Marle, the Snow Princess

Stacona·4/12/2018, 6:30:06 PM·2 votes·1,492 views

Marle is a nymle born from the snow of Freljord with snow-white fur and soft-pink ears and tail.

A nymle is a distant relative to the yordle, they are still roughly the same size, with long snouts like a mix of a fox and a wolf and they reside within the Freljord and their ears are super fluffy and are down to keep the inner ears warm from the freezing cold days of the Freljord. They live so north that the snow never melts, most species - especially humans - cannot withstand these cold climates at all. Their tails are also very long and fluffy, while they sleep their blood runs to their tails and makes it for their tails become like heaters, wrapping around them to keep them warm during the even colder nights.

Nymles are very potent in magic, more specifically water and ice magic, varying degrees of potency based on their bloodline with the most powerful magic wielders that contain royal blood in them. Marle is the next in line to be the queen of the nymles, but she is an extra special case where her magical powers are beyond any nymle in history!


Marle is an utility marksman and her thing is not about bursting a target or dealing a ridiculous amount of damage, but about freezing her targets which renders the target useless, if the target takes a certain amount of damage then the freeze effect will shatter for bonus true damage.


Basic Attack Range: 575 units
Attack Speed: 0.690 +4% per level Movement: 330 units per second.


Sub Zero Magic (Passive):
Marle's basic attacks will reduce the temperature of her targets for 2 seconds, stacking up to 4 times. Once a temperature has been dropped by 4 times then that target becomes frozen for 1.5 seconds. Marle's critical strikes cannot deal bonus damage, instead they drop the temperature of her targets twice as fast.

When the frozen target is dealt more than (+80%AD) damage in a single blow then the freeze will shatter, dealing 2%(+2% per 100AD)(+2% per 100AP) of the target's max health as bonus true damage, 50% more damage with Infinity Edge. Minions and monsters are dealt 60(+200%AD)(+200%AP) as bonus true damage every time their temperature drops 4 times, they cannot become frozen.

Ice Shard (Q): Cooldown: 12/10.5/9/7.5/6 seconds; Cost: 75 mana; Range: 1250 units
Marle sends an Ice Shard in the target direction, freezing the first enemy struck for 1.5 seconds. If the struck target was already frozen then this shatters the freeze and deals 40/50/60/70/80(+100%AD) true damage.

Frost Wall (W): Cooldown: 11/10/9/8/7 seconds; Cost: 60 mana; Range: 900 units Marle creates a Frost Wall at the target location that is 400/450/500/550/600 units wide for 3 seconds, preventing all unit movement, stopping enemies on contact and blocking enemy projectiles. The Frost Wall grants a large amount of vision around it.

If an enemy champion dashes into the Frost Wall then it will shatter and end up freezing the target for 1.5 seconds. If the Frost Wall sustains more than (+100/125/150/175/200%AD)(+100%AP) total damage it will shatter, threshold increased further by 1%(+1.5% with Infinity Edge) per 1% critical strike chance.

(Frost Wall can be targeted by enemy attacks and abilities.)

Rejuvenating Water (E): Cooldown: 4 seconds; Cost: 40/45/50/55/60 mana; Range: 700 units
Passive: Marle heals herself and nearby allies whenever she reduces the temperature of a minion or monster 4 times for 10/15/20/25/30(+10%AD)(+15%AP) health.

Active: Marle thaws out all frozen enemy champions to heal Marle and all nearby allies around her for 40/50/60/70/80(+70/90/110/130/150%AD)(+80%AP) health.

(Rejuvenating Water cannot be cast unless there is at least one frozen enemy.)

Snowy Terrain (R): Cooldown: 110/80/50 seconds; Cost: 100 mana; Range: 2000 units
Marle creates a large area of deep snow around her for the next 3 seconds. Within this snow, Marle gains 30/50/70% total movement speed and total attack speed while enemies are slowed down by 15/20/25% and are grounded.


UPDATE NOTES:

Other: Toned back on everything, took away unneeded stuff and simplified the kit to be less wordy and removed mechanics that were basically there for the sake of being there. Decided to just implement what is actually required and really focus on the freezing passive taking up most of the champion's power budget.

Sub Zero Magic: Freeze duration down to 1.5 from 2 seconds. Includes freeze duration for her abilities too. Freeze now shatters when an effect deals more than (+80%AD) damage in a single blow rather than taking a certain amount of total damage. This does emphasize that tanks can take a lot more abuse while frozen since their armor may mean they do not reach this damage to shattering threshold, of course if the ice just melts rather than shatters then they do not take bonus true damage. Melting occurs after the full freeze duration or upon activating Rejuvenating Water. Minions / monsters just no longer get frozen at all.

Rejuvenating Water: Passive added that heals Marle and nearby allies for a tiny amount whenever a minion/monster is dropped in temperature 4 times.


4 Comments

Variable Æ4/14/2018, 8:59:31 PM1 votes

This concept seems to borrow bits of pieces of quite a few Freljord champions.

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Longer-ranged ADC: Ashe 4 hits to stun an enemy: Braum Can shatter frozen enemies for bonus max HP damage: Sejuani Q is a projectile named ICe Shard that applies CC: Lissandra W is a wall of ice: Anivia R creates a zone in which the user has a speed advantage: Trundle's E

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I'm not saying the components are exactly the same, but that's a lot of similarities.