Champion Concept: Frost, The Snow Titan (tank/control mage) Review please

Vbunnie·9/26/2015, 3:58:25 PM·4 votes·1,711 views
http://blogs.isbreda.com/10011/files/2012/11/SnowYeti.png

The Concept: Frost is a ranged marksman/ health tank 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

Abilities: Passive: snowy 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 colision skillshot that increases in width 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 and the projectile becomes a passthrough skillshot dealing magic damage and knocking up all enemy champions in its path.

Magic Damage: 25/50/75/100/125+(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: 25/50/75/100/125+(0.30AP) +(0.25AD) Minimum Projectile speed: 940/1010/1080/1150/1220 Minimum Projectile Width: 64/78/92/106/120

Maximum Magic Damage: 65/130/195/260/325 +(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:750 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 15/17.5/20/22.5/25 (+.02AP)% for four seconds and the target is dealt magic damage with a total equal to 10/12.5/15/17.5/20% + (.05 Armor)% 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: Heavy Snow: Continuous Aura Passive with a circular ground target aoe Active.

Active Cost:5% of Frost's current health at time of cast Range:650 Radius of AOE: 275 Cooldown: 9/8.5/8/7.5/7 seconds

Aura Passive: Frost's basic attacks heal her by a total of 2% of her maximum health on hit. Additionally Ally basic attacks cast within 1000 units of Frost heal themselves by 2% of their maximum health on hit. These bonuses are doubled against targets marked as Frosted.

Active: Frost launches a torrent of snow into the air toward target location. After a 0.5 second delay the snow arrives if enemy champions are caught within the torrent as it arrives they are dealt 60/95/130/165/200 +(70%AD) +(2/3/4/5/6% of the target's current health at time of cast) as physical damage on hit. Additionally they are transformed into snowmen for 1.5/1.75/2/2.25/2.5 seconds. If Heavy snow hits an enemy who is marked as frosted they are also slowed by 35% for the duration of the transformation and the mark is consumed.

R: Snow Flurry: sustained Aoe Around self with Vector circular pull effect and slight movement stat buff

Cost: 150 Health +75/100/125 Health per second Range: 800 Inner Radius of AOE: 400 Cooldown: 8/7/6

Active: Frost sacrifices her ability to utilize basic attacks 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 true damage +100/150/200 +(20 times level) true 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 800 units of Frost while she is in this form are pulled towards her at a rate of 200/225/250 + (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 taunted into attacking Frost for 1/1.5/2 seconds.

29 Comments

Crett9/26/2015, 4:19:43 PM1 votes

Maybe a bit overtuned. A neat design, but might be a bit frustrating to play against

Vbunnie9/26/2015, 4:32:28 PM1 votes

{quoted}

The Concept: Frost is a ranged mage/ health tank best suited for bot or mid 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 became aware of this destruction and bent on preserving its own landscapes, or what is left of them. Utilizing the magic remnants and lifeblood of the war torn regions Runeteraa Created a series of Titans designed to destroy all that wish to damage the planet. Snow is one of these titans formed from the magic region known as the Gelid Vortex. One day out of this vortex ceased to spin as Frost and her brother Glacier walked out bent on preserving the land known as the Freljord. 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

Abilities: Passive: snowy touch: Frost's Basic attacks and damaging abilities apply a stack of isnowy 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 snowy touch stacks fall off at a rate of one per 5 seconds.

Q: Snowball: linear colision skillshot that increases in width and speed the farther it travels Cost: 35/42/49/56/63 health Range:1100 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. 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 and the projectile becomes a passthrough skillshot dealing magic damage and knocking up all enemy champions in its path.

Magic Damage: 25/50/75/100/125+(2.5/5/7.5/10/12.5 per 50 units traveled)+(35%AP) +(25%AD) Projectile speed:980/1070/1160/1250/1340+(10/15/20/25/30 per 50 units traveled) Projectile width: 58/66/74/82/90 +(1/2/3/4/5 per 50 units traveled) Knockup duration:0.5 seconds Minimum Magic Damage: 25/50/75/100/125+(0.35AP) +(0.25AD) Minimum Projectile speed: 980/1070/1160/1250/1340 Minimum Projectile Width: 58/66/74/82/90 Maximum Magic Damage: 80/160/240/320/400 +(0.35AP) +(0.25AD) Maximum Projectile speed: 1200/1400/1600/1800/2000 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:750 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 15/17.5/20/22.5/25 (+.02 per AP)% for four seconds and the target is dealt magic damage with a total equal to 10/12.5/15/17.5/20% + (.05 Armor)% 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: Heavy Snow: Continuous Aura Passive with a circular ground target aoe Active. Active Cost:5% of Frost's current health at time of cast Range:650 Radius of AOE: 275 Cooldown: 9/8.5/8/7.5/7 seconds

Aura Passive: Frost's basic attacks heal her by a total of 3% of her maximum health on hit. Additionally Ally basic attacks cast within 1000 units of Frost heal themselves by 3% of their total health on hit. These bonuses are doubled against targets marked as Frosted.

Active: Frost launches a torrent of snow into the air toward target location. After a 0.5 second delay the snow arrives if enemy champions are caught within the torrent as it arrives they are dealt 60/95/130/165/200 +(70% total AD) +(2/3/4/5/6% of the target's current health at time of cast) as physical damage on hit. Additionally they are transformed into snowmen for 1.5/1.75/2/2.25/2.5 seconds. If Heavy snow hits an enemy who is marked as frosted they are also slowed by 35% for the duration of the transformation and the mark is consumed.

R: Snow Flurry: Aoe Around self with Vector circular pull effect and slight movement stat buff Cost: 75 Health +75/100/125 Health per second Range: 800 Inner Radius of AOE: 400 Cooldown: 8/7/6

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 true damage +100/150/200 +(20 times level) true 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 200/225/250 + (0.1 per Ap) movement speed. Additionally enemy champions within 800 units of Frost while she is in this form are pulled towards her at a rate of 200/225/250 + (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 taunted into attacking Frost for 1/1.5/2 seconds.

(Note: Consider the pull as a force moving you in one direction that you can resist by moving in another direction the amount of resistance you apply depends on the angle/direction you are moving+your move speed) Example: let us assume you have a movespeed of 350 and are running directly away from frost. In this example Frost has 300AP and the ability is level 3. So frost will be pulling you at a rate of 280 while you are moving away you will move away from frost assuming she doesnt move towards you at a rate of 70 units per second because you take your movespeed-the force against you.

Vbunnie9/26/2015, 10:08:10 PM1 votes

[deleted]

StephenTheGod9/26/2015, 11:11:39 PM1 votes

There is a reason ALL supports have mana, as two of the three support items give mana regen. Thus, she would be forced to get Relic shield. Otherwise, excellent idea, I like the idea of an AA based support, but she simply can't be in the game without mana.

Vbunnie9/26/2015, 11:44:22 PM1 votes

this champion is not a support this is a tank/mage so yeah..... if you want to go support then fine but the best thing to do would be go for tanky items that build health rather than mana and yes you may not benefit from mana regen but that does not mean those items cannot still benefit you. Besides relic shield would be a better ability anyways for her kit to be completely honest.

RisenDarkKnight10/3/2015, 4:51:43 PM1 votes

Cool concept, but the kit seems a bit overloaded. Her q is basically a nidalee spear that also heals her and knocks up the target. The e aura seem way too strong as well. I suggest removing the heal or knock up from q (or lowering it's range) and just removing the e aura passive. Otherwise, seem cool! The blizzard ult would be really fun, and a debuff/poke melee support would be fun to play.

Vbunnie10/5/2015, 11:31:10 PM1 votes

bumper karts

Vbunnie10/6/2015, 1:32:41 AM1 votes

bumper karts

Vbunnie10/6/2015, 1:06:40 PM1 votes

bump