Just going to critique your concept.
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Your passive is an incredibly buffed version of Rammus' passive which gives him bonus Attack Damage based off of 25% of his armor. A full armor build would practically give your Champion more AD than any core Attack Damage item in the game (Put into perspective a Thornmail [100 Armor] as opposed to Infinity Edge [80 Attack Damage]. This passive is basically the ultimate "Fuck you" to any AD Carry in the game and any AD Champion for that matter. There is a complete lack of needing to build any AD damage items outside of a Blade of the Ruined King for dealing with beefy tanks because you can just charge the entire enemy team and sit there while you laugh as their AD Champions try to hurt you but instead are dealing with the equivalent of a ranged Rammus. Consider reworking this ability entirely.
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The passive on Iron Melting Bullets is alright, if it weren't for the fact that it is basically a Black Cleaver which shreds for 18% of your enemy's armor for the exactly the same way and for the exact same duration as a Black Cleaver. Early game you would practically be dealing true damage to any non-tank Champion per auto. On top of the fact that this passive would be able to stack with a Black Cleaver means that you could shred 48% of your opponent's armor in 6 auto attacks. This basically makes your concept of a Champion an extreme pain in the ass late game to deal with not only because he is most likely a full tank build while dealing the equivalent of a full AD build, but the fact that he can shred on top of his shred and cheese any Champion in the game, whether they are an Assassin/Bruiser/Fighter/ADC/Tank/Support. Reconsider this passive entirely to make it unique.
The active portion of your ability is fine from what I can see, the damage and scalings aren't too outlandish (Maybe make it based off bonus armor instead of total). Also rewording/clarifying whether enemies closer take more damage or if it is the farther away enemies that take additional damage. Confused where the random damage dealt to enemies at the end of it comes from (Bleed proc or ...?). Just clarify the active portion.
- Attack speed buffs on an ADC are nothing new, so that part of the ability is fine, though it could be buffed maybe 5-10% per rank. The heal portion however is a large issue with this ability. Initial values are fine, however the scaling based off a full Armor build which would also come with a hefty amount of health tied with items make it a very, very powerful heal. At a full armor build (Ninja Tabi/Thornmail/Sunfire/GA/Deadman/Randuin's) that would be 330 Bonus armor. With a 150% scaling off of Bonus armor that would equate to a 495 health heal on top of a 180 base heal. From the armor portion and base heal alone, the Champion would heal for 675 health. And to make it even more ridiculous, there is a 5% Maximum health addition that he heals for. From the same items listed above he would get 5% of 1450 bonus health and then his base health (Which is for ADC's around 2000). Combine those two values and it's an additional 272 health heal. At max rank and late game, this heals for 947.5 health (Which would be roughly a third of his total health) every 12 seconds which basically shits over the Summoner spell heal that heals for 345 health on a 4 minute cooldown.
Remove % Maximum Health from the ability altogether, raise the mana cost for it to maybe around 200 mana, and reduce the % Bonus Armor value to maybe 50% at most. Either that or remove the heal aspect of the ability and replace it entirely.
- Gap closer on an ADC kit, perfectly fine. All ADC's except for a handful (Kog'Maw) have a gap closer, like Kalista's jump passive, Jinx's speedbuff on kill/assist, Miss Fortune's passive etc. Damage dealing gap closer which basically football tackles the enemy in the face while on a static cooldown of 12 seconds at all ranks, not so fine. Since this Champion will most likely be building full tank, his passive would give him free AD off of it. And since the damage scales with nearly 100% of your AD you will be smashing people in the face with an ability that does roughly 515 damage at max rank and build on a 12 second cooldown which Gragas pretty much does. Gap closers like this don't really make sense either because you knock back a hit enemy nearly as far as you travel at max distance, making it a not so viable gap closer unless you are running.
The other reset aspect of the ability is perfectly fine, considering that your scaling isn't too outlandish for his Iron Melting Bullets. Tone down the base scaling with rank on the skill by 50-70% and drop the AD scaling with it to maybe 10-25% of base AD.
- Thematically makes no sense whatsoever. Based off the image provided and your first spell, your Champion is a minigun wielding tank. It makes no sense for him to have a guaranteed execute as if he is wielding a sniper like Caitlyn. Again with the outrageously high AD scalings on top of % missing health. Your character is a minigun wielding tank, he shouldn't have an execute ability that will basically kill them with 70% of their remaining health. Caitlyn's ult makes sense because she is thematically a sniper, and her ult is a headshot, so it should deal A LOT of damage. She has a 200% bonus AD scaling on a 250-700 base damage ultimate. The fact that this is an execute on top of a guaranteed execute on a Champion with 15% of their health left makes no sense for something that would make much more sense like a DoT ultimate like Miss Fortune or Gangplank thematically, coming in waves of damage over a wide area. And unlike Caitlyn's ult this is a guaranteed execute that can't be blocked by other people, just one of those point and click abilities everyone hates. Also just would like to point out nearly 99% of the ADC's in the game have ultimates that cost 100 mana at all ranks, Kog Maw being one of the exceptions that immediately come to mind.
Rework this ability entirely.