User blog comment:ErdamonPL/Siegenn - the Omnipotent Magus/@comment-24057209-20131019215450

We meet again ErdamonPL! While Siegenn possesses unique and interesting mechanics, in my opinion, he is flawed. The main problem I have with him is that none of his spells mix well together. Basically, he has no synergy, as if you just took spells from previous champion concepts and mixed together to create Siegenn. I'll offer some suggestions, which you don't necessarily need to take, but I believe they'll help with your concept. So, here's my in-depth review to Siegenn, The Omnipotent Magus.

Unlimited Potential: I like this spell alot. It makes Siegenn the unique champion he is. However, I believe the bonuses given by Unlimited Potential shouldn't scale and should instead be a static bonus. I'll go more in-depth on each bonus given by Unlimited Potential when discussing their respective spells.

Spellsphere: This ability is Siegenn's primary damage source I presume. It is a balanced spell. As you should know, piercing skillshots always need some drawback so it isn't overpowered, like how Sivir's Boomerang Blade deals reduced damage per enemy hit. Spellsphere's drawback is it's slow projectile speed. It's even slower than Morgana's Dark Binding! So, the spell's effect is balanced, but I still recommend some changes. In my opinion, you should lower the cooldown since Spellsphere is Siegenn's only reliable damage output, since Power Shift has a delay in its damage. Now, about the Unlimited Potential's bonus. Since Spellsphere is Siegenn's main damage output, I presume, and since it is Siegenn's only instant damage output, it would make sense to have Spellsphere be a spammable spell, no? What if, instead of Spellsphere slowing enemy movement speed, it has its cooldown lowered when under the effect of Unlimited Potential? This will allow Siegenn to continue dealing damage, even when all his other spells are on cooldown, making him useful. As I've said earlier, I believe Unlimited Potential should be a static number instead of a scaling one, so maybe make it reduce Spellsphere's cooldown by like 2 seconds? So in general, I recommend reducing Spellsphere's cooldown to like 5 seconds have change Unlimited Potential's effect on Spellsphere from slowing enemy movement speed to reducing Spellsphere's cooldown by like 2 seconds. These changes will allow Siegenn to carry, since Spellsphere is his main damage output, and will make him better, since, well, Spellsphere is his only reliable damage output. Now onto Power Shift!

Power Shift: This is an incredibly unique ability, one that hasn't been seen in League of Legends since it's alpha stages. I only recommend three changes: change Unlimited Potential's stun to a static number, like 1 second; make the ability power usable when returned to its owner; and make Power Shift's steal similar to Warwick's Hungering Strike, in that it can either be a flat number or a percentage. The reason for me wanting Power Shift's steal to be more similar to Hungering Strike is because in the early game, the enemy will most likely have almost little to no ability power. With only a 5% steal, that's nothing! You can keep the percentage steal, but make it so it'll instead steal a flat amount of ability power if the flat amount stolen is higher than the percentage stolen.

"Give Up, Weaklings": This is just out-of-place. It offers no synergy whatshoever with any of Siegenn's spells. At least with Power Shift, Siegenn can stun his enemy so Spellsphere has a better chance of hitting his target, but Give Up, Weaklings, does not cooperate with any of Siegenn's spells. To make it have synergy, I recommend making Give Up, Weaklings, slow enemies in addition to reducing their magic resistance. This allows Spellsphere to have synergy with the spell. In addition, I recommend changing the magic resistance shred to either a flat number or a smaller percentage. A 35% magic reistance shred seems a bit overpowered, don't you think? And by adding a slow to Give Up, Weaklings, it won't be a one-point wonder anymore. Having a one-point wonder spell on a champion is just lazy, but having variety in a champion's kit allows a more interactive gameplay. For the Unlimited Potential bonus, I recommend completely changing it. It doesn't make sense in Siegenn's kit. There is no synergy with it and any of his spells. Perhaps the teleport would allow Siegenn to better aim his Spellsphere, but even then that's very limited usage, and it'll make the summoner waste Give Up, Weaklings potential in order to teleport. How about Unlimited Potential instead increases Siegenn's movement speed if an enemy champion is hit by Give Up, Weaklings? The bonus movement speed would be equal to the movement speed reduction percentage, similar to Malphite's Seismic Shard works. This change allows Siegenn to keep the mobility offered by Give Up, Weaklings, but also make it to where Siegenn's summoner won't be wasting it most of the time. It'll also give Siegenn a thief theme. Oh, and I recommend making Give Up, Weaklings only affect enemy champions. It would make no sense to reduce magic resistance on minions.

Arcane Blast: Lower Arcane Blast's cooldown to like 100/90/80 seconds or something, because Jesus, a 180 second cooldown is ridiculous. And make its cast range a high, static number, like 1000. I also recommend completely changing Unlimited Potential's effect on Arcane Blast. Making it only activate when Arcane Blast kills the target makes its point useless, as well as making no sense with Siegenn's other spells. In addition, most likely Siegenn won't be able to kill his target without Power Shift's damage, which is delayed. Instead, how about making Unlimited Potential make Arcane Blast's damage an area of effect? This has synergy with Spellsphere and Give Up, Weaklings.

Thank you for taking into consideration my review.

Ciao~