User blog comment:ViciousWombat/Phobos/@comment-3391671-20170118223125/@comment-7852319-20170126065451

I decided to do another update to him, and re-arange his abilities so that they can try to reflect more of an in your face bruiser, with a good mix of physical and magic damage for really good 1v1 potetional. His ulti was also changed from this long range engage tool, to this more bursting defense tool, that he can keep procing if he is able to stay on you. I also have changed him from being an immortal hich cc tank. To a high mobility, low cc, basic attack based fighter/slayer

Abilities

 * Innate:
 * I changed the damage on this from magical to physical
 * I was thinking that this would give him better use of ad items.
 * The attack speed duration was given a flat amount instead of ramping up through levels.
 * Instead of all of his abilities procing his passive, his basic attacks, The first part of Q, and the short range of W applies it.
 * Q:
 * The base damage was nerfed because of the compensation of giving it a Total AD ratio.
 * I also added the ability to recast it and for the player to auto during the second cast, since the spirit weapon will strike.
 * The second cast also deals magic damage, since it makes sense for the spirit weapon to deal magic damage to me.
 * The stun was also taken off this ability, to make him less of a jack of trades of cc.
 * W:
 * I kept the idea of him stabbing the ground to corrupt it and make it shadow isles like zone, but thought that a strong reliable slow didn't deserve to have that kind of power, so i updated it to make it more fitting to his dual physical and magic properties
 * Enemies are only slowed if they were hit by the magic component of his new E, which is kind of a redo of his original Q, but more believable.
 * E:
 * The old ability was too much of just through a bunch of people's shields into one ability and see how it works, so i wanted to make it a little more unique. It interacts interestingly
 * The weapon extends like J4, but the weapon itself doesn't extend the full length, instead a spirit extends from the halberd to go an additonal distance, and now deals magic damage and fears, instead of just dealing physical damage and procing his passive
 * Physical damage: Proc passive & deal physical damage
 * Magical damage: does not proc passive but fears, so there is a nice trade off on positioning here
 * R:
 * Now his original R was a long range engage tool, that didn't truly suit him, more was it very plausible, or make sense in his kit. So instead of hav giving him an ultimate, that acts kind of like another basic ability, but with a little more umpf to it.
 * I kept the idea that he could dash in combat, but he really only gets to use the ability when in combat with an enemy champion.
 * This helps define his fighter role better, giving him some more survivability. But he only gets the survivability for dealing high damage.