User blog:TNickxx/Bawlter, the Chainwielder

Whiplash, the Chainwielder

Whiplash is a 300-ish range melee assassin wielding chainwhips. He doesn't use mana and uses Electrocution as his secondary bar.

Electrocution (Innate): Whiplashes secondary bar is Electrocution. Dealing spell damage adds a stack of Electrution, increasing damage dealt with spells by 10%. Electrocution stacks up to 15 times and decays by 1 stack per second after not dealing damage for 3 seconds. Killing an enemy immediately grants 3 stacks of Electrocution.

Lightning Lash (Q): Whiplash surges electricity through his whips dealing magic damage in his next basic attack.

Cooldown: 8/7/6/5/4 seconds

No cost

Magic Damage: 60/75/90/105/120 (+0.75 per ability power)(+0.75 per bonus attack damage)

Fain Strike (W): Whiplash unleashes a devastating strike at a target enemy, stuning it and dealing damage to it and all enemies in a line.

Cooldown: 14 seconds

No cost

Range: 325

Damage Range: 525

Magic damage: 60/80/100/112/140 (+0.8 per ability power)

Chainwhip Mastery (E): Whiplashes Chainwhip Mastery allows him to manoeuvre over battlefield. Targeting terrain or ground with this spell will pull Whiplash over that location throwing him a fixed distance and granting him a attack speed bonus upon landing.

Cooldown: 10/19/18/17/16 seconds

No cost

Range: 400

Throw Distance From The target Location: 450

Attack Speed: 30/45/60/75/90 %

Storming Chainwhips (R): Whiplash supresses a target enemy champion for 1.2 seconds and striking it 6 times (procs on-hit and Electrocution). Enemies near the target take 50% of the damage (procs Electrocution whenever an enemy takes damage from splash damage).

Cooldown: 100 seconds

No cost

Range: 425

Splash Radius: 175

Magic Damage Per Hit: 35/50/65 (+0.25 per bonus attack damage)(+0.1 per ability power)

Maximum Magic Damage: 210/300/390 (+1.5 per bonus attack damage)(+0.6 per ability power)

Faint Strike has longer effect range then its cast range or basic attack. Skillfully casting it on a nearby enemy unit might hit a fleeing enemy. It will not stun it but it might land a killing blow.

Constantly dealing damage through basic attacks will keep your Electrocution stacked.

Casting R over thin walls on a carry can turn the tides of a fight. On the other hand casting R in the middle of a fight will cause you to max your Electrocution almost immediately, thanks to splash damage that procs Electrocution, and deal huge amounts of damage.