User blog comment:Ultimate0/Dissidium, the Shadow of Death/@comment-1330314-20140119215727

First off, you've put a huge amount of effort into this, and your choice of icons is fantastic. You have a solid theme, and a really interesting resource system. However, there are three serious flaws in your kit that you need to deal with, which I'll go more into detail:
 * Dissidium has mixed scalings, but the way his abilities are designed means he can (and will have to) build either AD or AP and completely forgo half of his kit.
 * You champion does too much overall, and his abilities are both too complicated for a dual kit and hard to associate with each other.
 * Your champion's ultimate suffers from the same problem as 's, in that there's no real reason to upgrade it until there's nothing else left to rank up.

Fatal Injuries is a fantastic idea for a passive, and works perfectly for both a mage and an assassin. However, it also means Dissidium's base damage and scalings need to be sub-par, as a passive like this means his strength lies in executing enemies. Having strong initial damage and even stronger execute potential means there's no way to react to this passive or play against it.

Siphoning Breath is a great laning ability, and the damage/healing you gave it looks good. The cooldown's a little high, and you could reduce it by a massive amount (to 6 seconds, for example). However, I think it would be a better ability to have on Dissidium's melee form, rather than his ranged form: its 550 unit range means Dissidium is going to be forced to move out of position, which is not optimal, and the healing is better suited to a higher-risk playstyle (i.e. melee) than to a low-risk playstyle.

Ghostly Claw is a nice ability as well, and if you could implement it into a ranged AD ability it could work well into your ranged kit.

Spectral Grasp/Shadow Step look okay, though the damage on both looks a little too high. I'm also not sure about giving Dissidium untargetability when he already has a stealth ability: both make it hard or impossible to deal damage to him for a certain duration, which means he gets a huge window where nobody can touch him but he gets massive control over a fight, which isn't healthy to gameplay.

Curse of the Grave's combo mechanic is good, but you've given it way, way too much damage. Both the base damage and scaling need to be severely toned down. If you want to make it really rewarding, perhaps you could remove the root from Spectral Grasp and move it to Curse of the Grave (i.e. the target would be rooted if comboed).

Shadow Blend has far too many effects attached to it. Having a single recognizable effect upon performing any action while stealthed would make it far less burdensome on both the player and Dissidium's opponent. Your champion also already has a lot of CC, so I wouldn't recommend giving him more crowd control. An attack speed steroid also looks out of place, since it doesn't interact with the rest of Dissidium's kit.

Soul Swap's main problem is that, by itself, it's just a range switch. The bonus armor and magic penetration that Dissidium gets might as well be an innate, since he starts out with some at level 1 (not to mention the bonus doesn't change as he switches forms), and has little early game value, which means that there would be no reason to upgrade it at level 6. I would also advise against innate penetration bonuses, since you might as well give him more damage through stats and abilities (which I wouldn't recommend either). This is the only ability in your kit I think needs a complete rework: the form change is good, but if you want Dissidium to have an upgradeable ultimate you're going to have to give it clear and separate bonuses for ranged and melee forms, in such a way that they'd be worth picking at levels 6, 11 and 16.

Going back to the way your kit is structured, I like how you've blended the kit of an assassin with that of a mage, but right now these kits are completely disconnected from each other: there's no interaction between Dissidium's assassin kit and his mage kit, so it would be far more advantageous to just build pure AP or AD and dip into the other kit with a stance change for free mobility or CC. Even, whose kit is fairly schizophrenic, has a combo that relies on both parts of her kit (poke with spears then pounce for an execute, for example). Meanwhile, champions like or  have really good synergy between their ranged and melee abilities, with combos that rely on only one part of their kit and bigger ones that use all of their skills.

I think the idea of combos is what could help you a lot here: what combo do you want with Dissidium's melee kit? What combo do you want with his ranged kit? How do you want Dissidium to combo all of his abilities together?