I thought up a new champion, and wanted to know your guys' thoughts on the champion.

Lore: DGAF. I'm an engineer. ****ting out pretty stories isn't my thing.

Basic information:
Name: Nimsha, the elementalist
Base health: ~425 (Average)
Health Per level: +87 (Above Average)
Base Mana: 250 (About Average)
Mana Per level: +60 (Very Good)
Mana Regen & Health Regen: Nothing Crazy
Attack Range: 250 (Considered melee for item purposes. Long attack range for a melee, but will be justified later)

Abilities:
Passive: Icy Touch - After casting a spell, Nimsha's next basic attack against a champion deals bonus magic damage, and silences the target for 1 second. The target gets a stackable debuff. These stacks decrease the effectiveness of the silence, and increase the bonus damage dealt by 5% of Nimsha's total AD per stack. This debuff stacks up to 1/2/3/4/5 times, and lasts for 6 seconds.


Q: Flames of the forge - Nimsha throws an empowered hammer at target location. If it strikes a target, the enemy will be ministunned, take 80/125/170/210/255 (+60% AD) physical damage, and have their armor reduced by 10/13/16/19/22% (something like that), ramping up over 3 seconds. The armor reduction lasts for 5 seconds
Cooldown: 12/11/10/9/8
Mana: 60/65/70/75/80
Notes: I want the armor reduction part of this ability late game to have basically no downtime, if the player chooses to get a little bit of CDR. I think this will make her scale well into late game as an anti tank bruiser.

W: Gust - Nimsha conjures a strong gust of wind, letting her dash in a certain direction, and increasing her movespeed by 15/20/25/30/35 % for 2 seconds after she finishes her dash. Enemies walking in the direction opposite to Nimsha's dash will be slowed by the same amount.
Cooldown: 24/21/18/15/12
Mana: 60
Notes: I want players to be able to use this ability twice in team fights, if they run a little bit of CDR. This is a dynamic spell and can be used as an escape tool, to set up ganks in lane, or provide good peeling for your back line in team fights, while closing the gap to your opponents' squishies in team fights.

E: Tree Binding - Nimsha throws an enchanted vine at the target. If the target is within 600 units close to a tree, then the target takes 135/180/235/290/345 (+120% AD), be stunned for 1.25 Seconds, and will be dragged to the closest tree. Otherwise, the target will take 50/85/130/165/200 Physical Damage, and be rooted for .75 Seconds.
Range: 600
Cooldown: 16/14.5/13/11.5/9
Mana: 75/85/95/105/115
Notes: Unique spell to nimsha's kit imo. While the skill is targeted, poor use could actually make the enemy go to a location that is undesirable (closer to their tower e.g.), but could also be used to pick off targets that are caught.

R: Earthquake - With a stong of her foot, Nimsha shakes the ground in front of her, (in a 200 unit thick line). Enemies hit will be knocked up, and take 175/350/525 (+140% Bonus AD) Physical damage. Landing enemies will be pushed to the side of the earthquake they were closest to. In addition, Nimsha creates a thick, impassable terrain that lasts for 5 seconds.
Cooldown: 105/90/75
Mana: 100
Notes: Mixture of anivia's wall, and malphite's unstoppable force. The reason her attack range is so big, is so that she can attack people from one side of the wall while they're knocked up, and so she can barely reach people on the other side of the wall after the knock up as well

I can picture this chick either being in top lane, or in the jungle. Moreso the jungle though. I feel like that ult is too good not to be used every time it's up. I actually believe that her first clear won't be too bad. The high base damage on her E, along with the damage stacking on her passive make it easier than you'd think.

What are your thoughts, guys?