User blog comment:Ralattt/Boja, the Jungel Guardian (Work in Progress)/@comment-1330314-20130525175100

This is an interesting concept. However, there are a few issues with your kit:

Pain Reflection is a very interesting passive, especially for a tank, but you need to specify it a little: is the damage reflected before or after reductions apply to Boja? Is the reflected damage magic, physical or true?

Hypnosis has a lot of major problems. First of all, as Funtofant noted and contrarily to Skyshifter's explanation, the stun duration is way too long, even if it can be broken by damage. Secondly, this causes a lot of problems in terms of teamwork and itemization, as several items damage enemies on their own and could accidentally break the effect. Furthermore, whereas average players could easily break the stun by accident, a skilled team would exploit the full five seconds of hard CC to catch up to the target and completely annihilate them. If you put this on the enemy carry, you've essentially won the teamfight. You should change the way your CC works and perhaps add some other effect, such as damage or utility. Also, your cooldown is far, far too low, and starting at rank 3 would allow you to perma-stun an enemy.

Voodoo Gift is a good thought, but way too powerful. Stacking health would easily allow you to heal around 1K+ health in one go, and would additionally make your own carry unkillable. You really need to reduce the ratio. The same goes for the damage component: first of all, the way you've set it up turns it into 's, only with really good AP scaling. If you were to build AP, this could become as powerful as 's. Furthermore, why true damage? All of your other abilities are geared towards support, so why add a pure damage-dealing ability instead of an ability that only moderately damages the enemy but debuffs them?

Mocking Cry is a little too similar to 's. Moreover, the 20% increased health is way too powerful, again because stacking health would make your champion unkillable with no possibility of counterplay. If you want to make him tougher, give him a shield, but don't give him a health increase that could easily surpass the one from 's.

Shared Experience is a little strange: cast on an ally, it would technically allow you to heal three targets at once with your W, including yourself, but would be useless otherwise. As an offensive, ability, however, it's far too powerful. With this ability you'd singlehandedly kill the enemy carry with a potential 105% damage reflection bonus. You need to either really tone down the scaling, or change the way it works. Again, the cooldown you've added to your ultimate is way too short. Full damage reflection every ten seconds? Really? You also need to specify that this is limited to champions (I hope so, at least), as you could abuse this very hard against jungle monsters. Also, I should probably point out that the range on your ult may be too much.

All in all, you have the foundation of a good champion, but your kit has several critical flaws, mostly because you went overboard on the numbers. With a few tweaks you could have really good champion material.