User blog comment:Telaruhn/Dolomitak, The Bone Shaman/@comment-4881935-20120312043541

First Impressions while reading the skills: - Are these spells click target aiming, or skill shot because if both Skeletal Cage and Spirit Bolt our auto locked for you, it would be kind of OP. Since Skeletal will slow the target below the snare, there is no risked involved with this combo, not even factoring Spirit Bolt's great range. - 2 second silence at level 2 seems a bit too high - unless Spirit Bolt is a skill shot, it doesn't seem justifiable for that spell to have a 1.0 AP ratio. The snare does not seem that hard to actually land, especially considering she is a melee mage who should be nearby her target. - that knockback range seems to counteract the whole 'melee mage' theme. In fact, the range on her Spirit Bond aslo counteracts the while 'melee mage' them. - is it possible to knock an enemy champion out of her ultimate 's wall with her Clobber? The range seems possible. Also, conflict! - I honestly don't see her auto-attacking. The bonus magic damage is like her weakest spell in terms of damage and fails in comparison to her other two spells. Not to mention it has the highest mana cost. That only use for her Clobber is to knock someone away from her because they dashed to her. In fact, it seems best to play her far away until you use your ultimate. Afterward, you just retreat to the back line (somewhat like morgana playstyle). - Your skill set does not actually seem to fit your theme, which in terms kind of makes the lifesteal on her passive useless. - you want a mage that doesn't need to depend on her range, but yet you give her most spammable spell, in both cooldown and mana cost, to her most further range spell. At the same time, her only incentive to get to melee range has high cost, long cooldown extremely weak bonus damage, and it knocks them away if activated?