okay, i noticed the tileset is ice so here:
(icon would be the normal tuskarr icon)
Mokosh - Tuskarr Defender
Range: 120 | Move Speed: 290
Primary: STR
Str: 20 + 2.2 | Agi: 18 + 2.2 | Int: 15 + 1.8
Damage: 48 - 55 | HP: 530 | Mana: 195
HP Regen: 0.85 | Mana Regen: 0.61
Attack Speed: 1.5 | Armor: 4
Living as a nomadic race in the tundras of Northrend has served the Tuskarr very well. Holding family and society in high regard, they seldom use physical force to uphold their few laws. But when they need to defend themselves, they can call upon the cold, an element that has almost no effect on them. Their thick blubber defends them against forces that would normally overwhelm other lifeforms. The Tuskarr Defender can command the cold to deal damage to his enemies without necessarily slowing them down. In fact, they can speed up enemies by making them slip on ice.
Ice Spear
Mokosh throws a spear of ice that deals damage to his target, making him feel cold. If his target is already cold, the spear deals extra damage and renders the target so cold, that he cannot cast spells
Level 1 - deals 100 damage, if the target is cold : +15 dmg and silences for 2 sec
Level 2 - deals 150 damage, if the target is cold : +35 dmg and silences for 3 sec
Level 3 - deals 200 damage, if the target is cold : +55 dmg and silences for 4 sec
Level 4 - deals 250 damage, if the target is cold : +75 dmg and silences for 5 sec
being "cold" means that the target is affected by a cold spell (mokosh's other spells, frost nova, frost arrows, etc.)
Mana Cost: 100/110/120/130
Cooldown: 15
Slippery Ground
The Tuskarr can quickly create large ice patches on the ground to give them an advantage during a fight, making their enemies slip and become incapacitated. The movement speed of all units that walk on the ice patch is increased but foes are stunned according to the distance travelled in the AoE. If they leave the AoE, they are stunned. Mokosh has sight of the area covered by slippery ground.
Level 1 - 600 AoE, 50 ms increase, 0.75 sec stun every 500 units travelled, 1 sec stun if they leave AoE. Lasts 35 sec
Level 2 - 800 AoE, 80 ms increase, 0.75 sec stun every 500 units travelled, 1.25 sec stun if they leave AoE. Lasts 55 sec
Level 3 - 1000 AoE, 110 ms increase, 0.75 sec stun every 500 units travelled, 1.5 sec stun if they leave AoE. Lasts 75 sec
Level 4 - 1200 AoE, 140 ms increase, 0.75 sec stun every 500 units travelled, 2 sec stun if they leave AoE. Lasts 95 sec
This spell makes foes "cold"
Mana Cost: 80/90/100/110
Cooldown: 50
Mind Freeze
Mokosh creates an intense cold in the target's body, dealing damage over time. At the end of the spell, if the target has more mana than Mokosh, additional damage is dealt
Level 1 - deals 20 dps for 4 sec, deals additional 40 damage
Level 2 - deals 35 dps for 4 sec, deals additional 80 damage
Level 3 - deals 50 dps for 4 sec, deals additional 120 damage
Level 4 - deals 65 dps for 4 sec, deals additional 160 damage
this spell makes the target "cold"
Mana Cost: 70/90/110/130
Cooldown: 15
Natural Resistance (icon would be the mountain giant Resistant skin (me thinks))
Mokosh can tap into his natural fat reserves to help him survive, increasing armor, reducing the amount of time he is stunned and building his defense whenever a spell is cast on him (this buff lasts until he is killed). This is a passive ability
Level 1 - +2 armor, stun time reduced by 25%, gains +1 armor every time a spell is cast on him with a max of +5 extra armor (resets when he dies)
Level 2 - +5 armor, stun time reduced by 45%, gains +1.25 armor every time a spell is cast on him with a max of +10 extra armor (resets when he dies)
Level 3 - +8 armor, stun time reduced by 65%gains +1.5 armor every time a spell is cast on him with a max of +15 extra armor (resets when he dies)
Mana Cost: N/A
Cooldown: N/A
