[@PatrickDrummer]Kled [b]Skaarl, the Cowardly Lizard[/b] [u]Change[/u]: Kled rides his trusty steed, Skaarl, who takes damage for him. When Skaarl's health depletes, Kled dismounts. In this case, Skaarl can be affected by champion abilities that normally would destroy 1 piece of physical armor. While dismounted, Kled's abilities change and he deals less damage. Kled can restore Skaarl's courage by fighting enemies to include their turrets and last-hitting minions. At maximum courage, Kled remounts with a portion of Skaarl's health. Kled can remount Skaarl after: a) killing 3 minions total, b) killing or assisting in killing an enemy champion, c) taking down or assisting in taking down a turret, or d) recalling to the fountain. [b]Bear Trap on a Rope[/b] [u]Add[/u]: Enemies that Kled's bear trap passes through will suffer severe damage (not quite near-death). The enemy champion that the bear trap clamps will have 1 piece of their physical armor ripped off when Kled retracts his bear trap. If the enemy champion wasn't wearing the proper gear or any gear, then the bear trap being retracted will be the equivalent of Kled ripping out a chunk of flesh or organs. The ill-prepared enemy champion will be reduced to a near-death state. When Kled retracts his bear trap, a slow is applied to the enemy champion affected for 1 turn. [u]Add[/u]: [u]Dismounted[/u]: The kick of Kled's pocket pistol grants him one dodge/evasion, allowing him to dodge an enemy's ability if timed right. [u]Add[/u]: Cool Down: 1 turn [b]Violent Tendencies[/b] [u]Add[/u]: The fourth attack will destroy 1 piece of physical armor if Kled successfully deals the strike. An enemy champion not properly equipped with the right gear, or not equipped at all, can suffer severe damage from this attack. [u]Add[/u]: The short cool down for Violent Tendacies is after every 5th post made by any of the players' champions. [b]Jousting[/b] [u]Add[/u]: Jousting is only available while Kled is riding Skaarl. [u]Add[/u]: If Kled manages to land a hit with Jousting, he is given a boost in movement speed that allows him to reposition and attempt a second hit with Joust a second time before it goes into a 1 turn cool down. [u]Add[/u]: Jousting, when timed right, gives Kled the ability to dodge/evade 1 ability from an enemy champion. By dismounting Skaarl to jump to safety, he can evade danger, but at the risk of becoming vulnerable. [u]Add[/u]: Cool Down: 1 turn [b]Chaaarge!!![/b] [u]Add[/u]: Movement speed for allies around Kled when he uses his ability is increased until Skaarl slams into an enemy. [u]Add[/u]: Kled's shield grants him and Skaarl invulnerability to Crowd Control abilities such as stuns, slows, knock ups, etc. while charging toward the enemy target. [u]Add[/u]: Cool Down: 3 turns [hr] Thank you for being patient. Sorry that took so long.