User blog comment:Lesdin/Alanor, the Adroit/@comment-1330314-20161211231249

The presentation is absolutely gorgeous; I have never seen such an exquisite format for a custom champion, and this wiki has a lot of content creators with a talent for visual design. Congratulations to you and Emptylord on this.

I also quite like Alanor's kit. It's simple and easy to understand at a glance, but also has a lot of new mechanics and subtleties in mechanical design that would make for a totally new playstyle. I never before considered making a cross between a diver and an artillery champion, and Alanor has both a lot of interesting inputs, and valuable contributions to her team, with her long-ranged vision and execution. I have no major complaints for this kit, but here are my thoughts on her individual abilities:
 * World Piercer is a fine ability, and as an effect with a cooldown that lowers significantly over time, it perfectly complements Alanor's above-average ability cooldowns for a fighter. My only potential concern would be its impact in lane, since it would make for very strong poke, though Alanor may simply have her ranged attack animation balanced around that.
 * Heartseeker is a fine ability with a good purpose and a well-tuned focus on initiation, so no complaints there. If I had to poke a hole somewhere, it's that the name is a bit similar to, though that's not relevant to the ability's gameplay.
 * I really like Grand Horizon and its synergy with World Piercer's ranged attack. My only recommendation here would be to increase the flight duration slightly, since 1 second might be cutting it a little short when scouting an area, and would also slightly restrict its synergy with her innate when waiting for it to come back up. Other than that, this is a fantastic ability, one that's completely unique on a diver, and would allow her to contribute to her team well beyond the laning phase.
 * Fell Swoop is a simple, functional ability, whose disarm component could perhaps even allow Alanor to jungle. I also like how the high base damage (which might perhaps be a tad too high at level 1, though) plays against its short range in lane, and would make for riskier, more interesting trades. This is a great example of how an ability can be well-designed without adding a drastically flashy or new effect, in my opinion.
 * Tiro Finale is a wonderful name even to those who might not have seen Madoka, and the AoE execute active is perfectly in line with Alanor's theme as a long-ranged executioner diver. My one criticism, though, is the "interaction" with World Piercer and Grand Horizon: Tiro Finale works in a manner completely different to either effect, since it doesn't really provide vision or a long-ranged basic attack, and because of that I don't think it really needs to require either effect to be available, nor should it put those effects on cooldown. I imagine the intention was to prevent Alanor from using both of her means of execution in quick succession, but considering how differently those parts of her kit function, I think it would be acceptable to keep that, especially since her empowered auto would be useful already in enhancing her ult damage.

I just really like this champion, basically. It's difficult to find even minor flaws in Alanor's kit, and while I cannot predict for certain how an artillery diver would play out in-game, I think she'd have enough unique gameplay, counterplay and contributions to be worth adding to the game. I also really like the valkyrie/winged warrior theme, and if her character were to enter the official League universe I could readily see connections between her and both and, as a member of their angelic host. This is an excellently-designed champion overall, and I think the combination of great simplicity and potential depth in Alanor's kit demonstrates a very mature approach to champion design. Congratulations on this amazing work, this post sets a great example for everyone else to follow in its design and presentation