User blog comment:Aravakot/Rahuma - the Slayer of the Gods/@comment-3391671-20160224021503

Rahuma, oh slayer of Gods, is rather more of an axe-wielding headhunter who is supposedly labeled as "tank/support". For once, it's not an overloaded kit, but it does change that the abilities themselves are not interesting and are rather unevenly.

I get a feeling that Rahuma was built to rely too much on her unbalanced E. Aside from concept/backstory which are not at all present (again, the title "God Slayer" feels like a slap-on rather than a legitemate title). I recommend flushing out a better kit to distinguish Rahuma's playstyle.
 * First off is the innate, as noted below grants too much of a buff, especially with how Rahuma is built to already receive health infinitely. A slayer is buffinf allies defensively...choose a role please.
 * Q is more of two abilities in one, as it offers two different play options. Passively, it grants a slow to enemies while actively healing allies. Oh, the title too is rather poor in choice, as phrases like such are more comical than concept.
 * W is a short jump, high CD/cost, low damage skill...what does this prove in Rahuma's kit? Think about that.
 * E: In early game, no Rahuma player would touch this ability until level 3 or 4 when their ADC can reliably secure kills for the support to assist (in Rahuma's case, she's an offense support). Otherwise, while it's only limited to Champion kills and assists, it still grants too much of a health buff.
 * Where in the **** did Rahuma get a sphere!? And 450 range with that little damage, high CD/cost and all, along with a mediocre-low stun, Rahuma has to hyperscale to get this skill to be useful at all.