Frozen Mallet Change Concept - "You will not kite me!"
Frozen Mallet is a peculiar item, at the moment. While it's passive is very good in and of itself, it's build path and stats leave a lot to be desired. The build path especially blocks a lot of champions who may otherwise like the Icy passive from building it. The path is strange, and offers no helpful spikes, like other items.
If the item is to continue it's existence, it needs some changes. I have a suggestion.
Frozen Mallet is built with tanky Fighters in mind. With that thought, we can safely push it as a Juggernaut item. Now, before you get afraid, I don't want to make this item strong on glass cannon Fighters, Assassins, or ADCs. I just want to make it a good option for Juggernauts who are tired of being kited.
"But wait, Juggernauts are supposed to be kited!"
Right you are. Which is why Frozen Mallet will have an effective trade-off. It's AD will remain at a low 40. By sacrificing some damage output, and a wee bit of tankiness, you gain strength in sticking power.
> Frozen Mallet > Jaurim's Fist (1200g) + Bilgewater Cutlass (1650g) + 450g = 3300g > 400 Health > 40 Attack Damage > > UNIQUE Passive - **OMNIVORE **- Instantly heal for 15% of all damage dealt, including physical, magical and true damage. > Area of effect damage only heals 5% for every unit affected. > UNIQUE Passive - **ICY **- Basic attacks apply a (5% for every 100 bonus health) slow for 1.5 seconds, for a maximum of a 50% slow. > UNIQUE Active - Throw the Frozen Mallet at your target, dealing 200 physical damage and apply a (5% for every 100 bonus health) slow for 2 seconds, for a maximum of a 50% slow. 700 range. 75 second cooldown. Cooldown is reduced by 1 second for every second you're victim to a movement-impairing effect. While this is on cooldown, the **ICY **passive is disabled.
This speculative iteration of Frozen Mallet is exclusive with Death's Dance, Hextech Gunblade, and Blade of the Ruined King. OMNIVORE heavily fits a Juggernaut's playstyle, rewarding them for dealing damage in the midst of a teamfight. Icy slows targets that you've caught, while the active (Exclusive with Bortk and Gunblade) allows you to catch up with targets at range.
The trade off, of course, is a meager 40 AD, and 400 health. While putting extra items on top of Frozen Mallet is the key to it's success, Frozen Mallet by itself does not offer much damage or tankiness, and you will likely be squishier and deal less damage for having built this item. That, of course, is the trade off for Icy, Omnivore, and the active.
To prevent the item from being too strong on champions who don't build health, the Icy and active abilities scale based on bonus health. By itself, it's a 20% slow - 400 health from Frozen Mallet means the item has a 20% slow by itself. This isn't very much, of course, but stacking health on top of it helps. The slow cap is to prevent it from being too powerful with too much health - just two Ruby Crystals and the slow will be capped out.
So. Thoughts? I think this item could help Juggernauts and tanky Fighters be more relevant, and maybe even find it's way on some tanks like Sion. I'd really appreciate any comments, and especially criticisms.

400 from frozen (20%)
300 from cleaver (25%)
Any other tank item can give Gnar enough HP for the remaining 5%.