Shank was a lone soul. Roving the hills of Strife, he slowly grew insane. Because of his lunatic outbursts and insane behavior, he began to grow troublesome to the four cities of Strife, and many times they attempted to imprison him. But he somehow forged a magic key (some say through supernatural insights afforded to him by his own insanity) and always escaped from his captors. He converted his prison shackle ball into a crude ally, naming it "Clunk," (a ball that he also talked to and considered his "buddy") and went on further rampages. Shank used his magic key to enter through the gates of the Strife Arena and now fights in the trials. Apparently because he has very little else to do.
Shank is a melee hero who excels at initiation and ganking. Unlike other initiators, Shank doesn't need to dive into the fray, but rather pulls his targets to him. Once in his domain, Shank quickly ramps up in strength with each consecutive attack. As such, it is recommended that enemy players deal with him quickly or make a run for it. In addition to pulling enemies out of position, Shank has the ability to give boosts of speed to allies. This allows them use their own combat tools more easily, or make a quick escape.
Originally Shank's abilities were going to be possessed by MidKnight. The concept for Shank originated in 2012 as artwork from Chad LaForce, as one of the first hero concepts for Strife. All of his current abilities are different from the ones he has possessed over development prior to his reveal.
Jailbreak: Speed boost duration increased to 2.5 seconds from 2 seconds. The bonus movespeed now starts at 200, from 250, but grants the full movespeed for the first second, rather than the first half second.
Cooldown increased to 35/30/25 from 25
Mana cost decreased to 95 from 95/105/115
The size of the claw has been reduced slightly to more closely match the touch radius of the ultimate.