User blog comment:Saintneojimmy/Claws/@comment-3391671-20170129070430

Well, the least I can say is good job on using the proper template. Now onto what the kit actually offer:
 * The stats look alright also. The lack of resource is concerning, in the sense that I question if you were lazy about dealing with it or thought it was simply unnecessary. Yet, that's beside the point.
 * Thematically, the fact that Claws is named... "Claws," is of worry. It does not introduce anything unique to mind, and feels like a very unoriginal name to place on a champion. Who knows, Claws may be more about kit than theme, but this "Hero's Nightmare" is not looking that cemented.
 * The title "Nightmare for the Undisciplined" explains nothing of what this innate does. It simply allows Claws to proc on-hit or on-damage effects more often when there is abundant hard CC, on top of having an absurd scaling at lvl 18. Gladly, lvl 1- 17 are not this rocky, but I also do not find much fascination in that reduced crit damage either. Until I review Q and R will I note how this ability affects them. However, thus far, this innate is not bringing anything new to the table neither does it intrigue me. What "nightmare" is there in this ability?
 * I do not know where you get these ideas, but scaling number of hits for Claw Lash is not a good idea for League champion. exists, but his hits scales by level and applies over a given duration. Having rank 1 be 1 hit and rank 5 be... 5 hits is a no-go, for me at the least. And the fact that the on heavy CC effect doubles these numbers up will not pass, due to how it's beyond terrify for items such as, especially with that 8-second cooldown.
 * There seems to be no necessity for that blink behind enemy, as it only looks like a sugarcoat to make on-CC look more specialized than off-CC. I would advocate for something more interactive and interesting if you want Claws to move around the enemy with this ability.
 * If Claw's abilities do not use any resource than, even for one ability, then indicate that is his resource.
 * On top of these comments, why are all the active abilities the  icon?
 * For the abilities that are not the innate, you should insert by adding a leveling line with " |leveling= ".
 * There isn't much to say for Heart Skewer, aside from the need to reformat the ability description to be less haphazard. In the end though, the ability has purpose and and says what it needs to say.
 * I would state a value of how long this ability is active, as other AA-enhancers do, in the way of "for the next X seconds."
 * That passive for Terrifying Appendage, on top of the ability's name being one that makes me doubt how terrifying it actually is, is not something I would go for. This is due to how simply adding a rank into E activates its effect, with ranking this ability not affecting it further. It could be added to the innate itself, but that would bloat it. And lastly to add, a heal every is not the way to go, as it provides a non-intuitive heal just to offer Claws sustain.
 * Why the sudden magic damage on this ability? And why is the damage so low? Even if the CC is the focus of this ability, the first active's damage should be the value of the second active's damage.
 * Talking about CC, Claws is very reliant on hard CCs in order to maximize his damage. While this ability offers that, I find it unnecessary and rather bland as a mechanic, unless it's supposed to be entirely thematic driven or for the sake of making a unique champions based around the conditional situation itself... thus, I won't say further, but I feel this isn't the right way to go.
 * What is the size/radius of this "small area"? I could guess it is 150... but what is it, Saintneojimmy?
 * There seems to be a code error for the cooldown, as all values after 12.5 is small.
 * Errr... I will need an explanation what Shrike's Passage means, since it seems to be a thematic based theme... anyways, I noticed for two of your abilities, you placed in the ability description the range of the ability. That can be placed up above instead.
 * Anyways, aside from the damage which I will withhold my thoughts about, the cooldown resets are all lackluster. Other champions already have it, and giving it to Claws has no benefit to him. Even if it was not done before, getting a automatic second cast devalues having it once, since the damage is cut in half. I also believe this mechanic makes one wonder what kind of fighter Claws is supposed to be. Have you asked yourself that question, Saintneojimmy? What specialty Claws is supposed to perform?

While you have the basic templating down, I recommend checking this page out since you seem to lack knowledge of the wiki codes. There are some personal tips on page layout, but that's for another day.

In the end, while I am glad this is not a haphazard mess of a champion, nothing strikes interesting in Claws design. Names and theme are up in the air, and I would advise trying to get something distinct occurring in the kit. If you are thinking the "able to hit many times" is doing that for Claws, take it that that doesn't pass.

Otherwise, may all go well with Claws.