A jolly dwarf man with a drinking issue.
Drunkness: He starts with 100. Using an ability spends drunkness. Taking a swig restores Drunkness comparative to the % of HP he has lost.
Take a Swig! - After being hit by an enemy champion attack or spell, a 10 second timer is set. If the timer is already ticking, it is reset. Once the timer hits 0, Gandri restores 10% of maximum health and gains cup. At 100 cup, Gandri becomes drunk and loses 5 cup/second.
_Q_ CD: 15/13/11/9/7 Cup: 30
Mountain Strike - Gandri swings his hammer in a 180o arc taking 1 second to complete the swing . The first target suffers 90/110/140/170/200 + (.5 AD) and is stunned for swing time * 1/1.5/2/2.5/3/3.5 seconds. While drunk, this swing affects all targets and sends them flying ??? units in the direction of the swing.
_W_ CD: 20/18/16/14/12 Cup: 10
Warden's Watch - Marks a nearby ally unit with 100/200/300/400/500 range. If an enemy champion hits that target, Gandri may reactivate to jump to the target dealing 40/50/60/70/80 + (1 AD). While drunk, this deals double damage and stuns for .5/.75/1/1.25/1.5 seconds.
_E_ CD: 15/13/11/9/7 Cup: 40
Warden's Grasp - Gandris grabs onto a target, if they move outside of Gandri's attack range for more than 1 second, they are stunned for .75/1/1.25/1.5/1.75 seconds. If the target moves away rapidly more than 2x Gandri's range before 1 second, they are not stunned. While drunk, Gandri insteads grabs the target for 2 seconds, during this time Gandri may throw then ??? units as a linear skillshot.
_R_ CD: ??? Cup: 0
Whirl em' round - The target is spun around over Gandri's head 3/4/5 times once per .5 seconds dealing 100/200/300 + 20%/30%/40% AD to enemies hit and the 1/2 to the target being spun. Damage to the champion is ONLY applied if they hit an allied champion. Gandri may reactivate this ability to throw the target as a linear skillshot dealing the same amount of damage. After all spins are completed, Gandri has one second to throw the target else they are dropped. CD: 100
Gandri is good in team fights, effectively disabling someone he gets into range with and zoning that area.
Gandri is good at trading in lane with his passive.
Extremely good at initiating if he gets into range of someone
Building tank along side with AD can still allow him to deal out damage with his Q
Gandri is slow and has no quick initiation tools. This makes him easy to kite/avoid with ranged attacks.
Going all in on Gandri can negate the use of his passive majorly. Don't try to have small trades with him.
Gandri is slow and melee reliant. Stay out of his range and he won't be giving you trouble.
While he is spinning someone during his ult, avoid him. He will deal no damage to the victim nor to you.
Gandri's only form of chase is his W and E.
He can only restore drunkness by _Take a Swig!_.