What I wanted to see from the balance team. I'll do all the work for you. :P
no damage, slow clear, a charge up dash + a charge up ult + a two hit mechanic SKILL SHOT. Skills kill him in early game more than they help. Forcing every zac player to do blue, then gank 90% of the time until smite is up again.
His E sucks, you don't even notice the slow even if you land all of them . . . On top of that he has no ratios with health ratios on any of his abilities except for Q.
you guys are too afraid to buff him, when every champion top wrecks him. What happens when he ults bot lane? Dies to the typical Zyra/Brand (No one plays enchanters anymore)
Her q doesn't do enough damage to warrant her going into melee range with other champs. Then she gets burned by Conq damage and ignite.
she's been gutted for way too long. Just buff her pet circle thing and she'll somewhat playable.
Buff the shield to see results. Essentially a weaker version of Orianna with no movespeed or help to the team except for killstealing.
His tiger stance is way too strong. Nerf Tiger stance, have pheonix/turtle/bear give stats (turtle armor, bear ms, pheonix mr)
Why is her Q massively overbuffed, while the rest of her entire kit sucks?
500 serpents is way too much per ultimate upgrade, you guys have gutted gangplank so many times and never tweaked him for teamfights.
Ult dies too fast, his shield does nothing in fights. It's like aery grants more shield than his shield.
For having only 1 harass ability his healing is completely awful. I would like the meeps to give health, instead of him being useless at low HP.
Cacoon does 0 damage, great. Maybe longer stun duration on minions/monsters would make her barely playable.
stun range nerf, stun activates sooner, shield value up, enemies see the stun sooner.
axe pickup range increased
ult damage down slightly, each rank gives her % magic pen.
fear duration down, fear activates sooner
Block removed from passive. Passive grants damage resistance when channeling spells. E damage up.
base attack damage up. Vulnerable does less damage, grants more attackspeed.
Base magic resist needs to be raised for these champions. I mainly put low mobilit/melee supports that end up being hit by every single spell in teamfights.
Core mechanic changes Global knock up duration reduced. (be sure to buff zac/blitz accordingly) Base mana regeneration values increased. Mana flow band nerf. Champions rely on this way too much leaving for less customization. Nullifying Orb weaker early, better late game. Absolute focus and celerity combined as one rune. New rune to replace : 5% of mana adds to your maximum health. (might need buffing) Minion destabilizer : can NOT target turret minions. Each cast adds to overall minion damage rather than one target. Damage bonus applies to monsters/epics. Hail of blades: gain movement speed on kills Zombie ward: drop a zombie ward whenever you cast farsight or sweeping lenses. Ghost poro: after 300s the area remains visible to your allies (permanent) Phase rush: leaves zone on ground for allies to gain movement speed All 3 inspiration main runes give you magical footwear. Magical footwear replaced with Enhanced summoner spells. Tenacity Bloodline and Alacrity - 5 stacks Coup de grace - 5% more damage to champions with less than 50% hp, from 7% damage 40% hp. Font of Life - applies to epic monsters (blue red dragon baron skuttle) pure tanks should have a safer objective, when mages burn them faster.