Take an Ability and Super-Charge it. Now Give it a Super Disappointing Downside.
The downside can either be from on the ability or from everyone else countering said ability. I'll start.
Ult: Higher Base, Higher Scaling, Disables ALL healing(including fountain), goes through invuln, and ignores shields. However it has a cooldown of 600 seconds and is unaffected by CDR.
Ult: Makes target immune to CC but cuts their damage output in half.
Turtle Stance: Provides healing as an effect instead of lifesteal, but turrets now give off more powerful Grievous Wounds that reduces by 80% instead of 40%.
: Ult is global and has massive damage. Is as wide as a yasuo q.
Q does less damage, but now it has a higher cooldown and lasts for only one second so you have to break your keyboard to get a tripleQ off. Hang on...
Ult: Cd Decreased by 50%, Goes on cooldown upon cast, not when maiden dies, No longer summons mist walkers when spawned, No longer leaves the lane she enters combat in to help
Passive: Now gains 1 star per level, still has three stars to start with, Does 40% Less damage to units recently hit by the stars.
Ult: Now global. Upon cast, destroy all wards, ally or enemy, and even your team gets the reduced vision.
W stacks to 5 at 200% the rate they currently stack. Plants will also now attack allies.
Gets a rework but has his kneecaps broken shortly afterward.