User blog comment:ErdamonPL/Sinitar - the Anti-Mage/@comment-11434673-20130922191807

Its nice to see an Anti-Mage, but League isn't the place for him. League has too many champions that don't use mana, which means he'll be strong against some AP but almost pointless against others. With that said, here is what I see as problems...

Anti-Mage's Guard: This passive has the same problem as Kassadin. He shouldn't be allowed to gain MR each level with a passive that already reduces magic damage he takes. Also, if you are to keep the bonus MR, please, please, please reduce the bonus from the second part. 20% of his bonus AD gets converted into MR is way too much. Just with three items you listed in his build (Bloodthirster, Ravengous Hydra, and Maw of Malmortis) he'd gain over 270 AD (35 of which would come from MoM's passive) which would give him 59 bonus MR, not including the MR from MoM (totalling 99 MR!). I think the bonus should replace the MR over levels, (as in 10-15% bonus AD as added MR).

Inevitable Chase: Too much MS gain! He gains 20%, but as a flat amount (20% of 350 is 70). Instead of gaining a flat amount, why not just make it a scaling %, 10/15/20/25/30%. Also, the AD bonus scale is pointless. With 200 AD, you'd only gain 2 MS! This ability gives bonus damage, on top of the W's bonus damage, on top of the E's damage increase and on top of R's bonus damage...

Soul Burn: Its like a free BotRK against manaless champions. Also, same problem as before. How does burning mana = burning health when they don't use mana. Also, you should change the current % into a flat amount that scales with his AD, otherwise against champions that actually build a lot of mana you'd wreck, but those who don't need to build a lot, you wouldn't deal a lot. This way when you fight a Ryze with 3290 mana, you wont deal 329 mana damage and 210 extra damage on your first attack, against someone whos core is to build mana, or 200 mana damage and 140 against those who dont build a lot of mana items (2000 mana). A flat amount would make each attack burn about the same, keeping the damage you deal steady and at its maximum for longer (versus each attack diminishing).

Silence, Liars: Nice, but kinda bland. It silences and increases the damage you deal to them. I feel like he needs some sort of spell that he can cast to finish off foes, or atleast to deal damage to those who stay further away. Sinitar has nothing but buffs, silence, more buffs and right click so an actual damaging spell could be nice to see.

Magic's End: When this spell is active, does the buff replace what his old abilities do (except for Inevitable Chase)? For Soul Burn, does this number add to the current or does it replace it all together? Ex. does it become 2/4/6/8/10% +10% or just 10%? Also, the level 1 ult is better than all 5 levels of Soul Burn. I would just pick up on point in Soul Burn (assuming you need a point to gain the benefits) and wait to level up the rest when I am forced to (level 14/15/17/18). Also, using the example in Soul Burn, a Ryze with 3290 mana (base plus Archangels, Rod of Ages and Frozen Heart) would take 329 mana damage and 210 extra damage. With Magic's End, he'd take 493.5 mana damage and an equal amount of extra damage (this is at full mana and without Sinitar having any bonus AD), and thats just from his Soul Burn, not including any other damage.

Stats: His MR per level should be 1.25 (which is what melee champions gain), but honestly, he shouldn't gain any MR per level with Anti-Mage's Guard giving him 20% of his bonus AD as extra MR. His starting health is 20 less than Lux (who is the lowest) and he would have the 8th lowest amount of maximum base health, sitting at 1703, which is right between Heimerdinger (7th) and Cassiopeia (8th becoming the 9th). Also, I think that Sinitar should be a Fighter first, Assassin second, seeing how he doesn't have any "Assassin" like abilities. Overall, a nice idea, but needs some more work. Look forward to seeing what others have to say and changes that are made. Good luck.