Garth, Tactician of the Tundra

Jellycake Demon·1/17/2015, 4:26:53 AM·1 votes·896 views

Primary: Fighter. Secondary: Marksmen. Additional Roles: Player Choice. Statistics: Attack Power: 6. Defense Power: 6. Ability Power: 2. Difficulty: 7. Place of Origins: Freljord. Upon Selection: You shall taste no victory this day.

Friends: Ashe (or) Lissandra. (not sure what faction he should join) Enemies: Tryndamere/Volibear.

Appearance: Garth is a burley 5’ft tall man with matted black hair & bearded, both his eyes are grey in coloration. He wears hefty mountain clothing such as a coat, pants & boots with minimal metal armor plating, on his back the flag of a Freljord Flag. He carries around 2 weapons, in his right hand is a mace like weapon (as his Melee weapon) & his left arm bears a large gauntlet (used as a projectile blaster) both of which allows him to manipulate ice.

Health: 479(+30). Health Regen.: 2.1(+0.39) Mana: 0(+0). Mana Regen.: 0(+0) Range: 150(Melee). Attack Damage: 45(+3.0) Armor: 16(+2.1). Magic Res.: 30(+0) Attack Speed: 0.632(+2.3%). Move. Speed: 345.

**Gameplay: **Garth is a Brutalizing Single-Target Top Lane Fighter that prefers tactical combat over just straight forward combat, utilizing his Ability to harass his enemy from both Close & Long range is intentional as well as combing his other Abilities with his Q. Garth can also play as a Bot Lane Marksmen focusing on offensive tactics while relying on his Support to provide additional protection since he has no method of Healing or decent escape.

Passive: Tundra’s Majesty. When Garth has entered Combat he will create a set of ice armor that will give him a Damage Blocking Shield equal to 4% of his Max HP, while he is in Combat Garth will have 2% increased HP Regeneration & will reduce the effectiveness of Stuns, Slows, Roots & Knock Ups by 2%.

Q-Ability: Frost Gauntlet/Frost Mallet. Range: Self-Cast. Cool Down: 2. Passive: every 3rd Basic Attack that Garth makes will have him channel ice magic in his next Auto-Attack dealing 7% of his current Attack Damage as Physical Damage & will apply a 20% Movement Speed Slow for 1.25 second. The Slow from this Passive cannot affect the same target more than once every 4 seconds. Toggle-On: after Garth has activated he will gain 300-Range to his Auto-Attacks becoming a Ranged Unit, while this Ability is toggled on Garth will use his Frost Gauntlet to fire small icicle spears that will deal 15% less Attack Damage but his Attack Speed is increased 25%. Toggle-Off: when this Ability is toggled off Garth well switch to his Frost Mallet losing his Attack Speed boost but his next 3 Basic Attacks will deal 7% of his current Attack Damage as Physical Damage & will continue to apply a 30% Movement Speed Slow, when Garth switches back to his Frost Mallet he will negate this Abilities Passive for 3 seconds.

**INFO: **Frost Gauntlet/Frost Mallet is Garth's main source of harassment as well as his main source of damage since the Passive gives him a chance to burst an enemy target while the activation portion is to help him adapt to various situations. Since the Toggle on allows him to damage enemies from afar even thought his Attack Damage is reduced but his Attack Speed dose get increased, the Toggle off function allows him to put pressure on a target when it comes to trades when he is within close-range of his target.

W-Ability: Winters Mark. Range: 450. Cool Down: 15/14/13/12/11. Magic Damage: 45/65/85/105/125(+40% bonus AP). Physical Damage: 75/95/115/135/155(+50% bonus AD). Activate: after Garth has chosen a single enemy target within this Abilities Casting Range then upon its activation Garth will create a mark of ice that will hover above the chosen targets head, for the next 4 seconds this mark will Reveal the target & will apply a different bonus effect to Garth Basic Attack depending on wither his Q is toggled on or off. Toggled-On Q: Garth’s 5th Basic Attack made against a single target will trap the target in ice which will deal Magic Damage & Stun the target for 1.25 seconds. The Stun does not work on Champions with Spell Shields. Toggled-Off Q: Garth’s 5th Basic Attack made against a single target will deal Physical Damage & Shred the targets Armor & Magic Resist for 1.25 seconds.

**INFO: ** Winters Mark is an Ability to help Garth in bursting down a single enemy Champion or Monster while also giving his Basic Attacks additional effects while also giving Garth vision on his chosen target, the Mark can be used to either keep a tab on an enemy Champion or to simply use it as means of adding damage to target.

E-Ability: Frozen Fissure. Range: 450. Cool Down: 19/18/17/16/15. Physical Damage: 85/145/205/265/325(+30% bonus AD). Activate: after Garth has chosen a broad path with this Ability then upon its activation Garth will slam his mallet on the ground to create a fissure that travels in the chosen direction, as the fissure ventures out it will deal Physical Damage & will Knock Up all affected enemies into the air. After a 0.25 second delay after this Abilities initial activation Garth can Recast this Ability within 1.25 seconds to have the fissure release cold air that will deal 4% of a targets Max HP as Magic Damage while also applying a 40% Movement Speed Slow for 1 second.

**INFO: **Frozen Fissure is Garth's most damaging Ability & his main source of hard hitting Crowed Control with the initial Knock Up & its recast Slow will also add increase chances of either Engagement or Escape. but since of its high Cool Down it should be used either as a follow up move or as a last ditch escape move.

R-Ability: Glacial Prison. Range: 600. C ool Down: 110/90/80. Physical Damage: 195/275/355(+40% bonus AD). Activate: after Garth has chosen a single enemy Champion within this Abilities Casting Range then upon its activation Garth will create a 275-radius ring of ice around the target, this ring of ice will deal Physical Damage to both the chosen target & any additional enemy Champions within the rings radius. When the ring of ice is created it will last for 2.5 seconds acting as an Impassable Object & will block all Abilities that are Dash or Jumps, also Garth can recast this Ability to shatter the ring after a 0.75 second delay after its creation.

**INFO: **Glacial Prison is a great way to capture enemy Champions when a major fight is breaking out or is a great way to keep an enemy Champion lock-down while Garth takes down the target from a distance, but be weary since this Ability can also capture & lock down allied Champions since it also blocks Abilities with either a Dash or Jump function.

***Top-Lane Fighter Summoner Spells: *** summoner 12 + summoner 4(or)summoner 14.

***Starting Items: *** item 2003/item 2137/item 3111 (or item 3158). ***Essential Items: *** item 3026/item 3035/item 3078. ***Offensive Items: *** item 3153/item 3022/item 3025/item 3071. ***Defensive Items: *** item 3512/item 3068/item 3110/item 3102.

4 Comments

swaggysaggy1/17/2015, 8:32:27 PM1 votes

Seems pretty good but I think he needs to be a bit stronger. I think his on combat buffs from his passive should get stronger late game. And may be higher scalings on his abilities.

Jellycake Demon2/2/2015, 12:25:57 AM1 votes

please leave a comment or review down bellow.

Jellycake Demon2/24/2015, 6:13:26 PM1 votes

bump