Now, I don't consider Gaia to be overpowered, but I do find problems with her kit. Personally, I think she needs a rework. Please note that the numbers may need some tweaking. This is what I came up with: 1st skill: Razor Vines (Changed from Razor Leaves) Gaia sends out thorny vines in an attempt to restrain an enemy. The vines travel through minions dealing damage. If the vines hit an enemy, they will be rooted for up to 2 seconds and take damage every 0.5 seconds as long as Gaia keeps Channeling. Gaia can freely move around while channeling, but will stop if she attacks with a basicattack or uses a skill. Note: Silence or Stun will break the channeling Damage Minions: 80/130/180/230 + 0.8 of magical damage Damage Hero: 30/40/50/60 + 0.2 of magical damage every 0.5 seconds (Max damage: 120/160/200/240 + 0.8 of magical damage) Max Immobilize: 2s Target: Line (skillshot) Cooldown: 10s Range: 12m Comment: Her old combo was an important part of her play, and while not a direct combo, the new abilities work well together. I didn't want to completely change who Gaia is, so she will still keep certain part of her kit. Also, even though this skill only deals damage to a single enemy hero, she still keeps her waveclear. 2nd skill: Seed of Corruption Gaia conjures a seed of corruption to affect an area. Enemies inside the area cannot see outside the area. The seed is unstable and will explode after 2 seconds dealing damage and reducing the sight of enemies. If an enemy affected by the dimmed sight is healed by a skill, they will explode dealing damage to themselves and nearby enemies, refreshing the duration of the dimmed sight. Note: Enemies affected by dimmed sight will slowly regain their vision. Damage: 125/175/225/270 + 0.75 of magical damage Damage Heal: 100/150/200/250 + 0.50 of magical damage Dimmed Sight: 4 seconds Target: Area of effect Radius: 3-4m Cooldown: 13s Range: 11m Comment: The original skill, Seed of Corruption seemed really unbalanced to me. Being able to just walk up and reduce the vision of an enemy, while dealing a good amount of undodgeable damage over time could completely shut down a hero. In additon, it is a really easy way to set up ganks. With the rework, you can actually move out of the Aoe, even if you are in the center of the ability (That is If I could find out how big the radius should be). As stated above, this skill works well with the 1st skill. Place the seed of corruption, then restrain the enemy with Razor Vines so that they will be inside the explosion. Also, please note that the Heal Damage only applies If the target is healed by an ABILITY not by basicattacks or items, having harvest or leech will not activate the explosion, but skills like Acridixes "Leap of Filth" or Peilas "Pounded", will still activate the explosion if it heals them. (This may however be a problem with Kortavs passive, activating for every tick of health recovered, maybe add a counter for amounts of time the seed can explode) 3rd skill: Garden Maker Passive: Each unit killed by Gaia will become a lawn where they were killed. When Gaia stands (hovers) on the lawn, she will become invisible and have increased movementspeed. Enemies cannot see her unless a enemy hero is within 10/9/8/7m of Gaia. Using an ability will not break the stealth. Active: Gaia forms a Lawn centered at herself Movementspeed: 10/15/20/25% Radius: 4m Cooldown: 20/18/16/14 Comment: A small change? I think the current passive was a bit boring. When you are low on HP, just step into the lawn and wait for your cooldowns. With this, you force your enemies to get into the range of your abilities, rather than standing back and sending faeries at you. Also, I increased the radius of the lawn, so you can move around and have more chance of dodging Aoe abilities. 4th skill: Beam Cannon Gaia Focuses her power and releases it as a magical beam, causing continuous damage to all enemies in front of the beam. Gaia can move freely around while channeling, but cannot change the direction of the beam. If an enemy is affected by Seed of Corruption they will explode, but may only explode once this way. Beam cannon will not reset dimmed sight on a target. Damage: 70/95/120 + 0.45 of magical damage per hit Slow: 15% Slow Duration: 1 second Duration: 5 seconds Cooldown: 70/60/50s Range: 13m Comment: The current beam is sort of confusing. I remember when I first tried to use it, and had no idea how to steer it. You can think of the reworked beam as a big Skale "Crippling Blast". I also thought the movementspeed from Garden Maker would do well with this Ability. It now has a set duration (and cost). Please feel free to leave your own suggestions, and tell me what you agree/disagree about this post. If anything was unclear, please let me know, and I will try to answer.