[Champion Concept - Reworked] Mulark, the Frozen One
This Concept is an updated Rework of 1 of my oldest Champion Concepts, please leave a comment down bellow on what you think of Mulark. I'll leave a link to his original concept just bellow so you guys/gals can see the 2 concepts side-by-side.
Original Concept: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/oEvXEoqd-champion-concept-mulark-the-frozen-one
Place of Origins: Freljord. Primary: Support. Secondary: Mage. Additional Roles: Player Choice.
Statistics: Attack Power: 2. Defense Power: 4. Ability Power: 6. Difficulty: 6.
Health: 411(+31) Health Regen.: 2.1(+0.38) Manna: 355(+30) Mana Regen.: 2.0(+0.37) Attack Range: 520(Range) Attack Damage: 26(+2.1) Armor: 14(+2.1) Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%) Move. Speed: 342
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**Appearance: ** Mulark is a 5’ft tall skeleton that has large shackles on his neck, wrist & ankles each connected by a chain. There are several pieces of torn of fabric that cover his left arm, his right leg & around his neck bellow the neck shackle, now his right arm & left leg are encased in a small amount of ice while his back has several different length icicles growing out.
Summoner Spells:
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Item Builds:
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Essential Items:
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Defensive Items:
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Innate Passive: Cold as Ice. When Mulark activates an Ability he will be wrapped in a veil of ice cold air for 3.5 seconds, while this Passive is active Mulark’s Basic Attacks will deal 40(+5pts per Lv.)(+15% bonus AP) bonus Magic Damage & each 3rd Basic Attack will reduce the targets Armor & Magic Resist by 5% for 2 seconds. While this Passive is active & Mulark uses another Ability the duration of the Passive will be Refreshed, also the duration of the Armor & Magic Resist reduction can have its duration Refreshed.
Q-Ability: Sheer Cold. Range: 500. Cool Down: 18/17/16/15/14. Cost: 60/70/80/90/100. Magic Damage: 45/65/85/105/125(+60% bonus AP). Activation: After Mulark has chosen a narrow path with this Ability then upon its activation Mulark will Channel for 0.5 seconds to create a large sphere of ice, after the Channel Mulark will launch it in the targeted direction. The first enemy unit that the sphere makes contact with will be dealt Magic Damage & will be Stunned, when the sphere hits an enemy it will shatter & cover a 180-radius around the main target dealing its damage to all additional enemies & will apply a 25% Movement Speed Slow for 2 seconds. The initial target will be Stunned for a set duration depending on how far the sphere has traveled, every 100-Units equals 0.5 seconds. Max Stun duration on the initial target is 2.5 seconds.
W-Ability: Frigged Gust. Range: 450. Cool Down: 19/17/15/13/11. Cost: 50/60/70/80/90. Magic Damage: 55/75/95/115/135(+40% bonus AP). Activation: After Mulark has chosen a wide-broad path with this Ability then upon its activation Mulark will conjure up a powerful a powerful gust of icy wind, after the initial activation Mulark will send out a stream of wind that travels down the chosen direction & will remain active on the Map for 3 seconds. When the wind makes contact with an enemy unit it will deal Magic Damage to that enemy then will continue to Push Back an enemy down the path every 80-units every 0.75 seconds.
E-Ability: Freljords Grasp. Range: 400. Cool Down: 22/21/20/19/18. Cost: 100. Magic Damage: 35/65/95/125/155(+40% bonus AP). Activation: After Mulark has chosen a 185-radius location within this Abilities Casting Range then upon its activation Mulark will cause an icy eruption beneath the targeted area, after a 0.25 second delay after the initial activation a ring of 8 icicles will erupt from the ground dealing Magic Damage to all enemies within the ring. This ring of icicles will remain on the Map for 4 seconds, both enemies & allies can destroy any of the icicles after Auto-Attacking it 5 times.
R-Ability: Festering Storm. Range: Global. Cool Down: 220/200/180. Cost: 160. Magic Damage: 175/275/375(+40% bonus AP). Damage Reduction: 10/15/20%. Activation: After Mulark has chosen a 200-radius location anywhere on the Map then upon its activation Mulark will start calling down a massive blizzard tornado at the targeted area, after a 0.75 second delay after the initial activation a massive tornado will land at the targeted area & will remain on the Map for 6 seconds. Every second that the tornado is active will increase in size by 100-units, any enemy Champion that the blizzard comes in contact with will be dealt Magic Damage. While an enemy is inside the blizzard they will take 10% increased Damage & have their Attack & Movement Speed by Slowed by 15% as long as they remain inside, both Mulark & his allies will take reduced damage from all source when they are within the radius of the blizzard.