What's the main idea?
Yamer was made to be an ability based god with maybe some AAs between the skills and a totally front liner and engager for the team he serves. With a unique passive that requires an smart control to make a good use of it, it allows him be a true tank with high defenses and high mitigation without need build tons of protections to do so as long as he stay on combat. He also has another unique characteristic, the range of his skills increase as time pass. So we have a tank god early game, even without items due the passive, but needing to play always on melee range and end with a medium range but tank enough to get closer to hit enemies and stay on combat for longer periods.
How the passive works?
The passive is based on stacks. Each time he attacks a god or is attacked by a god he gains stacks that slowly increase his protections and as long as he stay (or at least enter) in combat every 20 secs he don't lose the stacks, else he lose it, decreasing slowly the protections. It works with minions too which means he can gain stacks attacking minions or being attacked by minions but in a reduced amount. As he gains the stacks his body would be get covered with Ice until reach the max stacks when his body would be totally covered with Ice just like
Ullr on his T5. When totally covered in Ice he gains a basic attack block, like
Magic Shell upgraded does and an ability block, blocking any ability that damages (tick abilities only blocks the first ticks (3 ticks)), what happens first which means if well played you can deny an entire burst skill or crit on basic just with your passive. Whenever you have a big amount of stacks your skills gain bonuses forcing the player choose between get more stacks to unlock the block passive or use the skills now get a bonus and lose some stacks. This passive would be marked with a Sword icon, similar to
King Arthur passive, that would show exactly the amount of stacks you have and a timer below it would show how much time you have before start lose stacks. If the Yamer dies, he lost 50% of the stacks.
How Ice Fury works?
As the name and picture suggest Yamer brings the ice fury in a line in front of him making ice blades fall that damage the enemies and slow them. The skill starts with a very short range (basically melee), forcing Yamer expose himself for the first moments to clear the wave/damage the enemy, but the cooldown is also short, only 8 secs working as
Time Rift of
Chronos. You hit only part of the wave but you can hit it twice. When fully upgraded this skill becomes a normal line attack but the cooldown is also increased becoming a normal warrior skill cooldown. The line doesn't do insta damage, it starts doing damage (almost right after the cast) on the first units and then goes forward until reach the end, something like
Bone Rush. This is skill has a 15 radius at all ranks.
How Freeze! works?
Similar to
Ullr Thrown Axe, you fire a projectile that goes forward and upon reaching the first enemy it will create a minor explosion (like
Kukulkan Zephyr does) dealing damage and crippling and rooting the enemy (freezing his feet and legs). Like I said it works as Ullr skill so it can be tanked by minions and objectives in general. This skill has a 4 radius and when hit something it creates a 10 radius explosion.
How Jump 'N' Block works?
This works as
Rama Rolling Assault but instead a "dash" it is a leap that can go through walls. As Yamer go higher upon reaching the maximum height (375 strength) a wall is created where he initially was. This wall cannot be destroyed and blocks any projectile, line abilities and also basic attacks. Yamer may use the skill again to destroy it dealing damage in a small cone are in front of the wall (even if he didn't land yet).
How The Winter's Blessing works?
Similar to
Set Sandstorm it creates a storm around him that damages, slows and reduces the enemy AS and a new CC called "Shiver". People Shivering start to shake the aim uncontrollable. This CC starts weak and as the ulti pass until the target is totally freezed it grows. The skill works as a Ramp to Stun basically but also reducing the Attack speed of the targets in the process. After 1.5 sec inside the ulti, targets are totally freezed (stunned for CC proposes). After 2.5 the blessing goes away. Important to notice some stuffs: 1) When the ulti is activated he immediately gains all the stacks of his passive (including the block) and don't lose them until the end of the ulti (however he can only block 1 basic or ability). 2) His body during the ulti would be the same as fully stack (that I already mentioned before on the passive). 3) The slow and AS debuff is applied only 15 times because after the 15th tick he will be stunned anyway. 4) The stun lasts 1.5 secs. So he need to stay inside the ulti for a total of 1.5 (of all the 2.5 secs) and then he will be stunned for 1.5 secs totaling 3 secs of CC. 5) You might think that 625 + 125% scaling is too much but remember that
Amaterasu ulti can deal up to 288/450/612/774/936 (+150% of your physical power) damage ;).
Summary and Stats
summary
General Information
- In-game name: Yamer
- Full name: Yamer of Rigia
- Title: The Frost Knight
- Pantheon: Mystirian
- Type: Melee, Physical
- Class: Warrior
- Pros: High Crowd Control, High Protections
- Difficulty: Average
Stats
- Health: 460 (+85)
- Mana: 350 (+35)
- Speed: 370 (+0)
- Range: 15 (+0)
- Attack/Sec: 1 (+1%)
- Basic Attack Damage: 39 (+ 100% of Physical Power) (+2)
- Basic Attack Progression: 1x, .5x in AoE, .5x in AoE, 1.5x damage
Protections
- Physical: 15 (+3)
- Magical: 28 (+0.9)
- HP5: 10 (+0.8)
- MP5: 4.8 (+0.4)
*Numbers in parentheses are the amount gained at each level
Standard build
The other sections will be slowly addednow just some minor adjustments remaining