The triggering attack will apply other on-hit effects and can critically strike as normal, but only on the main target.
As with most on-hit physical damage, the bonus damage from Rend will apply life steal, but only on the main target.
Critical strikes will not interact with Rend's bonus damage.
Spell shields will block the damage and the slow, but only for their wearer.
The only ability in the whole kit with a short cooldown and an affordable mana cost. It allows Nosorog to pump some damage and more importantly keep the enemy team in proximity, while simutaneously refreshing his passive. However, the mana cost may be "affordable", but Nosorog as a really low mana pool and huge mana costs, so reckless spamming of this will certainly leave him defenseless.
COST: 140 mana
COOLDOWN: 18 / 17 / 16 / 15 / 14
Active: After a short windup time, Nosorog dashes 550 units in the target direction, dealing physical damage and rooting for 1 second all enemies on his way. Nosorog will carry with him the first enemy champion hit.
Damage: 10 / 50 / 90 / 130 / 170 (+100% AD)
If Nosorog collides with a wall, he stops the charge prematurely. If an enemy champion was carried, it takes 50% bonus physical damage and is stunned.
One of the first abilites I thought about when making this champion. It's a very very powerful AoE disable that can also nicely isolate a single target and leave it defenseless. That's if you have allies to let you land it properly. Don't forget the huge mana cost and the high cooldown.
COST: 100 mana
COOLDOWN: 24 / 21 / 18 / 15 / 12
Active: Nosorog rallies his nearby allies, giving them a decaying 60% movement speed bonus and unitwalking for 1.5 seconds while shielding them for 4 seconds.
I wasn't really sure what exactly to do with this one, but it more or less fits the them of a "leader". It's a nice tool to save allies or help initiation or tower dives. Again, large cooldown and high mana cost.
COST: 150 mana
COOLDOWN: 180 / 160 / 140
Active: Nosorog channels for 1 second then slam the ground with such force that it disturbs time around him, putting all nearby enemy in stasis for several seconds. Nosorog can reactivate the ability to end its effects early.
Spell shields will fully block the effect, but only for their wearer.
The other ability I had first in mind when making that. First, it's the first champion ability in the entire game of applying Zhonya's Hourglass, and it also does it on enemies. The affected area is huge and the duration is really long, and so is the cooldown. It can be used to secure an escape, to buy your allies time to position themselves properly and also help you land that perfect Skewer. Very disruptive, and very strong, as the champion is, but that windup time is gonna be enough for you enemies to go "OH SHI-" and Flash away.