though, that this kit can at least capitalize on the one thing you want AIF to do best in: "adapt during a battle" and also "do better in a long fight." The issue though is that he cannot supply either. Why?
 * At the current moment, AIF doesn't have enough survivability to last long enough to profit from his abilities. If he is ganked, he is dead. In the laning phase, even if he tries to use minions to his advantage, if an enemy champion has the write tools to scare AIF, he's won't be able to last long enough from even a single harass.
 * To counter the above, the first thing that can be done is to change how much of each stat is given. What I would do is make it so that passively, AIF gains a percentile of the given stat, while the active stacks granting stats that increase in level; this is opposite of the current kit. As of now, increasing ranks for any abilities reduces the value of each stack. Thus, make it so that increasing rank has increased values.
 * For example, Q can grant % bonus MS/AS passively, while each stack grants an additional %.
 * One other thing that can help AIF to fulfill his long-battle capability is to grant him some form of temporal defense, such as a shield (that scales off missing health?), that allows him to be defended on a regular basis without granting him permanent bonus stats (such as armor). If left unchecked, he would grow a sizable shield that makes him a strong late-fight beast.
 * Take that ult and see what you can do to support his theme better. At the current moment, the ult spawns a clone... which isn't much interactive, only seeming to be like a doombot. What purpose did you have for them and what can you actually do away with them if you do not plan on trashing the idea?