[@jasonwolf]Gnar You don't need to write out that whole description. Just keep it plain and simple because like how everybody else has been doing it because I'll be adapting the skills to the RP. [b]Rage Gene[/b] While in combat Gnar generates Rage. At maximum Rage his next ability will transform him into Mega Gnar, granting increased survivability and access to new spells. [u]Add[/u]: Gnar will be capable of transforming into Mega Gnar every 3rd turn. On the third turn, Gnar will be able to retain his rage form for 1 turn. [b]Boomerang Throw/Boulder Toss[/b] [u]Add[/u]: Gnar throws a boomerang that damages and slows enemies it hits before returning to him. The maximum range of the boomerang is 10 meters. If he catches the boomerang its cool down is reduced, allowing Gnar to cast Boomerang Throw every 5 posts as opposed to waiting 1 full turn. Mini Gnar: Throws a boomerang that deals physical damage and slows enemies for 1 turn duration. The boomerang returns towards Gnar after successfully hitting an enemy. Mega Gnar: Throws a boulder that stops when it hits an enemy, dealing physical damage and slowing enemies within 3 meters of the impact site for 1 turn. Picking up the boulder allows Mega Gnar to use the ability once more on the next turn without cool down penalty. [u]Add[/u]: Cool Down: 1 turn. [b]Hyper/Wallop[/b] [u]Add[/u]: Gnar's attacks and spells hype him up, dealing bonus damage and granting him Movement Speed. Mega Gnar is too enraged to be hyper and instead can rear up on his hind legs and smash down on the area in front of him, stunning enemies in an area. Mini Gnar - Passive: Every 3rd successful attack or spell on the same target will shatter 1 piece of enemy champion's magic resistance gear. Mega Gnar - capable of stunning enemies 3 meters in front of him, stunning all those caught within wallop's path for 1 turn. Mega Gnar [i]wallops[/i] so hard that he cannot be interrupted by stuns during his windup. Mini Gnar is capable of using wallop as a surprise transformation into Mega Gnar when all other abilities are in cool down. [u]Add[/u]: Cool Down: 1 turn [b]Hop/Crunch[/b] [u]Add[/u]: Gnar leaps to a location and bounces off the head of any unit helands on, traveling further. Mega Gnar is too large to bounce and instead lands with earth-shattering force, dealing damage in an area around him. Mini Gnar - capable of dodging and evading an opponent, an opponent's attack, ability, or ultimate, depending on the nature of the ult. Gnar can only use this move once before facing cool down consequences. If Gnar lands on a minion, monster or enemy champion, then he will not only damage them, but bounce off and travel further. Mega Gnar- jumps and crushes or "crunches" enemies caught within 3 meters of his impact site. Enemy champions caught directly beneath Mega Gnar during a crunch can die instantly if not wearing proper gear. Otherwise, 1 piece of physical armor is damaged if Mega Gnar successfully deals damage to enemy champions. [u]Add[/u]: Cool Down: 1 turn [b]GNAR![/b] [u]Add[/u]: Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them for 1 turn duration. Any enemy that hits a wall is stunned for 1 turn duration, killed instantly if not wearing proper gear, or left in a near-death state. [u]Add[/u]: Cool Down: 3 turns Mini Gnar - Passive: Grants Boomerang Throw an even lower Cool Down, allowing Gnar to cast Boomerang Throw after every second post. Mini Gnar's movement speed is dramatically increased. [hr] All right; so, once I get a significant amount of CSes up and approved, then I will be going back through them because I will be using the speed percentage system to determine how fast one character is in comparison to another. Because in the Fields of Justice, when characters start buying boots, boots in comparison with natural champion abilities will determine who is faster than who while in game. However, since all of those cool downs, and results only matter in the Field of Justice, no one needs to worry too much about it until that day comes.