Frost, The Snow Titan
The Concept: Frost is a ranged health tank/ control mage best suited for top or bot lane who uses health as a resource. Frost has the potential to control an enemy team in small areas so as to help allies better center on priority targets. If built properly Frost can deal a good amount of damage while also providing some cc support on most of the enemy team.
##Lore: The world of Runeterra is a very mysterious place. Once a great united planet now torn and corrupted by war and magic. Once great landscapes now shadows of their former selves. Isolated pockets of the landscape now destroyed and stained by magic and death. Over the course of the rune wars the planet itself became self aware of this destruction and very shortly thereafter bent on preserving its own landscapes, or what is left of them. Utilizing the magic remnants and lifeblood of the war torn regions Runetera, drawing from the magic elements of the landscape and leftover lifeforce from the war in these regions, created a series of Titans designed to destroy all that wish to damage the planet. Over all of its various landscapes Titans arose from the ashes of war. Frost is one of these titans formed from the magic region known as the Gelid Vortex. One day the magical vortex that has spun for eons finally ceased spinning as Frost and her brother Glacier emerged from it bent on preserving the land known as the Freljord from any that wish to harm it. To this day the Freljord is a very different place one many fear to venture or so they may suffer from the twins of snow and ice.
Stats: 1-18 Health: 638-2083 Health Regen: 7.1-20.7 Mana:N/A Mana Regen: N/A Range: 450 Movement Speed: 335 Attack Damage: 55-106 Attack Speed: .643(+0%-37.4%) Armor: 24-85.2 Magic Resist: 31.5-40
Resource: Frost uses health as a resource.
Item stat conversions: Some Items affect Frost differently than most. Items and item passives that would normally grant mana instead grant half that value, this includes percentages, in health. Item and item passives that would normally grant mana regen instead grant half that value, this includes percentages, in health regen. Items and item passives that use the tag %maximum mana instead have half that % in maximum health. Item and item passives that normally restore mana (this includes percentages) restore half that value in health.
Mastery stat changes: All masteries that normally would restore mana restore half that value as health. All masteries that normally grant mana grant half that value as health. All Masteries that normally grant mana regen grant half that value as health regen.
#Abilities:
##Passive: icy touch: Frost's Basic attacks and damaging abilities apply a stack of icy touch to enemy champions on hit. Upon reaching 5 stacks all stacks are consumed and the target becomes marked as frosted lowering the damage their basic attacks or abilities deal after damage mitigations by 10/15/20/25/30% for five seconds or until the mark is consumed. If Frost hits a frosted target with one of her abilities it will consume the Frosted mark and add a bonus effect depending on which ability consumed the mark. This passive is increased at levels 4/8/12/16 icy touch stacks fall off at a rate of one per 5 seconds. Frosted targets cannot gain stacks of Icy touch while they are frosted.
#Q: Snowball: linear collision skillshot that increases in width, damage, and speed the farther it travels Cost: 35/45/55/65/75 health Range:800 Cooldown: 10/9/8/7/6
##Passive: Frost is healed for the amount of damage snowball deals on hit before damage mitigation.
##Active: Frost rolls a snowball in line. For every 50 units it travels the projectile width increases by 1/2/3/4/5 units the projectile speed increases by 10/15/20/25/30 units and the projectile deals an additional 2.5/5/7.5/10/12.5 magic damage per 50 units traveled. Upon reaching the target the projectile deals magic damage and knocks up the first enemy champion hit for 0.5 seconds and stops. If snowball hits an enemy who is marked as frosted the mark is consumed the target is dealt normal magic damage and knocked up and the projectile becomes a passthrough skillshot dealing 50% reduced magic damage to all targets past the first and knocking them up for .25 seconds."
Magic Damage: 55/75/95/115/135+(2.5/5/7.5/10/12.5 per 50 units traveled)+(35%AP) +(25%AD) Projectile speed:940/1010/1080/1150/1220+(10/15/20/25/30 per 50 units traveled) Projectile width: 64/78/92/106/120+(1/2/3/4/5 per 50 units traveled) Knockup duration:0.5 seconds
Minimum Magic Damage: 55/75/95/115/135+(0.30AP) +(0.25AD) Minimum Projectile speed: 940/1010/1080/1150/1220 Minimum Projectile Width: 64/78/92/106/120
Maximum Magic Damage: 95/155/215/275/335 +(0.30AP) +(0.25AD) Maximum Projectile speed: 1100/1250/1400/1550/1700 Maximum Projectile Width: 80/110/140/170/200
(Note this ability bypasses minions and small nuetral monsters and hits/damages/knocks up enemy champions and large nuetral monsters. This ability also damages epic monsters like baron and dragon but does not knock them up. The heal is only applied once per cast and does not stack if multiple targets are hit only the first enemy hit counts towards the heal.)
#W: Berber :single targeted damage over time ability Cost: 5/7.5/10/12.5/15% Maximum Health Range:650 Cooldown: 10/10/10/10/10 seconds
##Active: Frost launches a buffet of snow at target enemy champion minion or nuetral monster. Once hit the target's attack speed is slowed by 5/10/15/20/25(+.02AP)% for four seconds and the target is dealt magic damage with a total equal to 10/12.5/15/17.5/20+ (.02AP)% of Frost's current health at time of cast. This damage is divided over the duration of the slow. If the target is marked as frosted the mark is consumed and the target additionally has their armor/magic resist reduced by 10/15/20/25/30% over the duration of Berber's effect."
#E: Healthy Snow: Continuous Passive with a circular ground target aoe Active. Active Cost:3/3.5/4/4.5/5% of Frost's current health at time of cast Range:650 Radius of AOE: 275 Cooldown: 8/7/6/5/4 seconds
##Passive: Frost's basic attacks heal her by (3/3.5/4/4.5/5)% of her missing health on hit. This bonus is doubled against frosted targets and tripled on critical hits.
##Active: Frost launches a torrent of snow into the air toward target location. After a 0.5 second delay the snow arrives if ally champion[s] is/are caught within the torrent as it arrives they are healed for 60/90/120/150/180 +(2/2.5/3/3.5/4)% of Frost's maximum health +(4/5/6/7/8)% of the ally's missing health. This effect cannot heal Frost."
#R: Snow Flurry: sustained Aoe Around self with Vector circular pull effect and slight movement stat buff Cost: 100/125/150 initial Health +105/140/175 sustained Health per second Outer AOE range: 800 Inner Radius of AOE: 400 Cooldown: 30/25/20
##Active: Frost sacrifices her ability to utilize basic attacks or other abilities to transform herself into a blizzard/snowstorm with a radius of 400 units. Enemies caught within this radius are dealt 100/150/200 + (6/9/12% of Frost's maximum health) initial magic damage +100/150/200 +(100% total AD) physical damage per second spent within the area. Damage is calculated over the total duration within the inner AOE and dealt upon leaving the area, Frost dying, dying, or Frost deactivating Snow flurry. While in this form Frost can move, ignores unit collision and gains 100/125/150 + (0.1 per Ap) movement speed. Additionally enemy champions within 600/700/800 units of Frost while she is in this form are pulled towards her at a rate of 75/100/125 + (0.1 per AP) units per second. If an enemy champion marked as Frosted is damaged by Frost while in this form the mark is consumed and they are "transformed" into snowmen for 1/1.5/2 seconds allowing them to move around normally but disabling their basic attack and ability casting abilities."