User blog comment:Parrrley/CCC5 - Theophilus, the Highest Mage/@comment-24474109-20140910113803/@comment-1330314-20140910203916

Theophilus being able to combine boots looks nice, though your current combinations seem a little limited. Wouldn't it be better for Theophilus to just attach any two Tier 2 effects onto his boots? The upgraded boots you're suggesting are also flat upgrades from their "normal" counterparts, which just means you want Theophilus's boot slot to be incredibly slot efficient beyond just providing mobility. Consequently, this means you'd want Theophilus to rush boots and be really good at roaming, but his kit doesn't really place any emphasis on that. If you want Theophilus to express power through boots, perhaps you should give him access to boot effects unique to him.

Starting with The Mage's Power, because the CC is really interesting: an ability like this means you can suck enemies in while pushing the rest of their team away from them, which looks like the perfect setup for an anti-squishy combo. However, nothing else in Theophilus's kit capitalizes on this. I think you should adjust the rest of your abilities around Theophilus's W, as it looks like the coolest part of his kit (it also carries a lot of unique gameplay).

Rune Sigil is functionally fine. However, it looks backwards when placed alongside The Mage's Power: Theophilus's W is the perfect setup for a combo, yet Rune Sigil is designed to set up burst as well. The Mage's Power can pile lots of enemies into a small area to be hit by AoE, but Rune Sigil is single-target only. Having a primary damage-dealing ability is fine, but I think you need to retune this with respect to W.

Fiery Protection makes little sense on Theophilus: it's a shield/movespeed boost that applies a close-range AoE DoT... on a long-range caster champion. It has absolutely no relation to anything else in Theophilus's kit, nor does it work with his playstyle. You need to redo this ability.

True Might is confusingly implemented: the "shove" makes this a great AoE disruption ability, but you're deliberately avoiding synergy with. The random direction of the shove means that using this has as much of a chance of hurting you as it does of benefiting you, and means your strongest ability can reposition the enemy team to its own advantage. Moreover, this has no relation to anything else in Theophilus's kit. What are you trying to achieve with this ability? What is its purpose in Theophilus's kit? When is it ideal to use this? What is a clear success case for True Might?

I think you have a potentially amazing ability in the form of The Mage's Power, but your entire kit is made up of abilities that have no relation to each other, and so there's no visible combo to your champion besides Q + anything else. I think your champion would benefit a lot if you redid his Q, E and ultimate around his W, and focused on establishing both a clear combo for your champion and a clear role for him. True Might and The Mage's Power are both good at moving groups of enemies around, so you could make Theophilus an expert at AoE enemy repositioning.