User blog comment:LancettaBreeze/Cassus, the Ember of Revolution/@comment-3391671-20180225040846

So a Noxian fire mage with a rebellious nature, attempting to accomplish what Noxus couldn't with Ionia... if you don't mind the criticism, but let that idea sink in. You'll hopefully understand how the intentions of this champion is large, but may not seem impressive. This is most especially because of the "rebellious" part, which dwarfs the character to childish intents. Unless the parents saw that Cassus' attitude was "defiant," thus something that they saw was another form of Strength in the Noxian empire, the parents are just as lesser credible. Holding their place in supporting the attitude is better than them seceeding to the Noxian empire in ways, but yet again, the intentions seems overly shallow.

As for the kit... I am not able to pinpoint the specific issue itself, but something about the innate bothers me. It could be because the innate starts out as a vision tool for two-thirds of its effect, which is already present in W (which also is one thing I would like to point out), but then becomes this effect that lets all of Cassus' abilities to deal true damage.... yeah, that doesn't sound healthy, does it? I would recommend streamlining the passive to something that has more intent or driven purpose, since I can't see why these set of effects are placed on Cassus. As of now, it's two vision tools and one overpower damage buff...

Q and E on their own aren't bad. They could be improved, but have some alright ideas behind them. However, due to them being Cassus' only damage tools... you could say that they make me think that Cassus isn't so much of a Burst Mage, although numbers could be changed to adhere to that. This is especially the case with E, since having bonus magic damage on-hit damage is not characteristic of a Burst Mage, but more possibly a Combat Mage.

W though... innate already features a vision tool, so why apply the same for W? If the two offer two different kinds of vision, I wouldn't touch on this detail, but they don't seem to. On top of that, to who is the tether range assigned? If these sprites follow the target, unless you are thinking that Spirtes have their own MS, these Sprites will last indefinitely. I also find that while W is meant to create a setup for more damage... it's not exciting atm. Other champs who have their own little minions tend to do something more dynamic, so I recommend reviewing them for this case.

I was wondering why you were calling Cassus an Artillery Mage, as he actually misses the necessary attribute to be one by a bit: having an ability that hits hard enough beyond 1000 units, and can have access to it often enough, but not to the point of spam. Q fulfills that, but doesn't reach far enough, and the same for E. But then... you have this R. A  ult, but instead of increased damage with distance, just has a passive that applies more Sprites. You seem to make these Sprite important, but without knowing what in the world they are, you seem to be making them the defacto "damage buff" applier for Cassus. However, back to the topic, this ability does not help make Cassus any more of an Artillery Mage; if anything, I question what is the purpose of this ability. To snipe other lanes where champs have accumulated stacks of the innate and Sprites? I would remove the tag of Artillery so that you can look to aim for one class for Cassus and none more.