User blog comment:Telaruhn/Dolomitak, The Bone Shaman/@comment-4080931-20120304220343

I reckon the silence on Spirit Bolt is a bit high. Maybe reduce it's max rank by 0.5 seconds? I'd also increase it's base damage to maybe 190 (+0.6) at maximum, and have it deal 50% bonus damage, so that it dealt 270 (+0.9) damage. You'd want it to be a reliable damage spell, even if Skeletal Chains is off cooldown.

Also, the knockback on Clobber doesn't really make sense. I'm going to give a bit of an example here: You deal magic damage on your melee attacks, but you activate it to knock them away from you, getting them out of your attack range. Not only that, but you deal bonus Magic Damage. So, should you activate it to deal more Magic Damage on your next attack? If you don't activate it, then you waste your Active Magic Damage. AS for the knockback, I guess I'll just save the Active knockback for when an enemy is about to kill me... but auto-attacks reduce it's cooldown by 1 second. So you want to run away, but your Clobber has 7 seconds left on it's cooldown... should you keep attacking so that you can knock them away from you quicker, even though you'll be within their range the entire time? Or should you just keep running and wait for it's cooldown to reduce normally, even though that enemy hero might finish you off with a gap closer or spell in that time? Clobber would be more appropriate if it stunned it for a short duration. That way, it makes sense for the cooldown to reduce per attack.

The ultimate, maybe reduce the base damage a bit, as well as the radius. I have to admit, the radius is a bit much. The wall doesn't really make sense either, considering that she doesn't have any AoE spells other than her ultimate (Jarvan, for example, has Q, W and E to knock up enemies and slow them within his circle).