Yea, it's good because the splash synergises well with E. Also, all this life regen while you're shielded.
God, Tiamat so gud.
Potatis wrote about Atma's and I agree, we stated previously that Fromal was worth it on some situations, I guess some extra armor+damage could be apreciated sometimes.
God, Tiamat so gud.
Potatis wrote about Atma's and I agree, we stated previously that Fromal was worth it on some situations, I guess some extra armor+damage could be apreciated sometimes.
In a thread about his own ban,
In a thread about toxic players,
gabpin wrote:
stfu I only did that : swearing and thats why i got ban are u ****** or something ?
In a thread about toxic players,
throatslasher wrote:
Go be a whiny baby elsewhere. Find and abuse the ignore button. No sense stinking up this forum with your crying.
I've been seeing a lot of AD carries getting FroMal now. It's ridiculously stupid when they deal tons of damage and you can't get away from them without blowing flash or ghost. I think I'mma start trying it on Ezreal. :P
Also, it's a stupidly good item on off-tanks too. They will not get away from that slow.
Also, it's a stupidly good item on off-tanks too. They will not get away from that slow.
Lugignaf wrote:
I've been seeing a lot of AD carries getting FroMal now. It's ridiculously stupid when they deal tons of damage and you can't get away from them without blowing flash or ghost. I think I'mma start trying it on Ezreal. :P
Also, it's a stupidly good item on off-tanks too. They will not get away from that slow.
I've seen this as well, and HATE it.
For the reasons you listed, but also because I feel it makes a core piece of Ashe's kit irrelevant. Honestly, FroMal needs a nerf. It's an absolutely fantastic survivability item that also gives you damage and a permanent slowing effect. It punishes you if you attack them (so much hps!) and it punishes you if you run away from them (you will never escape without a miracle/summoner spell).
You can't peddle papooses with a dancing monkey.
Therefore you gain zero dmg compared to it's cost.
But it slowly replaces Warmogg's as Atmogg's compound.
Why wasting money on Hp/reg and +500 Hp -> 10 AD(Atma's), if...
...you can have 20AD directly,
...dont need to waste 5-10min stacking,
...obtain life recovery anyway thx to lifesteal and
...also gain that needed slow?
But it slowly replaces Warmogg's as Atmogg's compound.
Why wasting money on Hp/reg and +500 Hp -> 10 AD(Atma's), if...
...you can have 20AD directly,
...dont need to waste 5-10min stacking,
...obtain life recovery anyway thx to lifesteal and
...also gain that needed slow?
Darcurse wrote:
Therefore you gain zero dmg compared to it's cost.
But it slowly replaces Warmogg's as Atmogg's compound.
Why wasting money on Hp/reg and +500 Hp -> 10 AD(Atma's), if...
...you can have 20AD directly,
...dont need to waste 5-10min stacking,
...obtain life recovery anyway thx to lifesteal and
...also gain that needed slow?
Agreed. Hell, I used to get it on Ashe even. I never had to use Q unless I was sure they had some way to outrun me. Scary stuff.
Sig courtesy of GrandmasterD. Go get your own sig from them. :D
Lugignaf wrote:
I've been seeing a lot of AD carries getting FroMal now.
Really? If anything I've been seeing less and less of it.
I don't think I saw it built all Hanover, so far, either. You either get Trinity Force or your support/other team mates can slow them. That or there will be a slow built into your kit, like there is on many AD carries. Kog, Ashe, Graves, MF, (Cait's net doesn't count) that, or they have a MS increase, stun/other CC, flash, or both.
Your team is meant to slow/CC, however. An AD carry's role is damage. If your AD doesn't cut it you'll lose team fights, simple as that. Your off tanks or whatever can go FrAtma's and slow them whilst you cut them up.

^ Basically what was said above.
Defensive wise at that point of the game
Guardian Angel and
Banshee's Veil are superior in most cases. The AD carry who used to get
Frozen Mallet repeatedly in the past was
Kog'Maw due to his absurd range on
Bio-Arcane Barrage, furthermore he lacks any effective type of escape mechanics in comparison to other AD range carries so it stresses the need of positioning where items as
Quicksilver Sash becomes superior to relieve yourself of that snare/stun/binding etc in which you would usually take over 1000+ damage within that CC duration so in effect it mitigates more health then the effective health gained from
Frozen Mallet.
Defensive wise at that point of the game








If I helped +Rep, if I didn't then +Rep the person who did.
You need to log in before commenting.
Am I doing it right?