User blog comment:Alvaroxdm/Bwainz the Vengeful Zombie/@comment-4842032-20120321033459

I really like this, and I have some ideas on how to balance it and make it workable for LoL.

I like the passive, but it should definitely be tied to an AA or ability usage (kindof like sheen or manamune). Toggling it is not possible, since it's a passive. So have it be a duration, 5 seconds or something, that refreshes when you strike an enemy. That way you can control it and don't grab turret/minion/other agro when you don't want it.

I like the Q. It gives you a real incentive to build health.

W is going to need an internal timer so you can't just rush in and insta-pop it for insane CC. I like the fear CC, but the duration on the other people in the AoE should be much lower. 3 seconds would make it one of the longest duration CC's in the game. Realistically, 1.5 seconds would be more appropriate. Otherwise, I love the mechanic.

E. Increase the mana cost, since it's waaay OP. I would make sure to have it clear if collision is with Bwainz or with anything. If it's anything, it needs a buff, since it's UP, if it's only Bwainz, nerf it.

R. Lower the initial health gain, but you can keep the higher levels where they are. 400 health at level 6 is way OP. He would be one of the best tower-divers in the entire game with that spell.

Overall, I really like it, and I think it would be a viable option for a champion. It fits into the mechanics of the current meta well, and it has great potential to keep with the artwork themes. Great idea!