Rundle, the Mechanized Walker
Primary: Tank. Secondary: Fighter. Additional Roles: Player Choice. Statistics: Attack Power: 4. Defense Power: 8. Ability Power: 2. Difficulty: 6. Place of Origin: Bandle City (but he moved to Piltover). Upon Selection: Let's stomp out the competition.
Friends:
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Enemies:
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Joke: I appear to be having technical difficul-TYYYYYYYYYYYYYYSSSS (Rundle gets shot into the air, then crashes down in his chair)..I’m okay. Appearance: Rundle himself is a light brown furred Yordle with large fox ears, has blue colored eyes. He wears a short cut jack & a jean, on his forehead is air of goggles & he also has a pair of gloves. The weapons he uses a small electric gun called the Shock Blaster & a 5’ft tall Mech-Walker with big 5-toed (3 on the front & 2 on the back) with a large engine on the back of the Mech-Walkers bowl body.
Health: 510(+32). Health Regen.: 2.3(+0.42) Mana: 0(+0). Mana Regen.: 0(+0) Range: 250(Melee). Attack Damage: 46(+3.0) Armor: 18(+2.1). Magic Res.: 30(+0) Attack Speed: 0.634(+2.0%). Move. Speed: 347.
Passive: Reinforced Plating. With every 10% of Rundle’s Max HP is missing Rudle’s Armor will be increased by 5%, when Rundle has 50% of his HP missing his Armor will max out at 20%. When Rundle starts regening his missing 10% HP he will lose the 5% increased Armor bonus.
Q-Ability: Thrust Jump. Range: 450. Cool Down: 19/18/17/16/15. Physical Damage: 45/75/105/135/165(+40% bonus AD). Activate: after Rundle has chosen a 100-radius location within this Abilities Casting Range then upon its activation Rundle will ready his walker to perform a massive jump, after a 0.25 second delay after the initial cast Rundle’s walker will release a powerful burst of steam that sends him flying to his new location. When Rundle jumps the steam from his walker will Knocks Back all surrounding enemies within 150-radius of Rudle while also being dealt Physical damage, upon landing at his new location Rundle will have landed with all his walkers weight dealing 12% increased damage from this Abilities output to all enemies in the radius while also Stunning all affected enemies for 1.25 seconds.
W-Ability: Power Stomp. Range: 450. Cool Down: 14/13/12/11/10. Physical Damage: 35/65/95/125/155(+40% bonus AD). Passive: every 3rd Basic Attack that Rundle makes will have his mech-walker have it do with incredible strength to deal 8% of his current Attack Damage as Physical Damage. If Over-Clocked Engine is active this Passive will be inactive until the Ability has ended. Activate: after Rundle has chosen a broad path with this Ability then upon its activation Rundle will have his mech-walker slam its foot on the ground creating a miniature fissure, as the fissure travels to the end of the path it will deal Physical Damage to all enemies it comes in contact with while also Knocking Up all affected enemies. If any enemies are within 150-radius around Rundle upon this Abilities activation the power of the stomp will create a shockwave dealing this Abilities damage output to all surrounding while also lowering their Movement Speed by 30% for 1.25 seconds.
E-Ability: Over-Clocked Engine. Range: Self-Cast. Cool Down: 18/17/16/15/14. Attack & Movement Speed Boost: 15%/20%/25%/30%/35%. Damage Reflection: 5%/10%/15%/20%/25%. Activate: after Rundle has pressed a button he will release the safety limiters on his mech-walker’s engine, upon this Abilities activation for an 11 second duration Rundle will have a percentage increase to his Attack & Movement while also having a percentage of Damage Reflection applied to him. While this Ability is active all of Rundle’s Basic Attacks will deal 5% of his current Attack Damage as Physical Damage while also having every 3rd Basic Attack have a Splash effect be applied to it covering a 150-radius around the initial target, at the end of this Abilities duration the mech-walker will release steam around him covering a 150-radius that Knock Backs all enemies within the radius then the Ability will go it’s Cool Down.
R-Ability: Kamikaze-Engine. Range: 1300. Cool Down: 165/145/125. Physical Damage: 280/320/450(+40% bonus AD). Activate: after Rundle has chosen a broad path with this Ability then upon its activation Rundle will release the engines final countdown function, after a 0.5 second delay Rundle will jump out of his mech-walker while it runs in the chosen direction. When the mech-walker comes in contact with the 1st enemy Champion or reaches the end of the path the engine will cause the mech-walker to explode covering a 300-radius dealing Physical Damage to all enemies within the radius while also setting them on fire taking 10% increased damage from all non-tower sources for 2 seconds, after Rundle has activated this Ability & has left his mech-walker he becomes a 520-Ranged unit with 35% increased Attack & Movement Speed but his Armor will be lowered by 20% for 6 seconds. Rundle: for a 6 second duration while Rundle is not in his mech-walker his Passive will be inactive & his 3 non-Ultimate Abilities will become Yordle Abilities & will have different activations, after the 6 second duration Rundle will get another mech-walker getting his Passive & non-Ultimate Abilities back.
Yordle E-Ability: Escape Plan. Range: 450. Activation: after Rundle has chosen a 100-radius within this Abilities Casting Range then upon its activation Rundle will use a small explosion in his shoes to send him flying to his targeted location.
Yordle W-Ability: Shock Blast. Range: 450. Magic Damage: 20/40/60/80/100(+70% bonus AP). Passive: all of Rundle’s Basic Attacks will deal 4% of his current Attack Damage as Magic Damage. Activate: after Rundle has chosen a single enemy Champion within this Abilities Casting Range then upon its activation he will zap the target with his shock blaster, the chosen will be dealt Magic Damage & will be Stunned for 1.25 seconds.
Yordle E-Ability: Over-Shock. Range: Self-Cast. Magic Damage: 75/145/215/285/355(+30% bonus AP). Activate: after Rundle has activated this Ability he will have his shock blaster start charging electricity in a separate coil for a 1.5 second delay, after the delay Rundle’s next Basic Attack will deal Magic Damage to his next target.