User blog comment:MickB/Khrax, the Archaic Overlord/@comment-11434673-20131027022752/@comment-8311156-20131027081335

What you said about the passive, I myself think is overpowered, but the downside of it is that Khrax is a really squishy champion. If you notice, his defense stats are quite low. So he can be bursted down by an assassin or other mage before he can fully use his passive correctly. I saw it as the main downside. And also, I don't see as him dealing high damage on abilities a bad thing, I wanted him to be some kind of Veigar that can quickly burst down foes.

Arcane Pulse: Before, he had a more solid AP ratio and a high base damage, but as I wanted him to be a late game champion, Riuzak helped me how to balance it into a late game ability, which I quite liked. And even though the ability might be very strong, remember it's a skillshot, and I see Arcane Pulse having a strict wide but an average-to-high range. About the flat cooldown reduction, I have liked the idea, and I might even consider it, as I now agree that the basic abilities' cooldown reduction would be quite overpowered with CDR items.

Living Energy: I do know that the base damage and scaling is low, but as I said to Rizak, I never planned on this ability doing high damage. I saw this ability's purpose as just being a poke before teamfight thingy, or a way to, for example, slow down their jungler when getting ganked. I could tune down the range a little bit to be more balanced.

Magic Pierce: Hm, I might do that. You're right that the scaling is quite low for a mage.

Ancestral Annihilation: I made a high cooldown because I always thought this ability was his most overpowered ability in the set. I mean, in the late game with AP items, an insane burst damage and a 1 second stun (2 second to whoever is in the middle of the "explosion")? The cooldown should be definitely higher than some other ultimates. But now that I look into it, I clearly made a certain abuse with it. x) I wanted to make it a 2 minute cooldown like Amumu's ult but I was just calculating seconds wrong. I think the ratio is fine for base damage and ratio is good for late game, but I will reduce the cooldown as you suggested.

Thanks alot for your constructive criticism! Your help was very welcomed. I look forward to see you in my other champion concepts! :)