User blog comment:PotatoaDancing/Rimmer, The Winter's Howl/@comment-1330314-20140529011259

It's good to see this champion on your blog. Be sure to remove the "Blog posts" category and replace it with "Custom champions", though. :P

Overall, you have a strong theme, original abilities and interesting mechanics. I like that you're making him a hybrid champion, but be very, very careful about how you handle a hybrid, as it's extremely difficult to do them right (you're basically creating two champions at the same time). Here are a few general points before moving onto the abilities themselves:
 * The idea of making a hybrid champion is fantastic, and is rarely ever attempted, but you also need to imagine how Rimmer would play out if he went full AP or AD. With this, you need to move around his AP and AD scalings so that he ends up doing very different things if he goes full AP or AD. Typically, full AP means great burst and utility, whereas full AP means great constant damage and sustain. Right now, you've made him full AP in Balanced form and full AD in Ravager form. While that may look good on paper, it's going to end up with your champion either being useless in one form or another by going full AD/AP, or mediocre at both by going full hybrid. You'd be better off giving both forms both AD and AP abilities, while keeping to the above guidelines.
 * Overall, you have some effects (movement speed, lifesteal) spread across multiple different abilities. As a rule of thumb, it's better to concentrate the same effect onto the same ability rather than have little bits of the same effect on multiple actives.
 * You have about eight different actives, each with a host of different effects, which makes it hard to see how everything meshes together. The above concentration of effects should help tone down some of the information overload, but there are some effects (the AP on Winter's Passage, for example) that can be removed without affecting Rimmer's gameplay.
 * Rimmer's base stats are weird. He starts out with 45 MR when the standard is 30, his attack range is 625, one of the longest in the game, despite him being a caster in ranged form, his mana regen and attack damage are far above any other champion's, whereas his armor and attack speed are among the worst in the game. I think you should rein in the mana regen, AD, MR and attack range back to more normal levels, unless there is a specific reason why those stats should be so high and increase his AS and armor.

Onto your champion's kit:

"Innate Passive" may actually be more of a hindrance to Rimmer than a bonus: for the first 5 levels and most of the game, Rimmer will regenerate no health at all and thus be forced out of lane extremely easily. Additionally, Rimmer has only two spells that costs mana, one being his ultimate, so it doesn't benefit him that much. It also discourages him from building mana regen, so the second part of his passive won't do him much good. I would find another passive for Rimmer, one that would complement his dual-form playstyle and either add to his gameplay or even define it.

Subversion has a really cool (pun not intended) effect, but dealing damage immediately upon breaking stealth is generally not a good idea, since it's damage your opponent would not be able to anticipate or play against in any way. What you can do, on the other hand, is turn the damage/slow into an autoattack modifier, allowing Rimmer's next basic attack to deal bonus magic damage and slow the target/targets in an AoE. You should also reduce the cooldown on the ability, as 22 seconds is massive for a rank 5 cooldown. It would be better for you to make the stealth last for less but have a much shorter cooldown, as it would allow Rimmer to rotate faster. For example, a fixed 5 second duration with a cooldown wouldn't harm Rimmer's stealth capabilities, but would allow him to cast the ability far more frequently, especially with 40% cooldown reduction which still forces you to wait at least 5 seconds for the ability to come back off cooldown.

Similarly, Warshout has an extremely long cooldown. A 5 second duration with a cooldown would allow you to have this up a lot more often, which is what you'll need in Ravager Form. The health cost is huge, and counter-productive considering that you're trying to make yourself tankier. I would remove it on this ability.

The problem with Funeral Pyre is that it's an AoE that detonates when just one champion comes within range, meaning it's extremely unlikely you'll use this to full effect. The respawn time reduction is also rife with abuse potential. I would recommend reworking this a bit, keeping the stationary flame wards but removing the heal/movespeed and respawn time reduction as those are effects you don't really want on long-duration wards that won't always be within reach in combat. If you want to be able to use them offensively, implement a click-and drag mechanic to move your flames around and detonate on enemy champions to reveal them. The cooldown on this is also huge in the late game, and I would recommend reducing it to, but also add a limit to the amount of pyres you can have up at a time. A health cost on Balanced Form Rimmer, especially one as massive as 15% max health, is lethal. I'd recommend a small-ish mana cost instead.

Blinding Bloodlust's exploding shield is a great mechanic, especially for a fighter champ, but the lifesteal has a lot of problems: first off, the AD scaling basically means you're double-dipping into AD, since the healing lifesteal provides already scales with AD. Secondly, you're putting sustain and a shield on the same ability. Both are designed to fulfill the same purpose, so you're just piling up lots of resilience. I would recommend removing the life steal here. The cooldown here is fine.

I don't know if the movespeed/AP shown in Winter's Passage is the value you intended, but 9 AP/movespeed is extremely weak. Even if they were strong, free permanent AP just means you'd be forced to reduce your own AP ratios to compensate. I would remove this passive, as it doesn't really add to Rimmer's gameplay. The active is nice for a nuke, but the interaction with spell effects is bizarre and contrary to the workings of every other spell, such as which has a similar effect. This is actually the only spell here I think needs another effect. What are you trying to add to Rimmer with this ability? Is this meant for CC, utility, or just pure damage? I'd also remove the health cost and turn it into a mana cost, for the same reasons as above.

Joy in the Hunt has a good active. I'd scrap the passive, but instead have the attack speed scale with rank. The effect on the movement speed buff you're describing could be more simply described as doubling the movement speed boost when moving towards visible enemy champions within a certain range, with the attack speed buff activating upon dealing damage to a champion or large monster. As with the above, the cooldown is way too long. A flat 5 second duration and a cooldown would work a lot better in allowing Ravager Form Rimmer to make plays.

Destabilize's mana cost should just be turned into a flat 100, since there is no reason for Rimmer to build mana. A 0.25 second channel is pretty much a standard cast time, so you don't need to mention that. You need to specify the range on Ravager State Rimmer, as his melee range could be 125 (standard), 150 or 175. The transformation itself is awesome, but the bonus when dropping below 25% health (and the associated debuff) are not so good. On one hand, this means casting Destabilize in most situations will be inefficient unless you let Rimmer drop to 25% health, and on the other this means having this automatically cast can put you at a disadvantage if you're trying to kill your opponent with autoattacks. I'd scrap the "below 25% health" effect and instead just give Rimmer bonus health along with the lifesteal when he casts this. I also think you need to move the bit where Rimmer returns to Balanced State after 30 seconds of leaving combat on this part. The duration is pretty long, and because combat can be initiated on minions and jungler creeps it would be better to just give this a smaller, set duration.

Expunge is powerful, but I don't see why you would give it a cooldown at all, considering its use is conditional upon using Destabilize, which has a much shorter cooldown, and is the only way to manually return to Balanced State. I'd remove the cooldown entirely, and balance accordingly. The crowd control is extremely strong and lasts for a massive amount of time, so I'd personally reduce it by about half (1 second AoE stun with a 1.5-second subsequent slow), but give this ability damage (magic damage would be the most fitting type here) and remove the self-silence.

Overall, you have a strong concept for a dual mage/tank, and your kit has a great theme, tons of originality and flavor and a good deal of internal synergy. I think there's a lot to be refined, though: your champion has hybrid scalings, but is either pure AP or pure AD. I'd recommend mixing it up by giving Balanced State Rimmer AD scalings (instead of the AD scaling on Winter's Passage, for example) and Ravager State AP scalings (on Joy of the Hunt's movement/attack speed boost, for example). With a bit of tweaking, you'll end up with an extremely solid champion.