Seems likeable, passive is nice for bot laning and ultimate is pretty sweet.

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Mana cots are probably just rough assessments. But ulti doesn't seem so weak. If its active for 6 seconds after maxed it heals single person for 660. It's like over-time Soraka ult. If you can burst enemy team its bad, but if you are having long tfs it can be epic.

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I didn't see anything about him being in place. So it's like moving Janna ult + as stated those in range of healing get movement speed.

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Seems awesome, and a lot of work was put into it, +1'ed it
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What about, "The Beacon Of Demacia"?
Those mana costs are ENORMOUS. X_X
That aside, the passive is decent...it needs to scale with level though. Like 15 + 1/lvl armor, 16 armor aura at level 1, 17 at level 2, 18 at level 3, up to 33 at level 18. Seems reasonable.
Really, really long cooldowns. They need to be lowered significantly.
The Q, Holy Force, is pretty creative. The AP ratio should be increased significantly when cast upon enemies, however. Due to the high range I'd say (+0.4) for the damage, and (+0.3) for the healing, since its not as spammable as
Triumphant Roar by far. It can remain, but it should also heal nearby allies and damage nearby enemies. There should be no crowd control or otherwise in addition, unless you want it to be an ultimate. Basically...
Damien casts Holy Force in your classic cluster on Enemy X. Enemy Y is in the zone, as well as Allies A and B. Ally C and Enemy Z are running into the zone upon the initial cast.
Enemy X is damaged initially for D(+0.4) damage. Ally C and Enemy Z enter the zone halfway through the rebound animation. Enemies X, Y, & Z are damaged for D(+0.4) and CC'd. Allies A, B, & C are healed for H(+0.3) and buffed.
^ How I think the ability should function. The AoE should be 300-325. Remember, it does NOT need all of the restrictions like on
Triumphant Roar, due to the huge lack of spammability. It could function like
Mace of Spades however, where the rebound effect is massively increased in strength if the target is alone. Like a 50% increase on the rebound damage/heal if the target is all alone. That is probably too high of a number but that is my thought on it.
Q: Holy Force
Cooldown: 12/11.5/11/10.5/10 seconds
Mana Cost: 70/75/80/85/90
Range: 700
AoE Range: 325
Damien summons a Consecrated Sigil that marks target champion, dealing 55/85/115/145/175 (+0.4) magical damage to an enemy or healing an ally for 40/65/90/115/140 (+0.3) health. After a short delay, the sigil explodes, dealing 55/85/115/145/175 (+0.4) magical damage to all enemies in the area of effect and healing all allies in the area of effect for 40/65/90/115/140 (+0.3) health. The marked champion is included in the area of effect. If the marked champion is alone, this effect is increased by 25%.
The W, Divine Ray, is also interesting, but I think poorly designed. I think this ability is one of those abilities that is poisonous to proper balancing. I'd rather this ability be more like a mix of Sigil of Silence and
Electro-Harpoon. Something like...
W: Divine Rays
Cooldown: 10 seconds
Mana Cost: 85
Range: 900
Damien fires a ray of divination in a target direction. If it hits an enemy champion, the champion is marked with a Mark of Divination, and slowed by 20%/22.5%/25%/27.5%/30% for 2.5 seconds. In the next 2.5 seconds, Damien can fire a second ray of divination in a target direction at no additional cost. If the second ray hits an enemy that already possesses a Mark of Divination, the mark is consumed, dealing 90/140/190/240/290 (+0.9) magical damage and stunning the target for 1.75 seconds. Marks of Divination expire after 2.5 seconds and deal 45/70/95/120/145 (+0.45) damage upon expiration.
^That's my idea of how the ability should work. AP carries as well as supports should possess some form of strong crowd control (
Infuse,
Howling Gale,
Sear,
Rune Prison,
Pyromania). Apologies for throwing the original W out the window, but it is a really weak ability.
E, Ever Fight, is not very strong at all. The shield could be bursted in one nuke and do nothing, very little return damage. I suggest a different method of going about it. Rather than give it an offensive AP ratio, why not make it so it gives additional AP similar to how
Eye of the Storm gives AD?
E: Ever Fight
Cooldown: 13 seconds
Mana Cost: 60/65/70/75/80
Range: 700
Damien conjures a glowing shield that protects the target from 80/110/140/170/200 (+0.7) incoming damage for 5 seconds. The target also gains 28/46/64/82/100 Ability Power for the next 5 seconds. If the shield is not broken, the target is healed for half of the remaining shield's strength, up to 40/55/70/85/100 (+0.35).
^ Just my take on this defensive/offensive ability.
R, the ultimate is a very much so weaker version of
Monsoon. Yes, it is ranged but it has no utility like
Monsoon. Perhaps something more like...
R: Rain of Serenity
Cooldown: 120/110/100 seconds
Mana Cost: 150/200/250
Range: 700
AoE Range: 775
Damien calls upon a font of calming rain onto target area, channeling for up to 4 seconds. Enemy champions in the area are slowed by 40%/50%/60% and have their Armor and Magic Resist reduced by 20%. Allied champions in the area have their movement speed increased by 40%/50%/60% and gain 20% damage reduction.
^My thoughts on the ultimate.
No need to take any of the ability ideas, but they are ideas to hopefully draw inspiration from. (Or, can be just ripped off entirely).
*would like a +rep hopefully, t'was hard work* XP
Those mana costs are ENORMOUS. X_X
That aside, the passive is decent...it needs to scale with level though. Like 15 + 1/lvl armor, 16 armor aura at level 1, 17 at level 2, 18 at level 3, up to 33 at level 18. Seems reasonable.
Really, really long cooldowns. They need to be lowered significantly.
The Q, Holy Force, is pretty creative. The AP ratio should be increased significantly when cast upon enemies, however. Due to the high range I'd say (+0.4) for the damage, and (+0.3) for the healing, since its not as spammable as

Damien casts Holy Force in your classic cluster on Enemy X. Enemy Y is in the zone, as well as Allies A and B. Ally C and Enemy Z are running into the zone upon the initial cast.
Enemy X is damaged initially for D(+0.4) damage. Ally C and Enemy Z enter the zone halfway through the rebound animation. Enemies X, Y, & Z are damaged for D(+0.4) and CC'd. Allies A, B, & C are healed for H(+0.3) and buffed.
^ How I think the ability should function. The AoE should be 300-325. Remember, it does NOT need all of the restrictions like on


Q: Holy Force
Cooldown: 12/11.5/11/10.5/10 seconds
Mana Cost: 70/75/80/85/90
Range: 700
AoE Range: 325
Damien summons a Consecrated Sigil that marks target champion, dealing 55/85/115/145/175 (+0.4) magical damage to an enemy or healing an ally for 40/65/90/115/140 (+0.3) health. After a short delay, the sigil explodes, dealing 55/85/115/145/175 (+0.4) magical damage to all enemies in the area of effect and healing all allies in the area of effect for 40/65/90/115/140 (+0.3) health. The marked champion is included in the area of effect. If the marked champion is alone, this effect is increased by 25%.
The W, Divine Ray, is also interesting, but I think poorly designed. I think this ability is one of those abilities that is poisonous to proper balancing. I'd rather this ability be more like a mix of Sigil of Silence and

W: Divine Rays
Cooldown: 10 seconds
Mana Cost: 85
Range: 900
Damien fires a ray of divination in a target direction. If it hits an enemy champion, the champion is marked with a Mark of Divination, and slowed by 20%/22.5%/25%/27.5%/30% for 2.5 seconds. In the next 2.5 seconds, Damien can fire a second ray of divination in a target direction at no additional cost. If the second ray hits an enemy that already possesses a Mark of Divination, the mark is consumed, dealing 90/140/190/240/290 (+0.9) magical damage and stunning the target for 1.75 seconds. Marks of Divination expire after 2.5 seconds and deal 45/70/95/120/145 (+0.45) damage upon expiration.
^That's my idea of how the ability should work. AP carries as well as supports should possess some form of strong crowd control (





E, Ever Fight, is not very strong at all. The shield could be bursted in one nuke and do nothing, very little return damage. I suggest a different method of going about it. Rather than give it an offensive AP ratio, why not make it so it gives additional AP similar to how

E: Ever Fight
Cooldown: 13 seconds
Mana Cost: 60/65/70/75/80
Range: 700
Damien conjures a glowing shield that protects the target from 80/110/140/170/200 (+0.7) incoming damage for 5 seconds. The target also gains 28/46/64/82/100 Ability Power for the next 5 seconds. If the shield is not broken, the target is healed for half of the remaining shield's strength, up to 40/55/70/85/100 (+0.35).
^ Just my take on this defensive/offensive ability.
R, the ultimate is a very much so weaker version of


R: Rain of Serenity
Cooldown: 120/110/100 seconds
Mana Cost: 150/200/250
Range: 700
AoE Range: 775
Damien calls upon a font of calming rain onto target area, channeling for up to 4 seconds. Enemy champions in the area are slowed by 40%/50%/60% and have their Armor and Magic Resist reduced by 20%. Allied champions in the area have their movement speed increased by 40%/50%/60% and gain 20% damage reduction.
^My thoughts on the ultimate.
No need to take any of the ability ideas, but they are ideas to hopefully draw inspiration from. (Or, can be just ripped off entirely).
*would like a +rep hopefully, t'was hard work* XP
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