User blog comment:Degritone/Pred, the Spirit Novic/@comment-3391671-20170105103108

Hmm... nothing to complain about stats. Some are a bit off by preference, but by no means are outrageous or overdone. If you want to know which stats I refer to, it's the (reduce a bit),  (reduce a bit), and the  (need a tad increase for a Fighter primary).

Onto abilities:
 * To point out, Pred passively charges stacks of Spirit each second, which could essentially grant him  after those 5 seconds, making some of his abilities deceivingly powerful (such as W's  having 90% strength for 5 seconds) although situational.
 * I question why is factored into the damage by the Spirit. While games don't always adhere to logic, I just can't find reason for a Soul to deal damage based on the physical "strength" of a champion...
 * I presume there is no cooldown for this ability?
 * Flavour text is abundant in your abilities, so I advise removing some if not all of it. You can add those descriptions below the abilities in a section that demonstrate what each ability is supposed to be like and their purpose in being in the kit.
 * Before touching on the basic abilities, W seems to be more like a Q ability over the current Q. Although keyboard configuration doesn't adhere much to custom champions, it helps indicate what is a champions primary damage tool ability. Is there a reason to place each ability where they are?
 * Tenacious Spirit features damage, mobility and defense, all in one ability. I will say that may not be the healthiest choice. This also creates an issue in balancing the ability.
 * This ability also has a bit of contradiction in that expending the ability has reduced effectiveness in all the stats over time, while the only benefit is Spirit . Unless the passive gain of Spirit is active during the toggle on, which would make rank 4 & 5 seem like the best spot for having stable benefits, I wouldn't use the active unless in need of a burst of speed and damage for a few seconds.
 * Scaling on Spirit drain no linear.
 * Aside from what I said above for Force, there is only so much to say for this basic ability. What I will say is that I may be fond of how the Spirit count benefits both the strength and duration of the slow, which creates extreme results of a very brief weak slow to a long strong slow. Unless that 1% Spirit refers to actual numbers (maximum 1.5 seconds bonus) instead of increasing duration by 1% per 1 Spirit, then the issue is less, although still present.
 * Pred already has a defensive ability in Tenacious Spirit, so why does a non-tank have two abilities with defensive elements?
 * The use of "X% of spirit" is starting to become confusing, so if you do not mind, please explain to me how each Spirit scaling affects each parts of all abilities, with an example, if you do not mind.
 * Once again, this ability features to a certain degree the same strength+duration problem I had with Force. The stronger the shield, the more duration is has too due to Spirit count.
 * I haven't seen an ability have 1 stat... might as well make it scale as "".
 * I am not as much amused by this innate, since it essentially a trigger for the passive, along with causing all Pred's abilities to become maxed. I don't have much to say, but know that this isn't a fun ult.

From what I see now, Pred is more of a Mage than a Fighter due to reliance on his kit to deal maximum damage, only being labeled a Fighter due to having melee range, stats and Force. I find no other reason to label Pred otherwise.