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Bawlter, the Chainwielder

TNickxx July 1, 2012 User blog:TNickxx

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Bawlter, the Chainwielder


Bawlter is a 325 ranged assassin wielding chain scimitars. He doesn't use mana and uses Electrocution as his secondary bar. His damage can get really high but his low range and the risk of staying too close to the target balances it... I think.


Electrocution (Innate): Bawlters secondary bar is Electrocution. Dealing spell damage adds a stack of Electrocution, increasing damage dealt with spells by 10%. Electrocution stacks up to 4 times and decays by 1 stack per second after not dealing damage for 3 seconds.


Lightning Sweep (Q): Whiplash surges electricity through his whips dealing magic damage on his next basic attack.


Cooldown: 8/7/6/5/4 seconds

No cost

Magic Damage: 45/60/75/90/105 (+0.4 per ability power)(+0.6 per attack damage)


Thunder Lash (W): Bawlter unleashes a devastating strike at a target enemy, dealing damage to it and all enemies in a line


Cooldown: 14 seconds

No cost

Range: 325

Line Range: 600

Magic damage: 60/80/100/120/140 (+0.8 per ability power)



Chainwhip Mastery (E): Bawlters Chainwhip Mastery allows him to manoeuvre over battlefield. Targeting terrain or ground with this spell will pull Bawlter over that location throwing him a fixed distance and granting him a attack speed bonus upon landing.


Cooldown: 20/19/18/17/16 seconds

No cost

Range: 375

Throw Distance: 500

Attack Speed: 25/40/55/70/90 %


Storming Chains (R): Bawlter supresses a target enemy champion for 1.2 second and strikes it 4 times (procs on-hit and Electrocution) with the fourth strike knocking the target up.


Cooldown: 100 seconds

No cost

Range: 425

Magic Damage Per Hit: 20/35/50 (+0.5 per bonus attack damage)(+0.2 per ability power)

Maximum Magic Damage: 80/140/200 (+2 per bonus attack damage)(+0.8 per ability power)


Chain Strike has longer effect range then its cast range or basic attack. Skillfully casting it on a nearby enemy unit might hit a fleeing enemy to deal a killing blow.

Constantly dealing damage through basic attacks will keep your Electrocution stacked.

Casting R over thin walls on a squshy carry can turn the tides of a battle.

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