I'm going out on a limb here and I'm gonna completely overhaul the skills he has. Remember though this is only a suggestion and you may not need to use it for your own purposes.
Q(by itself) - Wrecking Ball
Make it a "go-to" move. Remove all of its special properties (aside from the movement speed buff) and just make it a simple medium damage move. You can then use either Q again, W, or E to do extra moves with it. For example...
Q(after Wrecking Ball) - Zug Tug
Pulls oneself toward the ball, dealing damage to all enemies along the way.
W(after Wrecking Ball) - Anchor Pull
Pulls the ball back to Zug, dragging any enemies along the way.
W(by itself) - Rhino Skin
Make it a fixed timer move. maybe 7 seconds of the buff and 15 seconds total. Have it convert Attack Damage to armor maybe?
E(after Wrecking Ball) - Wild Swing
Spins the ball in a circle, doing damage to surrounding enemies. The ball will return to its initial position.
E(by itself) - Roar Of The Wild
Have his next basic attack deal an extra amount of magic damage. This does not buff you in any way so you cannot use it with Rhino Skin to gain extra armor or something.
R(after Wrecking Ball) - Zugement
A slower but longer and better range version of Garen's Judgement.
R(by itself) - Enraged Stampede
Keep it as it is.
This way, you can have your ball and chain be a really useful utility move, opening up a lot of possibilities. He still retains some form of his old skills, but I thought this would be a more cooler utility for him.
Quantum The Perfect Storm
Passive: Iíd call it a rage system (tryndamere/renekton), not a fury system (rengar). For the 50% fury and on Iíd look to rumble for balancing; when rumble hits 100% heat he loses the ability to cast spells, but gains significant damage on hit. Passively gaining much more damage on hit than rumble, plus a slow, with no detriment is probably overpowered. You donít need the at 75% rage portion of the ability; itís too powerful already. The 100% fury bonus is reasonable so long as it functions like renektonís passive (empowers next ability used), and not like rengars (resets cd on last ability used and empowers next ability).
Q: stun + knock up is a bit much for a ranged non ultimate ability. Iíd remove the cd reduction upon picking up the ball, or move it to the empowered version of the ability only. This ability is too strong; providing lots of cc, damage, and gap closing potential. The long cd needs to be there for balance since this is an everything in one ability.
W: The ability is interesting since it requires time to gain the full stat effect. To fully emphasize the importance of this ability youíll want to leave the base damage really low on all of his abilities (including passive), and then grant really high bonus AD scaling. Otherwise this is basically just free tank stats.
E: A static twirl wonít be very useful. Regardless, the armor shred and the radius of the effect are too large. Personally Iíd just make the empowered version of the ability allow you to move around for the duration of the effect.
R: Gored champion damage: so the MS damage is likely to be 400-500 base, with 20% ms boost per second for an unspecified number of seconds could be as much as 1000 bonus physical damage per enemy hit. That seems excessive. 100-200 extra damage is probably more reasonable, but you wonít be able to get this consistent via MS scaling. Similar issues with the base damage.
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