User blog comment:CobaltCrafter/Emerald, the First Guardian/@comment-25235491-20170201194956

I think you need to learn something about templates and text formatting.

While we're waiting for Green's post about that, I believe I can help you pretty up this sheet, because right now it looks kinda like a bunch of text.


 * The stats are kinda messed up.
 * Katarina's magic resist is the only one to be exempted from either 30 (+0) for ranged champions (and some assassins) and 32.1 (+1.25) for melee champs or so. 45 is just no good.
 * 370 movement speed is beyond the cap. Only and one other champ (I think) has 355 movement speed, and that's the highest in the game.
 * AD and armor are kinda huge, but that's expected of a fighter. 60 health growth, though, is pretty damn weak.


 * You really need to split that passive into 2. Use a |description2= line to give your champion a second passive. This will also skip lines, which your sheet distinctly lacks.
 * Passive quantifications are noted into the text, not just underneath the rest. If you want to be that way, you can just insert your numbers data in |leveling lines just like the rest of your abilities.
 * The effects should scale with level, just like any other champion innate. Use the notetag for this. Here's an example of text for a part of the passive:
 * "After using an ability, Emerald's next basic attack deals on-hit magic damage."
 * Here's the code: After using an ability, Emerald's next basic attack deals on-hit magic damage.


 * You need to use ability frames with 2 abilities within for your abilities, especially on a champion like this.
 * Mind Lash should scale with AP. Also, you need to use to get, which is a lot more distinctive and clear. Also, it avoids reliance on absurd base damage (150 at rank 1 and 350 at rank 5 is way higher than any single basic ability should be allowed to be).
 * Skyfall features useless flavor text, describing that timing is necessary to dodge turret shots and whatnot shouldn't be indicated on the ability's description, just like how the second hit won't hit if the opponent moves to avoid it.


 * W suffers from critical information missing.
 * The lack of cost would be mentioned by either the absence of cost tag or you could just write down "no cost".
 * How much does the armor reduction last?
 * Protector's crit function actively reduces crit synergy in a way that's just hurtful to gameplay.
 * The active is a stance switch, but it should not be described this simply. This stands out, especially considering the filler description on other abilities.


 * Non-linear scalings, such as the cooldown on E, are the exception, not the norm. Custom champion concepts should just not start with this.
 * Mentioning Protector E's damage both in the description and in the leveling tab is redundant. I suggest you remove the numbering featured in the description.
 * It's now that I noticed that scaling values are all written down improperly. The correct code would be value.
 * Example: physical damage per strike.
 * Synergy with this critical strike paradigm makes this champion more luck-reliant than necessary.


 * Unless exceptional case, today's ultimates cost a base 100 mana at all ranks, and this should not be an exception.
 * 900 damage is simply a massive output, perhaps overpowered.
 * Meanwhile, the AP scaling is horrible.
 * This ult is very unoriginal, just damage damage damage with nothing else.


 * I perceive a lack of theme with this champion. Why should a guardian have a trickster stance with magical-assassin-esque flavor? Why should a protector only have abilities meant for damage with no crowd control, unbefitting of a tank?


 * Friends and enemies lists are completely random and make zero sense. Besides, if we don't have any lore about the champion, you may as well not put this out. This doesn't give any personality to this Emerald dude.