User blog comment:Poisonshark/Custom Champion: Eina, the Black Channeler/@comment-3391671-20170823211718

So the Kuudere has finally arrived... or is she moreso that one "lone warrior" in the group? Who she references though is quite obvious, so no need to state it here.

That aside, for my first reply today, I'll be looking at her kit and seeing what it has to offer. I would like to go into her theme, backstory and such when I've read it all properly.


 * The first thing tho though that attracted my attention is that you say she does not have any damage. And while that may be true, no champion can have 0/3 Damage stats on that wheel, no matter how little of damage they deal. Eina deals some with her innate and ult, and is just like, whose wheel also shows 1/3.
 * If this were any old custom champion, my likely response would have been "this is a mish-mash of XXX." However, making careful review of this innate, while there are some resemblances to champions such as, the semblance are unavoidable overlaps. Some people can argue that and  sport similar innates, but I find them characteristically different enough as this innate is to other methods of revives. And on top of that, if compared to current live revives in the game, this one allows Eina to retaliate actively in "death." Some concept creators have created revives that deal damage, but not in this way, to my knowledge.
 * While a clump of multiple aspects, the innate is easy to understand in three sentences (the upper limit of how much an appropriate ability should be summarized): "After death, Eina goes into status, transforming into Dougal with a new active akin to Sions' passive in application, and works like bolt. If Dougal remains alive for X seconds, Eina revives. Passively, Eina periodically deals bonus damage with her AA and steals MS."
 * I don't have much qualms with this, but someone may, so if possible, it may be a good idea to compact some of the effects, such as that during the.
 * I would advise streamlining that Dougal duration to a flat number instead of having it scale up with level. If the circumstance was that Dougal needs to fulfill an objective to revive Eina, a longer duration sounds alright (more time to trigger that revive). But here... you prolong how long Eina does not get to join back into the game, along with giving the enemy team more time to take her out in the late game. If the latter was your intention, then I won't say further. Yet, a flat duration would seemingly make more sense here.
 * I also question how the recharge rate and all works for Inverse Surge. In the duration that Dougal is active, Eina would only be able to recharge up to 2 Inverse Surge... It's not a complaint by no means, but just a mention of my puzzled thought of why this part of the innate works like this.
 * I also find that you haven't labeled all CCs with the cctip, such as the slow in this innate.
 * Due to her basic kit being void of any direct damage, Eina will be one champ for once where I comment none about "this ability should be on Q" or "that mobility spell is definitely an E"... since her skillset does not reflect such a typical pattern. You have a ally/self-targeted spell for MS & shield, a target... unique spell, and a self-targeted spell that is also utility. On Q is usually the champs most identifiable ability, and usually their most spammy offensive spell... Thus, I've taken to the model, where the Q is the simplest utility spell. And in this case, you have surely placed the right spell onto it.
 * Q: As mentioend above, this ability looks solid on its own, as there isn't much to complain. I also find entertaining that you made good touches to it in regards to its interactions with non-champions, where it's viable but not the most powerful when marching back down lane without an allied champ nearby.
 * I wonder... can Eina target herself? Would it automatically grant the shield and doubled MS for its entire duration?
 * W: This ability is one I find debatable. This is especially the case since it does feature similar vibes to 's ult, and you probably already know it. Although I can seem some good jukes being performed with this ability, the "when 50% health has been lost" part brings up the question of "player freedom." The target ally may find themselves in a bad spot, and attempts to flee as they are dealt more damage. And once this ability triggers, they are brought back to where they were, which may or may not be a good spot. Most ability that force a player to move to a location has been voluntary or had a delay, yet this ability treads that line (unless I am gauging it incorrectly).
 * In the end, I'll leave it to someone else to criticize this ability. Just know that I feel unsure if this ability should be left as it is in this kit, for both thematic sake and for its mechanic.
 * E: Currently Tune of Inner Peace seems rather simple. It's not bad to be simple, but it does make the feel of it all "meh" at times. This may be attributed to the fact that at rank 1, this ability is more about its than its ability to absorb allied damage. I have questions about the stun itself, but find that the first part of this ability could use a few tweaks for it to be more impactful than say  for its damage reduction for 1.5 seconds. I wouldn't mind if that percentage was buffed, but hopefully you get what I mean.
 * Moving onto the second part of the ability, I find that giving Eina or allies a free on their next damage on an enemy champ is a bit too passive, and lacks a feeling of rewarding good gameplay. Something like "if Eina blocks XXX amount of damage, this effect triggers" is not what I ask for, but having it trigger right off after the 1.5 seconds creates what I mentioned earlier: at rank 1, the stun would have more presence than the damage reduction for allies.
 * R: With this ult, Eina essentially becomes a moving field of (values are missing). However, it also features what seems to be a  effect on top of it... which fits to Eina and her time theme but does overlap with said "boomerang" champ. If you do keep that slow field in her innate, then there would be an overlap in diverse CCs.

Eina is a good mix of slows and stuns who is fully supportive of team gameplay and utility over any form of damage. While she isn't bundled with as many unnecessary/uncharacteristic CCs as the newest addition to League,, I find that she deserves 3 utility and/or control. I would also like to say she may need more items that promote her in being a Tank beyond her Innate and Q (and also supposedly her W), but she does better than Ornn in that respect, who I find to be a Fighter more than a Tank, as I feel he lacks the defensive aspects and has quite a bit of damage (but this is an imo). As a result, beyond some tweaks and a few reworking of nitbits, Eina is looking good thus far ;3