User blog comment:GoejoeDenzo/Jessa, the Slicing Wind/@comment-1330314-20160903204856

Don't be discouraged by these reviews, even if their criticism is fairly harsh and mostly justified. Not everyone starts out with pristinely-formatted custom champion posts (in fact, nobody does), and it's okay to make mistakes or not fully think some concepts through. With that being said, I recommend you follow Poisonshark's advice and take a look at other champions' base stats and scalings when constructing your champion, assuming you're listing full numbers. In the end, numbers are secondary to the core concepts, but when you list numbers that are seriously off-kilter, e.g. 1031 base health at level 18 or 100% AP scalings on multiple basic abilities, you're going to need to either justify that somewhere (e.g. your champion has low base health because they have a ton of other defenses), or make adjustments towards more realistic values.

My other major criticism is, as the others said, that a lot of Jessa's theme and kit steers far too close to. He's a wind rōnin, she's a wind slicer (with gunblades, though), he knocks champions up and down, so does she. There's some difference in the form of her AP scalings, but many of these aren't really that intuitive (all of her AP scalings go into either physical or true damage, for example), and while you've clearly made an effort to make Jessa an AD/AP hybrid champion, her AP component doesn't really fit her. If you had a clearer distinction between those two sides that made them distinct yet essential, e.g. AP and magic damage for abilities and AD and physical damage for basic attacks (and even then, you'd have to dig a bit deeper, e.g. by making Jessa's AP side power her utility and CC, and AD power her DPS), then Jessa's hybrid identity would come across as better-deserved. Similarly, while you could still work with a weapon-based wind champion who knocks champions up and has special interactions with airborne champions, you're going to have to make a massive effort to make sure she has as little in common with Yasuo in core playstyle. Here's my feedback on her individual abilities:
 * Having a dual ammo-mana resource system is pretty interesting, and is perfectly suited for a hybrid champion who's supposed to blend in both attacks and spells, but you've made it a bit too complex. There's no real reason to make attacks consume anything more than one unit of ammo, nor does Jessa really need to increase her ammo capacity with takedowns, especially if she's meant to use a balanced combination of abilities and autoattacks. Having Jessa's abilities automatically refill her ammo is great, and you could perhaps have the same effect apply inversely (e.g. having Jessa restore some mana after attacking an enemy champion or large monster several times). I'm not a fan of the passive, though, especially not with making her autoattack range increase with item purchases, and I suggest you remove that steroid completely and just stick to her dual ammo/mana system and regeneration as her passive.
 * Shattering Gunblade's base effect is simple and, in that respect, pretty good, but the description is jumbled up (the active's damage is listed alongside its passive, which doesn't need to exist at all and instead needs to be specified in her W, which is what sets enemies airborne), the scaling listed is tiny (100% AD would be closer to an appropriate value) and the conditional against monsters is kinda weird and unnecessary. If Shattering Gunblade instead dealt magic damage that scaled with AP, you wouldn't need a conditional against monsters at all, since most monsters have 0 or negative magic resistance. Flak Strike and Gust of Revenge are both practically identical to each other (they're also pretty similar to Yasuo's ult), and so I'd recommend either finding a completely new effect (you could have Jessa launch the airborne target in a specific direction, for example) or removing one of the actives.
 * Defensive abilities in League generally don't block a set number of attacks or abilities beyond just one, for the main reason that effects like that are extremely unstable and unpredictable, and can therefore feel really terrible for either side (an enemy could have their entire rotation negated over 5 seconds, or Jessa could have her defenses pop instantly because she absorbed too many minion autos). Having Jessa block everything for a shorter, set duration would generally work better, and in any case I'd recommend not making the active's second part an active, since there's no real choice-making in the ability (making it an on-attack effect, i.e. by having Jessa blink to marked targets and knock them up on her next attack, would work better and force her to choose targets a little better). However, a block-everything move also gets close to both Yasuo and, and for that reason I'd find another way of making her avoid damage (focusing on mobility and dodging attacks and abilities through positioning could be another way of implementing a defensive move, for example).
 * Dancing Breeze doesn't really do anything interesting, and for that reason I'd recommend changing it to something else. Perhaps this could be the ability that lets Jessa knock up enemies, instead of her W, or perhaps this could be the ability that lets her dodge stuff, including attacks and abilities she'd normally be unable to dodge. As mentioned above, Gust of Revenge is practically the same as Flak Strike, so I recommend changing or removing one or both.
 * Slicing Wind isn't really the most interesting ability, at least not for an ultimate. If you want an armor-reducing effect, sure, that can work, and that could help set Jessa apart from other light fighters or assassins, but I'd recommend something more original and wind-like than just three waves of damage. Who is this intended to work against, the front line or the back line? When is this going to be used, before, during or after a fight? What's the gameplay behind it for Jessa, her allies and her opponents?

I think you have some interesting, original and fun ideas in Jessa's kit. At the very least, making her an AP/AD, autoattacker/caster hybrid is a cool idea that hasn't really been done successfully in League yet, and there are fun things to be done with CC effects, including the airborne effect, that haven't yet been explored. However, you've made things more difficult for yourself by picking a theme very similar to Yasuo's, and need to work as hard as possible to make her work differently from him if you want to avoid that kind of criticism. There are also some issues in the above post that could be solved by just taking a look at other articles, e.g. normalizing Jessa's base stats a little more, adjusting her damage types, bases and scalings, or putting her two Qs into the same block, as you did with her E. Work on this kit a little more, and you could have a champion that properly stands out.