User blog comment:Lyndongwapo/Vikusan, the Soul Incarnate/@comment-3391671-20170219024745

Reviewing this poor soul (no pun intended), who hasn't been given any criticism.
 * I'll skip comments about the origins of the character, as it is to me not important in how the kit develops (plus, I do not follow that mumbo-jumbo series).
 * Stats:
 * Base and growing health is abysmally low. is only lower than such due to how he has . An assassin should not have this low of health, even if you want to indicate the risks Vikusan will take in joining a battle.
 * I'm a little worried that Vikusan may have a little too much armor for an assassin. However, it could be that Vikusan is not an assassin (by kit), even when you intended him to. This leads to my thought about the non-scaling MR, which could be not necessary.
 * I find the 150 range unnecessary, but who knows, Vikusan could be wielding something long enough for it.
 * Innate: The innate is rather nice, although it could become an issue in the ideal case that Vikusan stacks it up to more than 25. However, since it only enhances basic attack damage, it is restrained. The heal however is not satisfying. Overall, this effect is no different from granting something similar to 1% armor penetration and 1% lifesteal.
 * Once again, I notice lots of flavour text. I'll mention it only once, but clean it all up.
 * I'm sure some people will complain about magic damage scaling on, but that's not the issue I find here. The issue is that this ability is lane constricted if I'm reading the ability correctly, and to me, that is dissatisfying, especially for an assassin; if you intended for it to make the dash unique, I'll be blunt that it doesn't do its job correctly. If Vikusan is going to dash with into this AoE, then keep it simply as that. If you want the AoE to be off-center from the destination of the dash, then it can be worded differently.
 * As I've always said, ranges & durations are usually measured in 25 units or 0.25 units respectively. For the later, 0.125 is forgivable if the scaling is low, but otherwise, let's not deviate from these measurements for the sake of organized presentation.
 * I would look for a three-toggle ability in someone like . But for Vikusan this gives him much flexibility in which I do not know if it is well placed. If anything, this would be better done on a Fighter-main, since they are the ones who excel in flexibility, not assassins.
 * With any value that can stack up, there is a need to place a limit to how much can be gained. Only when obtaining the stacks are difficult, on top of having minimal effect on the short run, can it go infinitely. However, for how this ability plays, that is not the case.
 * Piano: For an assassin-primary, a stacking shield that builds up over time is midway between alright and not. On one hand, Vikusan needs to move around a la style to get the shield built up to an agreeable amount. But, because it is a sub-permanent shield, for an assassin who should have only limited defenses, along with being part of a toggled ability, I find this effect automatically being a dive part of the toggle.
 * Mezzo: Logic does not come into games, but I do not know if damage-for-damage is the right representation of Mezzo, neither would I know what would offer it. If it was me, I would make it the in between of Piano and Forte, but that in design is not good. Otherwise, the idea of dealing more damage when receiving more is very Fighter in nature.
 * Forte: "A little aggressive"? I have to say that there may be a need to rewrite some of the script. It may be in how English is (once again) not your primary language, but nonetheless there are obvious word choices that make these less entertaining than simple flavour text buff. Again though, this toggle is another Fighter-esque effect. I do question, wouldn't this kit be better for a Fighter-primary?
 * To add, increasing with  is a no-go. I may have told you before, but increasing a stat with another stat that is supported by the first is double-scaling. Increasing attack speed with attack damage is the biggest culprit of this design, while the same goes to / with  or shields.
 * As mentioend before, the idea of toggling these effects feel pointless in the flow of battle. Even if toggling did not remove stacks, it will feel like three-abilities-in-one that is akin to stances, not three-parts-of-one-toggles...
 * For Astral Form, is the left where the Astral form was last, or around the body?
 * Otherwise, this is no different than a scouting ability, not something to be found on an Assassin. I wouldn't promote it to being a overpowered  either by making Vikusan reappear where the Astral form was last.
 * Gladly, you prevent this from being an in-battle tool by having damage to the original body bringing back Vikusan to it. Yet, does this mean the is still triggered?
 * That cooldown... I don't know what to say, but seeing that scaling is rather weird. By the time the scalings are above 200, I would believe having it go down by 10s (in this case either 40 or 50) is best.
 * I will be honest though that the passive for Soul's End could bring in some interesting gameplay. It's not overpowered in the sense that it is not a guaranteed revive, and it can only trigger when an enemy champion dies nearby. Its heal is not too strong either, meaning that while Vikusan can take risks in perform a suicide kill (kill an enemy in trade of dying in the process), if it's in a teamfight, he won't survive too long.
 * The mechanics behind soul shatter needs to be much more clear than it is right now. While I can see where it is applied in the innate and all, it's rather unclear. To top it off, this introduces yet another Fighter style ult, since it requires a build up and cannot be executed on the spot, which should be the role of an Assassin: kill in bursts. To add, this feels like something that may be on a mage too.

In the end, the kit is not horrendous, although in need of much work. I also find it that you mislabel what Vikusan is supposed to be, as I find him closer to being some kind of Fighter-only champ due to the lack of actual burst in his abilities and a lot of other tools that makes him capable of versatility. If this was not how you intended him to be, then I recommend a review of his skill set.