User blog comment:RoznosicielCiast/Jenthra, the Crystal Queen/@comment-1330314-20131220025048

You have several really good abilities on Jenthra's kit, but some of them, namely her W and E, have big flaws in their design, and don't really fit with the rest of her skillset:

First off, having a manaless marksman is extremely hard to balance: whereas most marksmen would eventually need to back if they run low on mana, Jenthra can last indefinitely long in lane if she have life steal. The only exception to this is AD, whose dependence on his abilities means he actually starts relatively weak in lane.

Stones of Protection sounds like a great idea for a passive, and works both for a marksman and a tank. I have no idea if the exact cooldown or movement speed bonus are actually fully balanced, but it looks pretty fine. I would, however, recommend that you mark the cooldown as static (i.e. unaffected by cooldown reduction), as otherwise you'd have a free spellshield potentially every 9.6 seconds. With the static cooldown, you also wouldn't have to specify that Stones of Protection would go off cooldown at the end of her ult, since its duration outlasts her ult's.

Line of Impaling looks like a really nice marksman ability too, with the CC also working for a tank champion. The damage incrementation is a little small, but the base damage makes it good enough. The only problem I see here is with its ultimate-enhanced version: first off, 300 damage on a 2.5 second cooldown is incredibly large, and if you land it 4 times (which you can if your ult lasts 12 seconds) you can deal 1200 damage without any additional AD. This is assuming the ability isn't affected by cooldown reduction: if it is, you'd be able to deal up to 1800 base physical damage with this alone at max CDR. The other problem is that by transforming the ability completely it also removes the CC and reduces the range, which can at times be far more valuable than even the massive damage it deals. The basic ability is fine, but the ult-enhanced version needs a few adjustments.

The passive AD bonus on spell block is okay, if a bit situational (you can't really have this on-demand). The real problem, though, is the health-to-damage ratio per attack: at 9% of Jenthra's max health per arrow, this means that without any bonus health you can already deal 179.28 true damage per autoattack. At 3000 health (which is fairly mediocre for a tank but good for a marksman), this goes up to 270 true damage per basic attack. At 5000 health (which most late-game tanks end up at), this rises to 450 true damage on every autoattack. This is also without taking into account the bonus damage per attack you'd get just from Jenthra's ult. You'd actually end up dealing way more damage by going full tank on Jethra than by building her as a marksman! True damage also completely ignores damage modifiers, so it doesn't synergize at all with its ulted-up component. If it were, though, her damage per auto would be 233 without any bonus health, 351 at 3000 health and 585 at 5000 health. Even at a cost to her max health, this is way too much ( would need to build 2100 AD to deal 450 true damage per attack).

The thing is, abilities that scale with the champion's own health are heavily controlled to avoid going overboard. First off, any damaging abilities with a health scaling scale off of bonus health, not maximum health (,, and  are the only damaging abilities in the game with personal health scalings to their damage), and the scalings are extremely low so that the champion can't deal too much damage even if they build super-tanky (which until recently was 's problem with his armor-to-damage scalings). Even with your health costs (which would be better as current health rather than maximum health, as a tanky Jenthra would deal a lot of damage to herself at low health) your scalings are way too generous (in fact, even if the health-to-true damage ratio were 1 to 1, it would be still too much as you could still destroy squishy targets). Also, why true damage? The only way to circumvent true damage is by building health, but there's no way to reduce Jenthra's own maximum health, meaning there's no real way to counter this ability, especially if she builds tanky.

Shard Rain has a lot of problems too: the steroid itself is way too strong early game (75% bonus attack speed at level 1 is massive), and the 50 bonus range and per-attack basis of the effect are both weird (50 range isn't too noticeable, and having the steroid last for a fixed duration instead of a set number of attacks would make it work a lot smoother). Weirdest of all, though, is the requirement that Jenthra stand absolutely still and focus one target: first off, unless your ability roots Jenthra in place this would be way too easy to accidentally fail, and the movement speed bonuses she gains, plus her dual possible role as either a marksman (who has to constantly reposition and kite the enemy) or a tank (who has to move constantly to disrupt the enemy team and focus the enemy priority target) would encourage her to move a lot more, not stand in the same spot. I also don't understand why you gave her immunity to blind with this: first off, blinds are a very situational effect (only two champions have it), so this is just a very situational counter. If Jenthra ever does happen to be against a or a, that would also just limit their options even more against her (you didn't give Jenthra many counters, and blocked several effects that would actually counter her). Consequently, the ulted-up version of this also feels weak, and just a QoL buff that should be on the basic ability already.

Essentially, you could improve your E by switching its duration to a fixed time instead of a set number of attacks, make its attack speed and range bonuses scale (with the AS bonus starting at a reasonably low number), removing the standing still/focus requirement, removing the immunity to blind and perhaps give it some other unique effect, while also reworking its ultimate-upgraded version.

Jenthra's ult is nice, and the bonus health would help her tank well. The other stats are nice, but there are also a few problems here: first off, the health scaling is bizarre (100 bonus health isn't too noticeable even at level 6, let alone at level 10), and would likely be better with a much higher rank 1 value and a smaller per-rank scaling. As with Jenthra's E, the range bonus is fairly unnoticeable by itself, and doesn't really look good here (you should move all of her range bonuses to her E). The other problem, though, is that all of her upgraded abilities benefit a marksman Jenthra, but don't give tank Jenthra any tank-related bonuses (in fact, ulting removes her only instance of CC). For a tank, Jenthra's kit heavily lacks crowd control, so you could perhaps give another of her basic abilities CC capabilities, and enhance her CC when she ults.

Overall, you have a very original concept, but also one that doesn't quite give her a good choice between building damage or going tanky. As a marksman, Jenthra has a lot of steroids, but as a tank Jenthra has little CC and only a bit of natural tankiness from her passive and ult (which removes her CC). A few of her scalings and steroids are a bit weird, and the health-to-damage bonus per autoattack on her W is broken on many different levels. With some tweaking, though, you'd end up with a fantastic champion!