User blog comment:Whatehf/Malia, Child of Earth/@comment-1330314-20140205065941

You've got a lot of good abilities here! Supports are hard to make, and most of your kit is already fairly nice.

Vigor is a good idea for a passive. I would, however, recommend you just bring it down to an attack speed boost, as flat movespeed on allied-targeted abilities is 's deal. Instead, you could give the attack speed boost an AP scaling, as right now Malia is a core support with no scaling utility.

Energy Bolts is a good harass ability, except it doesn't entirely fit with a support's kit, since right now it only provides damage. Giving it some kind of debuff or crowd control effect would make it good for a support. The other, more minor, issue here is that your champion is earth-based, yet "Energy Bolts" doesn't sound like it fits an earth theme. Turning the twin energy bolts into, say, boulders that knock up enemies would make the ability both more flavorful and more useful on a support, particularly as right now you've made it a skillshot with an extremely short range.

Sacred Ground is an interesting concept for an area control ability, particularly as it synergizes with Malia's passive, but the problem right now is that it's fairly weak. First off, you need to specify the area's duration (presumably 5 seconds). Both the heal and the damage per second are fairly unnoticeable, so it would make more sense to shorten the duration of the ability (3 seconds would work well) but make the effects much stronger. I also recommend you make the damage stronger than the heal, since heals are generally weaker than their equivalent damaging abilities to prevent complete negation of damage. I actually recommend you also merge Sand Trap with this ability: both abilities are very similar in that they're ground-targeted AoE damage abilities, except Sand Trap has a slow. The issue here is also that you only have one basic ability that makes use of Malia's passive, so giving Sacred Ground the slow from Sand Trap (albeit a less powerful version, even though you can give it an AP scaling) and giving her a new allied-targeted E would make more sense for her kit.

Sand Trap is a good ability, but as said above too similar to Sacred Ground. Moving the slow to Malia's W and completely changing this into an ability that works on allies would allow Malia to use her passive on more than just one basic skill. Since Malia's a core support, you could also give the slow an AP scaling while also reducing its base amount a bit.

Wave of Hope's knockback component is great for providing peel, but I don't like the idea of a heal that isn't targeted: since this is your ultimate, you're going to want to reliably heal whomever you're using this on. The knockback, however, means you'll especially be using this on enemies to peel them from your carry. The other problem here is that it gives you two potentially very strong heals in one kit, which is 's area of expertise. Instead of providing healing, it would be better if your ability just knocked back enemies and damaged them, while perhaps providing some extra crowd control and having a shorter cooldown ('s ultimate is much stronger, for example) and a 100 mana cost.

Overall, you have an interesting theme and solid ideas for a support kit. With a few changes, you could have something truly legendary!