User blog comment:ProtonZero/Julius/@comment-76.229.139.77-20120613014450/@comment-4087140-20120613040131

I called him a carry because he has high ratios, which mean items are particularly effective on him, which means he's particularly dangerous with a gold advantage, which means he's a carry. But you're absolutely right; his role isn't very clear, and I'm not really positive what I want it to be. That's part of why he's on here.
 * Spirit of Fervor is honestly just my way of changing LoL to something I'd prefer, which is having AP grow with character level just like AD. It so happens that AP costs just about half as much per point as AD does in items, so I applied the modifier to keep items balanced on Julius.
 * Knife is intended to be a souped-up basic attack (minus the brokenness of ), including the base damage, so I'd like to keep that unchanged.
 * Yeah, Cross seems a bit bland, but I'm not sure what to replace it with.
 * Replacing Holy Water's damage entirely with a heal? Hm... maybe.
 * Yeah, the range increase is based on getting whip upgrades in Castlevania. It seemed pretty unique. The cooldown-ignore is based on a powerup in the classic games that allowed more than one subweapon to be on-screen at a time.  In the case of League of Legends, that enables massive amounts of burst casting.

All right, changing up the Holy Water. Not sure what to do with Cross.