User blog comment:RubyDreamer/Si'ren the Thunder Scientist/@comment-10768370-20160107184936

While the concept seems fairly interesting, here's a couple of things I would like to give tips and/or contructively criticize.

First of all, the general concept.

While the concept of a champion relying nearly completely on a stacking mechanic for his damage and mobility seems fairly interesting, the main point is his scaling throughout the game. Early game, for instance, you won't be able to do sh*t. You gain 6 stacks of your passive per minion wave, later on 7. It still doesn't grant you any damage to speak off for the first 2/3rds of the game. According to a multitude of sources on the wiki and outside of it, the general amount of CS you get from a game hangs from 175 to 250. Along with a couple of kills and assists this would give you a total of around 300 Spark meaning you can do a pretty low maximum damage to, well, anything.

Additionally, it completely removes the usefulness of any build path. Building has no use whatsoever except for range increases, and though this is a very interesting mechanic in general and definately worth keeping it in the kit it just isn't rewarding enough to invest in. Sure, you can build or go tanky as hell but that would kind-off destroy the use of the kit and still end you up with heavily lacking damage in the end. Especially for a Fighter.

The spark mechanic is very interesting to keep, but adding base damages and ability power to the champion is a necessity to keep it balanced and interesting damage-wise.

Secondly, the stats.

First of all, champions are supposed to have a maximum of two roles. One primary and one secondary. Following up, he doesn't have a base and relatively low increase-per-level which could really damage his sustain in-lane and as long as he doesn't have a ridiculous sustain or lifesteal on one of his abilities is not the best idea. He also seems to not have any, this is fine by me. But judging by the kit he would kind of need that. He isn't as ability unreliant as most safe for  who, in my opinion, is a massive design fault that turned out just balanced. His is also a pretty low starting value for a Fighter, and his -per-level is incredibely low and really needs to be increased in order to be kept interesting. Remember that increase does not work in flat numbers but in percentages. Also, his movespeed is not noted, not a big problem but could be helpful for a final champion concept. My personal strategy is checking the stats of similar already existing champions in the League and finding a golden midway between them.

Then we come to the abilities:

The passive, while a very interesting mechanic as noted before, should be accompanied by an easier way to increase it or a base amount. It is also not stated what normal lane minions or small monsters grant.

The first ability, while interesting with granting the all-in potential and the damage for waveclearing, has underwhelming damage and could use base damages and scalings on the damage. While the range being increased by is interesting too, he should get a base-range as well as at the current moment it could take up to late-game before you get a reasonable range on a blink ability. As most blink-abilities have around 500-range. It also has a pretty overwhelming cooldown for his main poke ability.

The second ability seems a very good waveclearing and wombo-comboing ability and the concept is really neat. Although it is stated that it can jump multiple times when empowered, it is not stated how it gets empowered in the first place. The way the amount of jumps is increased is also a bit arbitrary and it'll end up with a pretty low jump count for the first half of the game. Although it's an interesting idea to make the jump limit increase with, it needs a base amount of jumps. Also, like before the damage is underwhelming and needs a base amount and scaling. Lastly you need to put a minimum damage threshold on it to prevent it from playing the animation with it dealing 0 damage to you. The cooldown also isn't noted.

The third ability I must say I'm a big fan of. It grabs and a, slams it together and turns it into something actually USEFUL to the game. Some minor gripes on this one, again the base damage seems a bit odd but you could retain this to be pure spark with some -scalings on it to still let it do some damage. And while the is interesting its duration could be lowered a tad, like  seconds per 20% charge or something. Lastly, the duration it takes for the cloud to be fully charged is incredibely long and will take a lot of work to get that far as staying away from enemy champions for 40 seconds in the late game is an incredible achievement as long as you're not a passive jungler or. The cooldown seems pretty ok for it's power, but make sure it is easier to get into max power-cloud for it's activation to be more useful and active throughout the game. As it stands, this is an interesting passive ability with the charge-cooldown of an ultimate.

His ultimate, oh boy. This thing is an amazing concept as well, carefully rewarding placement with massive damage output and mobility. Only big problems I see are the radius, which is almost laughably small. Remember that even though 550-range may seem big, this is the direct cutthrough, not the circle you see when you standard-cast a 550-range ability. The 550-range ability circle is actually 1100-range in radius because the range goes from your champion to the edge of the circle. While it's damage seems very interesting, it needs a base-duration to make it efficient as in early game it will only be maintainable for cerca 1 to 2 seconds. The damage is ok though, because of the massive amount of jumps you can make if you place it well.

TL;DR:

Very interesting champion concept overall, you got some rough diamonds in there of pretty interesting gameplay mechanics. Add some make-up, scalings and more logical numbers in it and you've got a pretty solid champion concept!