[center]"I find courage unpredictable, it's total insanity you can rely on!"[/center] [center][h3][b]Kled, The Cantankerous Cavalier [/b][/h3][/center] [center][img]https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/pages/2016/july/kled/img/Splash.jpg[/img][/center] [center][b]K (Kills)/D (Deaths)/A (Assists)[/b][/center] [center]0/0/0[/center] [center][color=blue]W (Wins)[/color]: 0 | [color=red]L (Losses)[/color]: 0[/center] [hr] [hr] [b]Affiliation:[/b] Noxious [b]Role:[/b] Fighter [b]Attributes:[/b] Melee [b]Height:[/b] [b]Weight:[/b] [b]Written Appearance:[/b] Kled: Kled himself has pointy ears covered in white fur like the rest of his body is. On his face it would appear as if he has a beard because of the fur's shape. He has a scar going down his right eye which is all white, but his other eye is orange with a black pupil. Kled likes to wear his trusty boots for when he has to walk, his probably bloodied pants, gloves, Noxious jacket, red sash tied around his waist, and finally his hat showing off his true rank as Forward Admiral Major Kled! He also carries his axe and pocket pistol. Skaarl: Skaarl is Kled's mount so she has a saddle on for when Kled gets to ride her around. She has pretty long droopy ears with some green outlining them. He entire body is basically orange scales except for some green around her eyes, at the end of her tale, her feet, and a streak going down the top of her head to the bottom of her neck. Also Skaarl has no arms. She also got green eyes with some yellow around the pupils which are black. [b]Personality:[/b] Kled: Kled is a very angry yordle with only two things in life he loves. Those being his lizard Skaarl and his land. He is defiantly one for fighting and will throw himself into battle rather than retreat. Sure he can tell a good war story here and there, and maybe he can make somewhat good company, but just remember if you step on his land you better be ready to either fight or run faster than his lizard. Skaarl: Skaarl unlike Kled is a pretty happy go lucky type lizard, but she is also a coward and will throw Kled off her and run when things don't look too good. But if she thinks things are better she'll come back out of loyalty to Kled. Not much else is known about Skaarl because well she is a lizard, and doesn't talk yet Kled talks to her and thinks she is talking back. [b]Friends:[/b] • Skaarl [b]Rivals:[/b] • Literally everyone is his Rival [u]Special Abilities[/u] [b]Skaarl the Cowardly Lizard:[/b] 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]Beartrap on a Rope/Pocket Pistol:[/b] - Kled hurls a beartrap tied to a piece of rope forward in a line, dealing physical damage to all enemies it passes through and attaching itself to the first enemy champion or large monster hit. 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. - When dismounted Kled instead of using his "Beartrap on a Rope" sprays a hail of five pellets in a cone, dealing physical damage to all enemies that intercept the pellets, and knocking himself back in the opposite direction. The kick of Kled's pocket pistol grants him one dodge/evasion, allowing him to dodge an enemy's ability if timed right. Cool Down: 1 turn [b]Violent Tendencies:[/b] Kled periodically enters a frenzy that grants him bonus attack speed on his next 4 attacks for 4 seconds, with the final attack dealing bonus physical damage. 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. The short cool down for Violent Tendacies is after every 5th post made by any of the players' champions. [b]Jousting:[/b] Kled and Skaarl dash a fixed distance in the target direction, dealing physical damage to all enemies in their path and gaining bonus movement speed. This cannot go through terrain. Jousting is only available while Kled is riding Skaarl. 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. Kled and Skaarl mark the last enemy champion or large monster they hit, gaining the ability to reactivate Jousting to dash a fixed distance through the marked target, dealing physical damage to all enemies hit. If circumstances permit, this ability can go through terrain. Cool Down: 1 turn [b]Chaaaaaaaarge!!!:[/b] Kled and Skaarl charge toward the target location, automatically navigating around terrain along the way. While charging, the duo gain bonus movement speed and a shield, both increasing over the duration. The shield lasts for 2 seconds upon finishing the charge. The duo trails a directional draft on their wake for 10 seconds that grants the same movement speed to all allied champions who follow their lead. Skaarl homes in on the first enemy champion encountered, Airborne icon knocking them back and dealing them physical damage based on the distance traveled. Movement speed for allies around Kled when he uses his ability is increased until Skaarl slams into an enemy. 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. Cool Down: 3 turns