So a few things I would change/balance or just simplify/whatnot.
Passive: seems kind of heavy to have 3 different passives in one place, so splitting 2 of these into her abilities would be great. Remaining passive would be damage reduction from ranged attacks(Kind of like super nerfed Xin R)
Q: Not sure what is meant by 2 directions, does she swing it right to left and then back? And then also swing it a 3rd time to flip them? I mean, sounds like it gives ample opportunity for them to dodge the flip if that's the case, so it seems fine enough. Low damage though.
W: I'd attach the life steal to this ability, as a normal passive, 6/9/12/15/18%. Not sure exactly what the circle of spikes looks like, short spikes that she teleports to the middle of? This ability probably needs to deal some damage on cast, or maybe snare enemies caught inside upon cast. Also, I think a possible substitute would be a bell or something, I imagine having a bell attached on a post that she can ring. Ringing the bell makes it chime for 1-2 seconds before teleporting you to it, so basically alerting enemies(she wouldn't have to physically ring the bell, so like a 1-2,000 range targeted teleport). She could have like 3-5 total Bells/Spikes at a time and a 30 second cooldown or something between teleports.
E: Well right off the bat you put 1/2/3 instead of 1/2/3/4/5 :P So 10/12/14/16/18 seconds(or 6/7/8/9/10 for better balance), some other effect would be nice as well, like maybe prevent all healing and shields on enemies while they're inside? With no slows or anything getting out is fairly easy, but it could still give you some area control.
Instead of becoming a ghost that follows her it would be pretty cool for it to become a "Lingering Ghost", so think kind of like Yorick graves but ghosts instead, and if an enemy gets within a certain range (300 units?) the ghost will fly at them and deal damage(briefly silence or fear) and then disappear. Giving you more zoning potential.
R: This is where I'd attach her 3rd passive, souls of champions following her. As well I'd change it over to a short CD short duration ability, with maybe a basic attack enhancement?
Final Outcome:
Chloe, the Harvester
Passive: Sigil of Protection
Chloe has a sigil around her that reduces damage taken by 40% from enemy champions who aren't within 500 units of her.
**Q: Come Closer | Cooldown 9/8.75/8.5/8.25/8 | Cost x/x/x/x/x | range: 400 | 90° Cone **
Active: Chloe swings her scythe sideways in both directions dealing 40/75/110/145/180 (+70% Attack Damage) Physical Damage and slowing enemies by 30% for 1 second, then after a short 0.4 second delay flings enemies 400 units behind her dealing 20/30/40/50/60 (+50% Attack Damage) additional Physical Damage.
W: Harvesting Spikes | Cooldown 30 | Cost x/x/x/x/x | Cast Range 500 | Target Range: 500
Active: Chloe releases a circle of spikes from the ground for 50/60/70/80/90 seconds, which Chloe can dash to if clicked on. Chloe can have a max of 5 spike circles active at any given time. Enemies inside the area upon cast are snared for 0.8/0.9/1/1.1/1.2 seconds.
Dashing to a Harvesting Spike consumes it and grants Chloe a shield for 35/45/55/65/75 (+x% Ability Power[10%?]) +5/5.5/6/6.5/7% of her Max Health for 2 seconds. Static 5 second cooldown between dashes.
Passive - Soul Ripping: Chloe gains 6/9/12/15/18% bonus Lifesteal.
ALTERNATE - W: The Bell Tolls | Cooldown 30 | Cost x/x/x/x/x | Cast Range 500 | Target Range: 2,000
Active: Chloe raises a post from the ground which holds a bell for 5 minutes, the post can be destroyed if attacked 5 times. Up to 3 Bell Posts can be active at any given time.
Chloe can teleport to the bell if clicked on, channeling for 2 seconds before teleporting, during the channel the bell begins ringing and cannot be damaged. Upon teleporting Chloe gains a shield for 40/55/70/85/100 (+x% Ability Power[25%?]) +8/9/10/11/12% of her Max Health that lasts for 2 seconds.
Teleporting has a static 30 second cooldown.
Bell Posts passively grant 8/11/14/17/20(+5% Bonus Attack Damage) bonus Attack Damage to all nearby allies within 500 units, ringing a bell doubles the bonus for 10 seconds.
Passive - Soul Ripping: Chloe gains 6/9/12/15/18% bonus Lifesteal.
E: Cursed Resurrection | Cooldown 30/29/28/27/26 | Cost x/x/x/x/x | Range 500 | Radius 250 [Morgana/Soraka size AOE]
Active: Places a runic circle that affects friendly minions for 6/7/8/9/10 seconds, if a minion dies within the circle then it becomes a Lingering Ghost for up to 10 seconds.
Lingering Ghosts dash at enemies within 300 units, prioritizing champions, dealing 35/50/65/80/95 (+x% Ability Power[20%?]) Magic Damage and silencing them for 0.5 seconds.
Enemy champions receive 60/70/80/90/100% reduced healing and shielding while inside the runic circle.
R: Ghost Walker | Cooldown 25/22.5/20 | Cost x/x/x/ |
Active: Chloe becomes a ghost for 3 seconds, while Chloe is a ghost she can walk through walls, gains 20/30/40% bonus movement speed, is immune to slows, and enhances her next basic attack within 3 seconds to deal 50/75/100(+50% Bonus Attack Damage) +10/12.5/15% of the target's Missing Health as bonus True Damage.
Passive - Soul Stealing: Champion takedowns summon a ghost of the champion that follows Chloe and targets enemies that she attacks for up to 10 seconds. The ghost has 50/75/100% of the original champion’s stats. Killing an isolated target doubles the duration.
Gave a little bit of AP scalings, to allow build flexibility, but made them all minor to push for AD focused builds. Moved some utility around to make each skill worth upgrading? I guess? Idk.
I did a "reworked" version of Kindle as well, if you wanna see that, though that one differs a little more from the original in its abilities. I did try to stay true to the theme however.
Overall these concepts are fantastic!
[slayer-pantheon-thumbs]