I am remaking this concept cuz you guys thought that last one was mid
Passive 1: frost steps
obtained from any finisher, once you do your 4th m1/uppercut, you will freeze them and let you start a second m1 combo, disappears once used on a enemy, the freeze does NOT deal any dmg.
Passive 2: ice spear
Obtained from a finisher involving this weapon, gives you extra m1 range/dmg and ignore the m1 debuff from frozen hell base variant.
1st move: frozen hell(normal variant)
The user grabs the opponent and repetitively punch them with their fist, which is covered by ice in the shape of knuckle dusters, the user then throws them away and freezes them, allowing for m1 combo extending, the enemy then rolls away after the freeze effect wears off, m1 combos done while the enemy is frozen will be debuffed to do less dmg, but after the enemy rolls away, the user can front dash and use their m1s without the debuff, but without the freeze debuff active, the enemy can ragdoll cancel out of the move to avoid combos, this is all for balancing reasons obviously
16% dmg, grab type move that breaks block and hits grounded players, 18 secs cooldown, 22 secs if this variant is used twice in a roll.
1st move: frozen hell(4th m1 variant)
The user punches the ground with their right hand, causing a small glacier to hit the opponent and send them far away.
16% dmg, cannot combo extend due to how far away it sends the opponent, breaks block but deals 9% instead if blocked, hits grounded, 22 secs cooldown, 25 secs cooldown if used twice in a roll.
1st move: frozen hell(uppercut variant)
The user does a fast grab, slams them to the ground, then throws into the air before throwing a ice javelin at their chest, striking them down and freezing them, deals *soft ragdoll instead of normal ragdoll. *soft ragdoll = ragdolling the target but still makes them vulnerable to stun from m1s and moves that only hits enemies that are up.
15% dmg, applys soft ragdoll instead of normal ragdoll after the move, allowing for combo extending, does not bebuff m1s, 15 secs cooldown, 20 secs cooldown if used twice in a roll.
1st move: frozen hell(downslam variant)
The user leaps up before delivering an axe kick to the ground, freezing a small area around the user similar to frost flame eruption(dabi ult move), the ice then explodes into a blizzard and throws enemies away, if the freeze part of the move is landed, the user is free from stun and can use moves and attacks, will still count the blizzard dmg, however, if this move misses, the user gets endlag until the ice explodes.
13% dmg, acts similar to vanquish(shigaraki base move), 10 secs cooldown, 13 secs cooldown if used twice.
2nd move: blizzard rush
The user waves their hand forward, creating a wave of frost, sending the opponent away, and if the user uses it again after the first hit, the user rushes forward and kicks the target before using the target as a snowboard and skating forward, creating a trail of ice, the user then stomps on the enemy afterwards, creating a crater on the ground, ragdolls the enemy enough for a downslam.
14% dmg, 6% from the frost wave, 8% from the second use, the enemy can evasive after the first use to escape the second use similar to hell shot(mastery dabi move), 15 secs cooldown.
3rd move: menacing frost
This is a counter move, the counter part of the move lasts for the same amount of time as decaying counter(shigaraki move), the user does a stance, when hit, the user dodges and rushes towards the enemy, delivering two punches with frost covered fists, before dropkicking the target, freezing them allowing for a m1 combo, and after a while the freeze effects wears off, causing the enemy rolls away, too far to combo extend.
11% dmg, can't counter ranged attacks if hit from too far away, but still lets you dodge the dmg, 30 secs cooldown.
4th move: frost chain(normal variant)
This move has two variants similar to shadow whip(vigilante deku move), the user summons a chain of ice and throws it forward, grabbing a target and pulling them towards the user, the user then slams them to the ground, stomps on them, before kicking them forward and launching them away with a glacier of ice.
13% dmg, the normal variant activates if the target being hit is not ragdolled, combo ender, hits grounded, can be blocked and has extra endlag if blocked, 25 secs cooldown.
4th move: frost chain(ragdolled variant)
The second variant of frost chain, the user pulls the enemy towards them with the frost chain, they then slam the enemy to the ground and start stomping on them, the final stomp launches the enemy upwards and ragdolls them, allowing for combo extending, this ragdolls the target the same amount of time as black whip ragdolled variant(vigilante move).
11% dmg, activates on ragdolled players or players that are waking up from ragdoll if you're fast enough, bypasses wakeup armor similar to triple dagger throw, allows for combo extending, this ragdolls the target the same amount of time as black whip ragdolled variant(vigilante move), 17 secs cooldown.
Alr, is this still mid? i am about to make the ult soon.