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Originally Posted by PanickingAttack
Alright its review time.
Base stats - All is good
Innate - this idea isn't good on an ad carry period considering you would recommend life steal items like bloodthirster. An idea would be "When Kalamunja falls below 50% hp, he gains 20/30/40 AD for as long he stays in that state. If he returns to health above 50%, the AD buff effect would last for an additional 3 seconds before wearing off."
Q - Damage is quite strong actually if you compare with draven Q[Which hurts alot (I dont know why people say its weak)]. But i dont think you need to nerf it because the mana costs are high.
W - Hmm uh this could use a nerf. 1.5 times strong = 50% stronger right? 600 aoe range 60% with your Ult knock up. Remove the 1.5 thing and make it 500. Other than that, i like the concept!
E - Numbers are good, though it should last for 3 sec at least. 5 seconds of movement speed will last to long in a team fight.
R - A hard cc is strong on ad carries in general. Also, you should put how long the targets are knocked up.