Rufus, the Might of Bandle City
An one of a kind yordle that was born with unbelievable strength that wields a huge greatsword that is also linked to a heavy chain. Rufus disproving all kinds of logic and turns it upside down because such a little guy cannot possibly wield such a greatsword with the ease that he does. Let alone most cannot possibly even lift this thing up even half a centimetre from the ground!
Rufus is a replacement to the bottom lane marksman, though a melee attacker, can throw out his greatsword with great force up to an immensely great range. This range has a downside to it as he must reel in his greatsword after throwing it, rendering him unable to attack or move during this time, the further he throws it out the more time it takes.
The reeling in process quickens the more attack speed he has, but attacking in his melee range is always faster than attacking at range, so there is a trade-off decision between safety or damage output.
The reel in time is set to attack rate times a multiplier. Example: 2.500 attacks per second times 500 equals 1,250 units per second.
Attack Range: 250 units Attack Speed: 0.625 +2.5% per level Attack Damage: Very High Movement: 345 units per second
Chained Greatsword (Passive):
Max Attack Range: 1000 units
Rufus wields a giant greatsword on a heavy chain, allowing him to fling his greatsword when attacking outside of his attack range, but he must reel in his greatsword afterwards, rendering him unable to move or attack while he does this.
The time it takes to reel back in his greatsword quickens based on Rufus' current attack rate multiplied by 520 - 700 as units per second.
Harsh Swing (Q):
Cooldown: 12/10/8/6/4 seconds; Range: 250 units / 180 degrees / adjustable 90 degrees
Normal Cast: Rufus swings his greatsword in the target direction, dealing (+110%AD) plus 8/9/10/11/12%(+4% per 100AP) of targets max health as physical damage, this can critically strike for double damage.
Reeling In Cast: Rufus swings his chain and greatsword up to 90 degrees, either to the right or left of its current location, dealing (+110%AD) plus 8/9/10/11/12%(+4% per 100AP) of targets max health as physical damage to those struck by the greatsword and half of the damage to those struck by the chain, this can critically strike for double damage.
Quick Reel (W):
Cooldown: 24/20/16/12/8 seconds
Rufus reels in his greatsword twice as fast and suppresses enemies struck by the butt of the sword for 1 second, pulling in enemies with it while they are suppressed.
(Can only cast while reeling in the greatsword.)
Heavy Bash (E):
Cooldown: 16/15/14/13/12 seconds; Range: 250 units
Rufus uses the butt of his sword to bash in struck enemies in the target direction, dealing 60/115/170/225/280(+50%bAD)(+50%AP) true damage and knocking enemies back 700 units.
(Can only cast while the greatsword is in hand.)
Whirling Greatsword (R):
Cooldown: 100/75/50 seconds; Range: Anywhere between 250 to 1000 units; Slam: 500 units
Rufus whirls his greatsword around him a set distance, unable to attack or cast abilities during this time, dealing 35/50/65(+110%AD) true damage every time enemies are struck, the further the greatsword is swung at then the slower the rotation. This damage can critically strike and targets struck by the chain take half damage. This swing lasts for 5 seconds, ending the effect instantly reels in the greatsword.
If Rufus swung his greatsword at the minimum range, with no chain, then he can cast Whirling Greatsword again to end the effect early and slam it to the ground, dealing 150/225/300(+200%AD) physical damage in a larger radius which can critically strike, this occurs after 5 seconds.
Rotational speed also increases with Rufus' bonus attack speed.
UPDATE NOTES:
Heavy Bash: Base damage increased to 60/115/170/225/280 from 50/105/160/215/270 Ratio damage lowered to +50% bAD +50%AP from +60%bAD +60%AP
(Better control over its power with less ratio and more base here.)
Whirling Greatsword: Now scales with Rufus' bonus attack speed to spin even faster.
Damage lowered to 35/50/65 +110%AD from 40/80/120 +125%AD true damage per hit Still half damage if the chain is in play and struck by it Critical damage lowered to 70/100/130 +220%AD true damage from 80/160/240 +250%AD true damage
(This change is making the ability less bursty, but a lot more overall damage over time as long as you are building attack speed and make his ultimate scaling with all of his stats appropriately and make it not an awkward outlier. In other words, better against tanks and worst against squishies.)