User blog comment:Asfidyll/Azazel, the Wings of Hell/@comment-5331854-20130725135516

INCOMING WALL OF TEXT; PERFECT GRAMMAR AND WORDING NOT GUARANTEED BECAUSE OF ENGLISH NOT BEING MY FIRST LANGUAGE

It's not a real problem to have no numbers for your concept. Not everyone is a good number cruncher and I also don't do that with my private champion concepts (for a MOBA that only exists in the head of me and some friends, for now). Still, always crunch some numbers even if you have to make them up (that's how Crashy found the dangerous OP-ness of the passive).

About myself, I won't say that I'm a pro in LoL nor that I'm a very good player (mostly because I play LoL for fun and avoid Ranked most of the times because Ranked is less fun in my experience). But I'm not too shabby at analysing champs, items and techniques, finding counters, encouraging teamwork (because that's vital for most counters) and adapting to every champ (it took me a while to work with Morde and Udyr because I couldn't understand their mechanics well at first, but now I'm okay with using them). My opinion about Azazel shouldn't be better than most other comments and hey, the more the merrier, I could be completely wrong. So without further ado:

As Crashy already noticed, his passive has a strong scaling and makes HP stacking the only acceptable build for him, as he can gank without penalty and push without penalty. It's kinda like "I AZAZEL, I ATTACK TOWER WITH MINION, ENEMY ULT IS MASSAGE FOR ME, HURPDURP!" Make it % and with a cap. The second part of the passive is also not that perfect... There's a reason MoM's bonus caps at 30% health nowadays. Well, several, but one of them is that you can never use the full power of that kind of scaling because, well, it's most efficient at 0% health aka when you're dead (and also tends to let you do mistakes, as you could think "I'm weakened, but I'm stronger now, maybe I can still kill him before he kills me", a deadly fallacy in an enviroment like LoL). But since you want a roaming assassin, his whole passive has a faulty logic. Assassins normally burst before they get damaged too hard (because they're squishy), but since Azazel needs to already be damaged hard to get an AD steroid... Meh. Such a passive is more fitting for a fighter.

The Q is generally nice, but here is a skill where range makes or breaks it. High range makes it a Quinn with damage (unavoidable) and low range makes it useless for initiation (and the Q should initiate because of the mark). Make it a cone or drop the reveal. Also, don't make a non-consumed mark deal damage. Either they must get consumed or it's like Zeds Ult where you have to deal additional damage to make the non-consumed mark more dangerous. I think you want to enable choices with marks, but it's too good for an AoE-skill.

W... Well, targeted dash is always nice for a roaming Assassin, double strike is good for the burst, but the true damage is what worries me the most because true damage always means "no good counterplay if used badly"... And true damage on target is strong even with the mark requirement (especially since it's a double strike, meaning potentially critting twice [unless it works like Renekton's W]). Make it CC like a short stun or silence instead of true damage (most Assassins should be good at interrupting) and keep the AoE with Death (I would name the mark "Famine" now btw because it fits the CC and AoE better while still keeping the evil touch)

E is actually great, but make the timer 5 seconds. While Graves' passive has a timer of 3 seconds, it doesn't affect his movement speed like BoS or MF's passive, they are 5 seconds each. You could make the movement speed an active for quick chases or escapes for few seconds, but if you do that, it should have high costs and high CD, because such a skill is a beast on assassins, especially if they already have a targeted dash and non-standard field control like...

His Ult is very creative. If it needs a channel before casting, the wide range could be kept and the possibilities are amazing, including backdooring, and that's the reason why I'm against Hell Gates affecting allied units (with the exception of Azazel himself, of course). Enemy units should be affected by a short slow instead of a burn IMHO, but the magic damge itself looks solid.

Overall, a mostly solid, if somewhat standard kit with a faulty passive, but also a cool Ult that is similar to yet very different from TF, but the whole kit needs some big tweaks and changes to make it work better for playing as AND playing against Azazel.