User blog comment:Chase999/Oleander, The Poisonous Ranger/@comment-3391671-20160812122523/@comment-3391671-20160815002018

I will say for now that I will be ignoring the lore behind Oleander so that I can adequately assess the kit for what it is. Do not take this personally; my intentions are to assess the changes in the kit, not the story which I'm sadly not as interested in. I'll tell you my reasons after the below comments.


 * Next time when reworking a champion, avoid swapping around abilities. It's almost like you are providing a new kit as abilities (and their purpose) are switched around to different parts of the kit.
 * Innate: Looks good. Simple and easy to read, although I noticed one strength of this innate: the ability to drag out the "out-of-combat" part. If this was in the current Ascension game, it would be an annoying innate to deal with as one arrow can lock an enemy out of taking points for a short while.
 * The "new" Q. Well, it's basically the old E moved to Q.
 * For some reason, this ability feels like something better as an ult (if used on a different champion), working similar to voidlings in that killing stuff spawns more damage output. But since this requires takedowns to do just that, it feels more suited for an ult.
 * Oleander already has one kind of "poison" and while he may have more kinds, it becomes redundant to have multiple kinds of DoTs.
 * The W: This used-to-be-Q has devolved into a very weak version of what it was... are you attempting to balance these correctly, or are you just taking my words and going with the show? As a champ builder, take a little more time to consider what you do to your abilities.
 * The used-to-be-W (the E): Pitiful damage at rank 1, mediocre damage at rank 5. Change that scaling (and the AD ratio to, not ).
 * The method of receiving a cooldown reduction is somewhat unique, so I'll commend you for that.
 * R: Damage is still not clear. If I were to give my observation, the damage scaling has the same issue as the old W: the AD helps amp up the percent damage, while the percent damage in returns also makes more worth out of the AD. This trade off piles up the amount of damage this ability is to deal.
 * Let's calculate! If Oleander builds up by lvl 18, and he has enough bonus AS to go at  (requires 177% bonus AS not from growth), he can apply 6 stacks of "Poison". That would be 600% AD x , which is 570% AD. Now do the math of  x , which would result in a 1456.35 damage before reductions... that's a somewhat large nuke that's a point-click... and these are just random, not maxed out numbers... >.>
 * The ratio should not affect the percentage, instead creating a base damage (for example ).

As for lore: TBA