Frosties & Manabomb: Faas Ru Maar!!!

Hero DamageAbility PowerHero Critical Hit DamageHero Health
Weapon

Weapon
Hero DamageAbility PowerHero Critical Hit DamageHero Health

  • Inspiring Strikes

    4
    Primary attacks reduce the cooldown of your abilities by -0.1-0.3 seconds.
    ALLWeaponChaos 4
  • Manabomb’s Aid

    20
    Manabomb places a shield on you that lasts 20 seconds that absorbs 150-750% of your Ability Power Stat. Enemies that hit the shield are burned for a total of 150-550% of your Ability Power over 3 seconds.
    ApprenticeWeaponChaos 4
  • Meteor Rain

    20
    Manabomb opens a portal overhead that spawns meteor that deal 30-550% of your Ability Power stat as damage to enemies they affect.
    ApprenticeWeaponChaos 5
ArmorHero HealthAbility PowerHero Critical Hit Damage
Helmet

Helmet
ArmorHero HealthAbility PowerHero Critical Hit Damage

  • Channel

    14
    Restores 1-15 of your ability resources every 5 seconds.
    ApprenticeAdeptSquireHuntressMonkInitiateAbyss LordHelmetChaos 3
  • Inspiration

    12
    Reduces the cooldown of your abilities by 4-40%.
    ApprenticeAdeptSquireHuntressMonkInitiateLavamancerDryadMysticGunwitchHelmetChaos 2
  • Power Of Storms

    12
    You have a 4-10% chance on hit to restore 20 mana per second for 1.13-3.13 seconds. 10 seconds cooldown.
    ApprenticeAdeptSquireHuntressMonkInitiateAbyss LordHelmetChaos 6
ArmorHero HealthAbility PowerHero Critical Hit Damage
Chest

Chest
ArmorHero HealthAbility PowerHero Critical Hit Damage

  • Bulwark

    12
    Increases armor by 4-40%.
    ALLChestChaos 1
  • Power Gambit

    20
    Increases your Hero Damage by 10-50%, but increase damage taken from enemies by 60-20%.
    ALLChestChaos 7
  • Retribution

    20
    When you take damage, you have a 2-20% chance of dealing 125-425% of your Armor as damage to your attacker.
    ALLChestCampaign
ArmorHero HealthAbility PowerHero Critical Hit Damage
Gloves

Gloves
ArmorHero HealthAbility PowerHero Critical Hit Damage

  • Critical Strike

    7
    Increases your Hero Crit Chance by 3-10%.
    ALLGlovesChaos 1
  • Flaming Retribution

    20
    When you take damage, you have a 2-20% chance of dealing 125-425% of your Armor as fire damage to your attacker.
    ALLGlovesChaos 6
  • Manabomb Power

    12
    Increases the damage of Manabomb by 4-40%.
    ApprenticeGlovesChaos 5
ArmorHero HealthAbility PowerHero Critical Hit Damage
Boots

Boots
ArmorHero HealthAbility PowerHero Critical Hit Damage

  • Quake

    20
    You have a 10-50% chance when landing to deal 50-250% of your Ability Power as earth damage to nearby enemies.
    ALLBootsChaos 2
  • Speed Boost

    8
    Increases your movement speed by 100-500.
    ALLBootsCampaign
Flamethrower

Flamethrower:

Arcane Barrier

Arcane Barrier:

Defense HealthDefense PowerDefense SpeedDefense Critical Hit Damage
Frostbite

Frostbite: Totem
Defense HealthDefense PowerDefense SpeedDefense Critical Hit Damage

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Empowered Frostbite

    20
    Frostbite has a 5-45% chance to freeze the target for 1-7 seconds.
    ApprenticeRelicChaos 3
  • Frosty Duet

    10
    Reduce Frost towers range to 60-35%. When fully upgraded this shard allows the frost tower to slow an additional target.
    ApprenticeRelicChaos 2
Eartshatter

Eartshatter:

For the last slot, pick one of these two: [Frosty Power] or [Empowered Frostbite].
Either will work, but if [Frosty Power] means using a Medallion and [Empowered Frostbite] means using a Totem.

Do NOT waste a slot on [Frosty Bind]. That shard is absolute trash.
You may as well take [Fortification], if you don’t have or do not wish to use [Frosty Power] or [Empowered Frostbite].

ASCENSION:
– 999 Manabomb AP
– 20 Frosty slow, 999 Frosty DP or 999 Frosty DH (DP if using [Frosty Power], DH if not)
– 20 HC, 20 Max Ability, 999 HCD

C1, C2, C3, C4, C5
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Comments
  1. UPDATE:
    Updated this build to account for the Loot Update patch.

  2. UPDATE:
    I added in the hero shards, and I removed [Frosty Bind] from the choices for the 3rd slot.

    [Frosty Bind] is trash.
    It’s not worth your time.
    It’s not worth your medals.
    It’s not worth your gold.
    It’s worth even less than it’s own sell value.
    To be honest, they should just pay you for it even popping out of a shard pack.
    Don’t use it.

    The slow from Ascension is enough to make the T1 Frosty have 50% slow.
    Oh, another thing. Don’t upgrade your Frosties. They’re T1 wonders now, and the slow increase they get from being upgraded all the way to T5 is only ever so marginally better what [Frosty Bind] offers.

  3. Would an orb be better than a totem if you aren’t using frosty power?

    • You can use an orb if you want, but Trendy confirmed that Defense Speed only affects the “recharge time” between beams.
      That time is already less than a second with just DS as a secondary stat, and it only triggers when the target dies.

      It’s pretty much personal preference.
      If your Frosties tend to take a decent amount of damage for any reason, then I’d go with the Totem just to make sure they never fail on you. If you think they’ll be fine without the extra health, then an orb helps just slightly to keep groups of enemies perma-slowed when you’re killing them quickly. Since when they’re dying quickly that recharge time starts to add up mathematically.

      I personally prefer a Totem. In some of my map builds I place the Frosty close enough to my wall that it gets hit with splash damage, so having that extra bit of health is nice in my case. Your case, however, might be different. Just think about how you tend to place your Frosties, and go from there.