User blog comment:Werepirelord/Vivisect, Heart of the Swarm/@comment-4842032-20120305024254

I really like the concept, and I think the animations could be done very well within Riot standards.

Suggestions:

Change the lifesteal on the pestermites. First off, it won't be useful since that's a spell, which procs spell vampirism, and second, it's kindof OP. Lvl 1, it means that you start the mid battle with 5 regen per second per enemy nearby. That's ridiculous. I would suggest making perstermites dependent on kills for early game. You kill an enemy (includes creep) and you gain a pestermite, until lvl 7, at which point you start generating them. Otherwise, your early game is WAAY OP.

Second, I agree with Anonymous below that the poison on your Q (kamikaze) should be raised to .3 or something, and be AoE in a small area. Otherwise it is too weak.

W seems very balanced, although I think you should include a speed boost component to it. It appears to be intended as an escape mechanism, so it should help you escape if they get on top of you, as well as if you are kiting.

E seems balanced.

R is quite OP. Suggestions: 1. Make it a chargeable spell like Janna's Q, but definitely must be channeled. For every .5 seconds charged, you can add a pestermite you possess. If interrupted while charging, it instantly discharges the current amount. (otherwise it's too difficult to handle in a teamfight) 2. lower the damage per pest. more like 200/250/300 + 25/40/55 per pest. You can add up to 7 pests, remember, so 100x would give it 1K potential damage before AP and before any other damage 3. I can't tell if the main ability scales with AP, but if it doesn't, it should, and if it does, I'd make the ratios...       .4 on the initial damage, .3 on the explosion, and .2 on the pesterling. 4. If the egg is destroyed early, it should deal 1/5 damage. That way people might actually kill the egg. 4 seconds is long enough for them to get out of almost any AoE, so the 2nd part would be useless unless they actually tried to kill it. (Even with a taunt it's not enough time)

Your base stats: 1. Lower the initial health and the scaling. More like 390 + 84. 2. Give him a lower speed. 320 will run down almost any mage, possibly every mage.

Overall: He feels like a tanky mage, if not just a tank with some powerful sustain and burst. So he would probably end up solo top or something. If you were aiming for mid, then you need either less tankiness or more reason to consider him for mid.