Frozen Mallet [Rework] [Concept]

Stacona··2 votes·468 views

I am going to do a few things for Frozen Mallet, and when I post my concept items remember that numbers should be taken with a grain of salt since they can always get changed. Right now Frozen Mallet is expensive because of lane snowballing and because it is expensive it doesn't get bought on champions that need the CC the most so I will be proposing Frozen Mallet will be a cheap item that requires stacking so by 20-30 minutes into the game is when Frozen Mallet which reach its strength allowing the item to be accessible to the champions that need the CC while keep it as a late game item for the teamfight phase and cannot be used for snowballing your lane when ahead. Another attribute is granting something similar to an enchanting system to Frozen Mallet of one out of three options to give the stats that you want for your champion. Then when Frozen Mallet is fully stacked with its enchantment it will upgrade similar to how Archangel/Manamune upgrades.


Frozen Mallet: Recipe: 600g = 600g

Statistics: UNIQUE Passive - Icy: Basic attacks slow their target by 0% (0% for ranged attacks) for 1.5 seconds; dealing damage to enemy Champions or large Monsters increases the slow by +1% (+0.7% for ranged attacks) (occurs once every 12 seconds); maximum slow is 50% (35% for ranged attacks).


There will be three "enchantments" (think of them more like Tear to Archangels/Manamune) you can build your Frozen Mallet into which will be Juggernaut, Warrior, or Magus; with the overall theme here being unstoppable with bulkiness, brute force, or magical strength.


Frozen Mallet - Juggernaut: Recipe: Giant's Belt (1000g) + Chain Vest (750g) + Frozen Mallet (600g) + 150g = 2500g

Statistics: +400 Health +40 Armor +10% Cooldown Reduction +UNIQUE Passive - Icy: Basic attacks slow their target by 0% (0% for ranged attacks) for 1.5 seconds; dealing damage to enemy Champions or large Monsters increases the slow by +2% (+1.4% for ranged attacks) (occurs once every 12 seconds); maximum slow is 50% (35% for ranged attacks).


Mega Frozen Mallet - Juggernaut: Recipe: Frozen Mallet - Juggernaut (2500g) + Fully stacked Icy

Statistics: +500 Health +60 Armor +15% Cooldown Reduction +UNIQUE Passive - Icy: Basic attacks slow their target by 50% (35% for ranged attacks) for 1.5 seconds. +UNIQUE Active - Cold Slam: Slam the ground with your Frozen Mallet to stun struck units for 1.25 seconds (90 seconds cooldown). [400 units radius]


Frozen Mallet - Warrior: Recipe: The Brutalizer (1337g) + Frozen Mallet (600g) + Long Sword (360g) + 203g = 2500g

Statistics: +40 Attack Damage +10% Cooldown Reduction +UNIQUE Passive: 10 Armor Penetration +UNIQUE Passive - Icy: Basic attacks slow their target by 0% (0% for ranged attacks) for 1.5 seconds; dealing damage to enemy Champions or large Monsters increases the slow by +2% (+1.4% for ranged attacks) (occurs once every 12 seconds); maximum slow is 50% (35% for ranged attacks).


Mega Frozen Mallet - Warrior: Recipe: Frozen Mallet - Warrior (2500g) + Fully stacked Icy

Statistics: +60 Attack Damage +15% Cooldown Reduction +UNIQUE Passive: 10 Armor Penetration +UNIQUE Passive - Icy: Basic attacks slow their target by 50% (35% for ranged attacks) for 1.5 seconds. +UNIQUE Active - Ice Shatter: Shatter your target with your Frozen Mallet reducing their armor by 80% for 3 seconds (90 seconds cooldown). [600 units range]


Frozen Mallet - Magus: Recipe: Seeker's Armguard (1200g) + Frozen Mallet (600g) + Amplifying Tome (435g) + 265g = 2500g

Statistics: +45 Armor +70 Ability Power +10% Cooldown Reduction +UNIQUE Passive - Icy: Basic attacks slow their target by 0% (0% for ranged attacks) for 1.5 seconds; dealing damage to enemy Champions or large Monsters increases the slow by +2% (+1.4% for ranged attacks) (occurs once every 12 seconds); maximum slow is 50% (35% for ranged attacks).


Mega Frozen Mallet - Magus: Recipe: Frozen Mallet - Magus (2500g) + Fully stacked Icy

Statistics: +50 Armor +100 Ability Power +15% Cooldown Reduction +UNIQUE Passive - Icy: Basic attacks slow their target by 50% (35% for ranged attacks) for 1.5 seconds. +UNIQUE Passive - Icy Spells: Damaging spells slow struck units by 50% (35% for damage-over-time and area-of-effect spells) for 1.5 seconds. +UNIQUE Active - Magic Mallet: Your Frozen Mallet gains magical properties granting basic attacks to deal 40% Ability Power as bonus true damage on-hit for the next 5 seconds; this effect works on structures (90 seconds cooldown).


Something I need to point out is that Frozen Mallet - Magus and Mega Frozen Mallet - Magus specifically would replace Rylai's Crystal Scepter. The reasoning is mainly to have one CC/utility item branching out to your champion's needs; plus this makes it so that for tanks, attack damage users, and mages cannot get an early slow or additional CC for the laning phase, but allow easy access to champions that need the extra utility while keeping the significant slow power restricted to the later portion of the game. This allows for champions to have peel, stickiness, or self-peel for teamfights and not snowball games with a rushed perma-slow since the item cannot be rushed since it has to stack up before you can see the slow actually do something useful.

Hope you guys like the ideas and have a nice day! ~ Stacona

13 Comments

IwfiKe3qjM1 votes

Well... the Juggernaut/Warrior/Magus can be used in JUNGLE Items... and Frozen Mallet is obviously not that type of item... so don't use that name...

my idea for the item is like this:

Giant Belt + Pickaxe + Ruby Crystal + 725 = 3000

+600 Health +35 Attack Damage

UNIQUE Passive – Icy: Your basic attacks slow your target's Movement Speed by 40% for 1.5 seconds (30% slow for ranged attacks)

(although maybe we need lesser item that had Icy passive... although overall price and stats still like this...)

Stacona1 votes

think of it like tear and archangel / manamune then and less about the jungle items because i was mostly going for it to be like the tear items

the thing is if you are a spell caster tank, you do not need the attack damage cause you cannot use it well, so dividing things by tank, ad, mage is better

IwfiKe3qjM1 votes

well... because you used term like Juggernaut, Magus, Warrior that makes me a little confused...

and I don't think mage needs that... since most of them are not basic attack reliant... maybe the AD and Tank is good... slow stacks maybe good... but with no starting slow amount can be useless...

Stacona1 votes

that is because the slow is meant to come into play with mid and late game when laning phase is over- and act like a Tear item where game time creates this super item with relatively low cost, the catch is interaction with the map through large monsters (for junglers) and your lane opponent and then later on you get a slow into a powerful-esq slow and buy stats and combine it with the frozen mallet and when finished the stats get increased and you receive an powerful active based on your purchase

IwfiKe3qjM1 votes

oh... and I just remembered something... what about champions that can change between melee and ranged like Gnar, Jayce, Nidalee, Kayle... the stacks will be inconsistent though...

Stacona1 votes

it stacks the same ranged is reduced slow so the cap is reached at the same time, just stating that a stack is 0.7% for ranged when it is 1% for melee, it will reach the cap at the same time with the same number of stacks

Blue Collar Bear1 votes

I like your ideas, and I think the stacking mechanic would be a good way to bring it back as a viable item.

Stacona1 votes

i brought it to be like tear and archangel/manamune where they have distinct path and when the passive is fully stacked you get a super item - i set it up so the item needs at minimum 10 minutes to stack, 5 minutes minimum when upgrades (if this ends up being too fast then it can be lower / doesn't increase when upgraded) --- but forcing the item to be a late game item while having the item accessible to champions that need the slow is the best way around it so that you cannot snowball during laning phase, but having the slow for peeling for teammates in fights or self peel if you buy the damage Frozen Mallets- there is kill potential within all the Mega forms as well

Blue Collar Bear1 votes

The only thing I really dislike is how you've given it an AP option when it was strictly a tanky AD item with some cc. Anyone looking to build AP, health, and cc already has an item for them that is probably going to be much more stat efficient. The effects you've given the Mega Mallets as well are horridly op.

Stacona1 votes

It replaces rylai's- the reason you would want a slow on a mage is to kite physical attackers or add kill potential- the active helps a mage to either gain kill potential with their basic attacks or help push turrets- the actives are strong, but not overpowered- it is in line with other actives and an appropriate cooldown

360D3GR3SS1 votes

Price needs to be significantly increased. Significantly.

Stacona1 votes

the item takes at minimum 10 minutes to fully stack, the stats are stat equal - the Mega can be thought of like a 4k item, but instead of paying the extra gold in gold you pay in game time this allows the item to accessible to champions that need the item while keeping the item at a point that would be bought at if it cost over 4k gold --- pretty much having the item more reliant on game time rather than gold cost makes the item unable to be a snowball item (which is the issue it currently has, rylais somewhat has this attribute too, but not as bad as mallet- but i decided to try to fix the mage slow item as well making it better for mages as a kill potential / kiting item and remove the odd rushed item exploit cases)

point being if you get the item on your first back it will be at least the 10 minute mark before the slow is strong enough for it to make a presence, the stat version is stat equal, and the mega form is paid through game time which will not happen until past 20 minutes mark , 15 minutes mark is the absolute earliest you could get the item was Frozen Mallet was bought as soon as you made 600g on your first back

360D3GR3SS1 votes

I thought you meant A % stacking slow per hit. Not a permanent buff to the item. I Don't think they should have a permanent stacking item like this.

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