Pre-Review
Going to be working over it as I see it now, which might mean I'll end up repeating some things already said by others. I skimmed over ElementalSteel's comment and it already said a couple of my thoughts, but I'd like to clarify everything, since the statistics have changed drastically since that point. Also, going to review it from a primarily mechanical aspect, rather than from a thematic standpoint.
Passive
Diagnosis/Prognosis
1: Combined with other features, the range on the passive is just too extensive. It's 5/6's the range of Lux's laser, which gives you pretty dang close to 1/4 the entire jungle in view distance and is too much to be a fair mechanic.
2: Bonus damage to the bleeding targets needs to be specified.
3: 10 second reveal after bleeding stops is way too long of a reveal time, and will be blatantly overpowered during chase situations, because it will remove their ability to juke. Or on the flip side, it will be entirely useless because you'll be able to see them most of the time anyway when you're chasing them.
4: The constant reveal for targets under 15% health is pretty much just a nerfed version of Warwick's Blood Scent.
5: Bonus movement speed and attack speed need to be specified.
Conclusion/Suggestions
1: You got way too much going on in one ability, especially a passive of this magnitude. Reducing the number of effects would be a good start.
2: It's far too similar to Warwick's ability, which takes away from the uniqueness of both characters.
3: The reason I say the range is too far is because this is a passive and doesn't take away from your active skills, like Warwick's does, making it too good for its position in the kit.
4: I would suggest, in general, to remove the idea of having separate bleeds for each skill and just apply a static bleed duration and strength to the passive. Different bleeds for each skill makes it messy and less reliable, giving a player too much to think about when considering their window of vision on the target and how consistent the DPS will be from the bleeds. And adding the extra 10 seconds is too much vision time on a target in total.
5: The bonus damage during Tech Mode could be kept, if done right. If you follow my suggestion about making the passive a bleed effect, then I would also suggest making the bonus damage do something along the lines of doubling the bleed damage, rather than making other effects receive bonus damage. It would help simplify the ability, while still keeping it viable.
Q
Diagnosis/Prognosis
1: Heal ratio from the physical damage is too low early on to even bother having it.
2: Range might be too high for an auto-target ability, if it is indeed one.
3: Mana cost scales too severely.
4: The CC is too strong for a basic skill, especially combined with the damage. CC of that strength has so far exclusively been reserved for ults, and they still aren't as powerful in total as this skill.
5: Physical damage is a bit too high, especially with total AD scaling.
6: Bleed is far too strong when placed on top of the primary damage.
7: Allowing this ability to deal double damage is flat out overpowered.
Conclusion/Suggestions
1: 2% of your damage even into midgame is practically nothing, and is pretty much worthless to even have exist at that rank, if it's going to be that low. I'd suggest making the heal ratio for the physical a static amount. Maybe 8% or 10%.
2: Having an ability that instantly locks on to and then locks down a target would be better off with shorter range. A lot of dashes don't even go farther than 450, and those aren't near as strong as this ability. I would suggest lowering the distance, or more preferably, making it a skillshot that can be dodged.
3: The mana scaling is unecessarily high. When you take into account damage to mana ratio, it's actually really really high. I wouldn't increase it by any more than 10 a rank.
4: 2 second suppress? Warwick can't even suppress that long with an ult. Even if his does do more damage, you're using a CC that is way too strong for a normal ability like this. A non-ult ability should be a less potent CC, with probably less duration, considering how this character would end up being played. A snare, maybe, but not a suppress. What I would personally suggest, however, would be to not even have CC. Instead, I would recommend making the ability just kinda magnetizes Riptech to the target for a short duration, so he moves with them and gets his damage off over that duration.
5: The total damage output of the ability, at the very least at early levels, is too strong. 90+40% of total AD can easily take 1/3rd of certain champs health. The flat damage should really be scaled down. I would also suggest increasing the AD ratio, but making it bonus AD, rather than total AD.
6: As stated in the passive, I would suggest removing the bleed entirely. The bleed damage alone is enough to be its own skill's worth of damage and is entirely too high.
7: While I enjoy the idea of the AoE effect from the Tech Mode, because it gives a new aspect to the character, it would be far too strong to give this ability double damage at any point in the game. 500 damage + 40% AD is more than ult-worthy, and that's not even taking the bleeds into account.
8: When you define the "Burst range", if you mean radius, that might be a bit high of a radius. I would suggest reducing it to probably around 250. If you mean diameter, then you'd be fine off where it is.
W
Diagnosis/Prognosis
1: Heal is practically worthless on that kind of cooldown, particularly with a character who seems to focus hybrid. Building enough health to make it matter would remove his hybrid potential.
2: Similar to the Q, the damage is too high, at the very least in early ranks, if not in all ranks.
3: Adding the additional burst, (especially that much,) to an already very high burst damage ability, (or almost any burst damage ability,) is redundant and far too powerful.
4: Again, range may be a bit far for an auto-target skill, if it is one.
5: Once again, the mana scaling is far too high.
6: Considering the amount of dashes the character has, the cooldown is far too low.
Conclusions/Suggestions
1: Two things you could do with the heal. Either increase it to an amount that will make it useful, or remove it all together. I would suggest removing it, as he already has another skill which heals him, and you're giving the ability too many effects. It's making it cluttered and removing the tactical aspects.
2: Again, I'd insist on reducing the damage at all ranks, and making the AD ratio bonus instead of total.
3: Just scrap the extra damage while in Tech Mode. It not only makes an already strong ability too powerful, but it's just unecessary reptition.
4: Like the Q, I would suggest making the ability a skillshot, rather than an auto-target skill, if it is one. This would not only give it counterplay, but it would allow more versatiliy and clutch usage by the person playing Riptech as well.
5: Bring the scaling down on the mana to no more than 10 a rank.
6: Being able to dash as often as this character can, due to having multiple other mobility skills, (as well as movement buffs,) is just way too strong on only a 10 second cooldown. This direly needs to be increased, so that he won't be double dashing constantly and will have to make tactical choices between initation, escapes, damage, etc.
7: Once more, I suggest removing the bleed. Not only is it unecessary bonus damage on an already high damage skill, but it just clutters the ability and doesn't sync well with his other bleed effects.
8: I really enjoy the idea of enemies along his path getting knocked up. It's a neat piece of CC that can be used in all kinds of situations. Yet another reason why I think making it a skillshot would be much more suited for it.
E
Diagnosis/Prognosis
1: When using the word "charges", I am slightly confused as to if you mean he is "channeling" the ability, or if this is yet another movement/dashing ability. If the latter case of it being yet another dash is true, then he has beyond far too much mobility in his kit. (The reason I am confused is because you say "if he hits an enemy", implying he can hit before the damage/fear would release, which would mean dash; But also only list one range and say it fears nearby enemies. I am confused as to what attributes to what, making it hard to tell what you mean by "charging".)
2: Fear is probably not gonna be much use early levels.
3: The AP ratio on this skill is actually quite low and doesn't give well to his hybridization factors. However, the base damage of the skill is quite high for how many other high damage burst skills he has.
4: Mana cost in this case is far too low for such a powerful skill.
5: Cooldown is far too low. A 1.5 second fear effectively means you can fear them every 6.5 seconds, which is very low for a hard CC effect.
Conclusions/Suggestions
1: Clarify better what you mean by "charges". If you mean it is a dash, then scrap that part of the ability, because that makes him far too mobile, beyond all reasonable standards.
2: I would suggest just making the fear a flat duration at all ranks, rather than ranking up, or it won't be much use early levels. Alternately, and more preferably, I would suggest removing the fear in general. The character already has pretty high amounts of CC, and you already get a movement boost from the skill. Having the fear is redundant with the slowing effect they receive, and speed up you receive, as well as making him too strong in the CC department. All of his skills being a CC is too strong for someone with his damage, survivability and mobility.
3: The lack of a good AP ratio means that this skill won't scale very well at all throughout the stages of the game, relying solely on the base damage and ranks. But because he already has so much burst capability, the base damage atop his other skills makes him incredibly strong in general. You'd be best increasing his AP ratio so that there's actually some dynamic to the skill, but reducing his base damage, so that it's not too powerful without him actually working for it.
4: Unlike the other skills, you've got the mana too low on this one to have much impact for how strong the skill itself is. While the scaling rate is good enough, the first rank being only at 20 is far too little for how much the skill gives in return. I would suggest increasing the first rank by another 20, at least, and reworking the other ranks from there.
5: Due to the cooldown being so low, you'll practically be spamming this effect. If it truly is a dash skill, you'll also be able to exploit that far too easily. The cooldown needs to be heavily increased, regardless what angle ya look at it from.
R
Diagnosis/Prognosis
1: In general, the ability is far too strong of a steroid, essentially boosting every aspect.
2: Cooldown doesn't scale hard enough for an ult.
Conclusions/Suggestions
1: It's practically impossible to make a skill like this balanced, because in order to be effective, it has to be overpowered, or it'll just be mediocre and not actually do its job. Just too everywhere, all at once. I can't think of anything else to do but scrap the statistical portions of it. You should, however, keep the idea that while active, his other skills have bonus effects.
2: Pretty much no reason to have it scale at all, if you're going to have it only a 5 second different. You should have at least 20 second increments between, in my opinion. But then again, considering I said scrap the other stats of it, that might decrease or increase by 5-10 seconds either way.
General
Diagnosis/Prognosis
1: Trying to fit too many things into each skill.
2: Too broad of potential in too many areas.
Conclusions/Suggestions
1: In each of your skills, you tend to stuff a lot of effects into each one. This tends to make characters a binary of either too strong because of how many effects they have, or too weak because the skills need to be nerfed to such a large extend to not be overpowered. I'd suggest trying to make your skill more specialized, so that their purpose and effects are more defined.
2: The character is just too strong in too many roles. He can literally be played in just about any roll because his skills come with CC, damage, mobility and sustain, all in one, on each skill. Like for your individual skills, the champion as a whole will become a binary strength. Either it's so strong that it doesn't need to focus anything and can just roll over the entire field, or it's so mediocre at everything that it can't specialize properly without being too underhanded in its other areas. Again, try to specialize your character more for a specific role or two. Just to specify, jungler itself doesn't really qualify as a role in the same sense as ADC or Mage; It's simply a kit that can be used in the jungle.
Summary
The character itself could potential work, he just needs to be more refined. He needs to have more obvious strengths, and actually needs to implement some base weaknesses in his design to give him counter-playability. Right now, he's just too good at everything. The mechanical idea of his Tech Mode is a great addition, as far as how it adds bonus effects to his other abilities, but it needs a more specific use than just a giant steroid that turns him into a superbeast.
That's pretty much all I have for now, as I'm writing this in the early morning hours after quite a long day. Hope this gave you kinda what you were looking for.