User blog comment:Alvaroxdm/Bwainz the Vengeful Zombie/@comment-1618239-20120327020014

A fascinating character concept. I love the idea. The execution can be improved, though, in my opinion.

I feel like the ultimate is poorly thought out. Additionally, a more particular tank issue is that you don't have proper CC. One that I'm extremely irked by is that the lengths of time for each of these abilities is extremely long - League of Legends is a much more fastpaced game than implied by a 20-second revive. Remember that 20 seconds is nearly the length of time it takes to spawn a new wave of minions.

I'm going to suggest a few things that might be a little extreme, below.

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Passive: Give it "deals magic damage equal to 1% of current health of enemy champions per second" at all levels. (Consider also giving it a bonus health of self ratio.) However, make the range scale with levels! Have it start at something like 225 (given spell range, will probably be same as a 125 melee autoattack?) and scale up to - and this number I'm less sure of - something like 525. This way, you can really have that feeling of an inexorable, undying influence on the battlefield that a zombie tank should have.

Q: Why is the 5th level only +20, while the others are +40? Make it scale +35 per level. Also, consider whether this should be a high-damage nuke or a spammable threat ability - I'm not sure how much that bonus health scaling is going to mean, since you're getting both damage and healing out of this spell (a double ratio in a way). Remember that Volibear has already tried the tanky nuke bite idea, and Trundle has done the spammable threat bite idea. Notably, Volibear and Trundle both do physical. Also, specify whether it resets auto animation and acts as an attack, like Trundle's bite, or if it's actually a spell. Also, I would have the health gain scale from 15..35%, due to Warwick/Yorick syndrome.

W: Bury sounds like a great name for an offensive lockdown skill. I would make this instead stun or snare a target for 1..2 seconds after a mid-range dash to them, akin to Maokai's Advance. To add to the "sealing your fate" idea of a spell titled "Bury," I would consider giving him some defensive stats for the next 5 seconds. Otherwise, I would consider reducing something that his enemy does.

I suggest this massive change to W because 1. you can't tank if you're untargetable, 2. 6 seconds is far too long, 3. that's a lot of CC which seems to mostly come from luck and an enemy team being aggressive.

E: On the other hand, Call of the Grave sounds like a defensive skill that rewards him for taking damage. (I can see how his W and E were supposed to be synergistic, but it seems like it takes no skill, depends on your opponents, and acts inappropriately for a tank.) Let's give this two parts. First, a passive which gives offensive stats based on how much health you're missing; for a tank, examples might include all cooldowns being reduced whenever you're attacked, or perhaps an increasing armour reduction aura (to assist both Q and your allies). Second, an active which gives defensive stats: I suggest 10..70 armour and/or 15..55 MR for around 7 seconds, which is slightly weak since he already has a heal from his Q, with a cooldown of around 16 seconds.

R: As mentioned before I entirely dislike this. The others are interesting, at the very least, and I'd encourage you to consider ways to keep those ideas while maintaining their uniqueness; this one simply seems to have no design. Instead, as an example idea, I'm going to make this a boost to your passive! "On activation, deals 100..200 (+8..12% of max health) to enemies around you (400 range). For 15 seconds, increases range of Miasma by 100, and increases damage from Miasma to 2.5..3.5% of enemy's current health as magic damage per half second." This will make our tank into a massive threat on the battlefield, making him into the very powerful battlefield controller implied by his original passive. At the same time, since it's magic damage, it shouldn't scale too hard into lategame. Finally, it functions as an utterly magnificent initiation tool, as should all tanks.

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My main worry with an implementation of the above changes is that he becomes more of a bruiser than a tank, but it's not a significant worry. However, regarding the changes themselves they do very much alter the character.

Regarding the original character, if you decide to keep that (I continue to shudder at R), make his W tank-like.

Either iteration seems like a very unique laner. If you have his passive apply to minions he'll draw random creep aggro in the jungle, and during lane he'll auto-push.

Essentially, I want to see this character have skill involved, both from the enemy and from the champion themselves. He has a few unique attributes that I rather like. He has some implementations which I don't. A simple thing to fix on the surface.