Iceborn Gauntlet

What is Iceborn Gauntlet? ❄️

Iceborn Gauntlet is the tank’s SPELLBLADE item — combining melee ability-cast cadence with a zone-control slowing frost field that punishes enemies who try to disengage from a frontline champion. Unlike Trinity Force (SPELLBLADE for fighters/bruisers) or Lich Bane (SPELLBLADE for AP carries), Iceborn Gauntlet’s stat profile — armor and HP over AD and attack speed — targets tanks and CC-heavy fighters who value the frost field slow zone for disruption rather than maximizing per-hit damage output from the 150% base AD physical bonus.

The SPELLBLADE passive here is genuinely different from other SPELLBLADE items because of the 300-radius frost field. Every empowered basic attack doesn’t just deal bonus physical damage — it also drops an AoE slow zone centered on the attacker for 2 seconds. In practice, any enemy within 300 units of the Iceborn Gauntlet holder after an empowered attack is caught in the slow field: 25% movement speed reduction for melee attackers, 12.5% for ranged. For tanks built around keeping enemies in melee range — Malphite, Nasus, Irelia, Sion — this converts every ability cast into a temporary AoE snare zone.

The consecutive ability cast refreshing mechanic is the item’s core rotation principle: casting abilities back-to-back refreshes the 10-second empowered attack window without resetting the 1.5-second SPELLBLADE cooldown. This means champions with rapid ability cycling can maintain near-continuous SPELLBLADE readiness across multiple ability casts before landing the empowered auto. At 2,900 Gold it is the most affordable SPELLBLADE legendary, building from Sheen and Chain Vest with an 800g combine. Sell: 2,030 Gold. ID: 6662.

📊 Base Statistics

StatisticValue
Total Cost2,900 Gold
Combine Cost800 Gold
Sell Price2,030 Gold
Ability Haste+15 AH
Armor+50 armor
Health+300 HP
SPELLBLADE: TriggerAfter using an ability
SPELLBLADE: Attack windowNext basic attack within 10 seconds
SPELLBLADE: Bonus damage150% base AD as bonus physical damage (on-hit)
SPELLBLADE: Frost field radius300 units radius
SPELLBLADE: Frost field duration2 seconds
SPELLBLADE: Slow (melee targets)25% movement speed reduction
SPELLBLADE: Slow (ranged targets)12.5% movement speed reduction
SPELLBLADE: Cooldown1.5 seconds (starts after empowered attack is consumed)
SPELLBLADE: Ability refreshConsecutive ability casts REFRESH the 10-second empowered attack duration
SPELLBLADE: Damage typeProc damage — does NOT trigger spell effects
SPELLBLADE: Critical strikesNOT affected by critical strike modifiers
SPELLBLADE: Lifesteal/vampBenefits from life steal, omnivamp, and physical vamp (NOT spell vamp; excludes Lich Bane and Dusk and Dawn)
SPELLBLADE: StructuresSPELLBLADE will trigger against structures
SPELLBLADE: Jungle plantsCannot trigger and will NOT be consumed against jungle plants
Item groupSPELLBLADE — Limited to 1 SPELLBLADE item
Item ID6662
AvailabilitySR 5v5, ARAM, Nexus Blitz, Arena
📊 SPELLBLADE — 150% Base AD Damage at Different Base AD LevelsSPELLBLADE damage = 150% of BASE AD only — NOT total AD. Base AD is the champion’s level-scaling base stat, excluding all item AD bonuses. Items with +AD do NOT increase SPELLBLADE damage directly.Base AD examples by champion and level:  Nasus Level 6: ~57 base AD → SPELLBLADE = 57 × 1.50 = 85.5 bonus physical damage.  Nasus Level 11: ~65 base AD → SPELLBLADE = 97.5 bonus physical damage.  Nasus Level 18: ~77 base AD → SPELLBLADE = 115.5 bonus physical damage.  Malphite Level 6: ~55 base AD → SPELLBLADE = 82.5 bonus physical damage.  Malphite Level 18: ~74 base AD → SPELLBLADE = 111 bonus physical damage.  Irelia Level 6: ~60 base AD → SPELLBLADE = 90 bonus physical damage.  Irelia Level 18: ~94 base AD → SPELLBLADE = 141 bonus physical damage.Important: champions with naturally high base AD (fighters like Irelia, Fiora) gain more SPELLBLADE damage than low-base-AD tanks (Malphite). The flat base AD scaling makes SPELLBLADE more damage-oriented on high-base-AD fighters than on low-base-AD tanks where the frost field slow zone is the primary value rather than the raw damage.The damage is physical and on-hit — affected by armor mitigation on the target. Against armored tanks, the SPELLBLADE bonus damage is reduced by the target’s armor.

🔨 Recipe & Components

Iceborn Gauntlet builds from Sheen + Chain Vest with an 800g combine:

ComponentCostNotes
Sheen900 Gold (+650)Glowing Mote + Ruby Crystal; provides +HP and the Sheen proc itself before full item completion; Sheen SPELLBLADE at component level (100% base AD, no frost field) is immediately useful for ability-casters with high base AD
Glowing Mote250 GoldPart of Sheen — AP/mana component input
Ruby Crystal400 GoldPart of Sheen — +HP component input
Chain Vest800 Gold (+500)Cloth Armor; +40 armor at component level; provides immediate armor mid-build before completing Iceborn Gauntlet; also builds into Thornmail, Sunfire Aegis, and other armor legendaries
Cloth Armor300 GoldPart of Chain Vest — armor input
Combine Cost800 Gold
Total2,900 GoldComplete Iceborn Gauntlet — the least expensive SPELLBLADE legendary (vs Trinity Force 3,200g, Lich Bane 3,000g)
💡 Sheen Component — SPELLBLADE Available Before Full Item CompletionSheen (900g) provides a version of the SPELLBLADE proc at component level: 100% base AD bonus physical damage on-hit after an ability cast, without the frost field. Completing Sheen first gives ability-casters immediate SPELLBLADE access during laning phase before finishing the full Iceborn Gauntlet.Sheen-first path: Sheen (900g) on first back → Chain Vest (800g) on second back → 800g combine. Three backs to completion at ~2,900g total. The Sheen proc is available for the entire mid-build period.Chain Vest-first path: Chain Vest (800g) on first back vs physical lane threats → Sheen (900g) → combine. This delays SPELLBLADE access but provides immediate armor against physical damage lanes.At 2,900g, Iceborn Gauntlet completes before Trinity Force (3,200g) and Lich Bane (3,000g). The earlier first-item completion spike matters for lane phase and first objective fights.

❄️ SPELLBLADE — Complete Mechanics Reference

The Core Mechanic — Ability → Empowered Attack → Frost Field

SPELLBLADE operates on a three-step cycle: cast ability → gain empowered attack (10s window) → basic attack to consume and deal bonus damage + create frost field. The empowered attack deals 150% base AD as bonus on-hit physical damage AND creates a 300-radius frost field centered on the attacker for 2 seconds. Any enemy in the 300-radius area is slowed by 25% (melee) or 12.5% (ranged).

The frost field is where Iceborn Gauntlet diverges from all other SPELLBLADE items: the slow zone persists at the attacker’s location for 2 full seconds after the empowered hit. For tanks who stand still in extended melee combat — Nasus spinning Wither (W) into a slowed target, Malphite stacking Thunderclap (W) hits against a slowed enemy — the 2-second frost field creates a sustained slow aura around the melee exchange. Kiting away from Iceborn Gauntlet holders is functionally harder than kiting away from non-frost-field SPELLBLADE items.

Consecutive Ability Cast Refresh — Maintaining Empowered Attack Readiness

The wiki notes that consecutive ability casts refresh the duration of the enhanced attack. Casting a second ability before consuming the SPELLBLADE empowered attack restarts the 10-second window — effectively keeping SPELLBLADE readiness alive across an entire ability rotation without consuming the proc. This rewards champions with multi-ability rotations: Q → W → E (three abilities, 10s window refreshed twice) before finally landing the empowered basic attack with full SPELLBLADE bonus and frost field.

In practice, this means a Nasus player can cast Wither (W) to slow the target, then cast Spirit Fire (E) to reduce armor, and the SPELLBLADE window is refreshed on both — landing the empowered auto after the E cast deals the bonus damage and frost field at the end of the full ability combo sequence rather than requiring the empowered auto to be used immediately after the first ability.

All Documented SPELLBLADE Interaction Rules

Proc damage, not spell effects: SPELLBLADE deals proc damage and therefore does NOT trigger spell effects (items or runes that proc from ability damage or spell hits). Abilities themselves still trigger spell effects, but the SPELLBLADE bonus on-hit damage component is proc damage.

Spell shield interactions: SPELLBLADE is not blocked by spell shield if the empowered attack is applied by a basic attack. However, it IS blocked if the SPELLBLADE effect is applied by an ability that triggers on-hit effects — in that case, the spell shield negates the SPELLBLADE proc.

Granted at cast time start: SPELLBLADE is granted at the start of the triggering ability’s cast time — not at the end. This means the empowered attack window begins from the moment the ability cast animation starts, not when the ability projectile lands or the effect resolves.

Can be blocked and dodged: SPELLBLADE can be blocked (negates the damage, consumes the SPELLBLADE effect, and places it on cooldown) and dodged (prevents the effect from triggering altogether — dodge bypasses both the damage and the consumption, effectively negating the empowered attack without spending the proc).

Not affected by critical strike modifiers: SPELLBLADE bonus damage is NOT amplified by critical strike chance or critical strike damage. Building crit items alongside Iceborn Gauntlet does not increase SPELLBLADE damage — the proc is calculated purely from base AD with no crit interaction.

Lifesteal, omnivamp, physical vamp — YES. Spell vamp — NO: SPELLBLADE’s bonus damage benefits from life steal, omnivamp, and physical vamp (providing HP recovery on the empowered hit). It does NOT benefit from spell vamp. The wiki additionally notes this excludes Lich Bane and Dusk and Dawn from the physical vamp interaction (those items have their own SPELLBLADE variants with different vamp rules).

Works on structures, not jungle plants: SPELLBLADE will trigger against turrets and other structures (valid targets for the empowered hit). SPELLBLADE cannot trigger and will not be consumed against jungle plants — hitting a plant does not trigger or consume the empowered attack window.

1.5-second CD starts after empowered attack is consumed: the cooldown clock begins only after the empowered basic attack lands and consumes the SPELLBLADE buff, not from the moment of the triggering ability cast.

SPELLBLADE — Full Mechanics Table

MechanicDetail
TriggerAfter using an ability
Attack windowNext basic attack within 10 seconds
Window refreshConsecutive ability casts REFRESH the 10-second duration without consuming the proc
Bonus damage150% of BASE AD as bonus physical on-hit damage
Frost field radius300 units (centered on the attacker at time of hit)
Frost field duration2 seconds
Frost field slow: melee enemies25% movement speed reduction
Frost field slow: ranged enemies12.5% movement speed reduction
Cooldown1.5 seconds (starts AFTER empowered attack is consumed)
Granted atStart of triggering ability’s cast time
Proc typeProc damage — does NOT trigger spell effects
Spell shieldNOT blocked by spell shield via basic attack; IS blocked if applied via ability triggering on-hit
BlockedBlock negates damage, consumes effect, and places SPELLBLADE on cooldown
DodgedDodge prevents triggering entirely — SPELLBLADE effect is NOT consumed on dodge
Critical strikesNOT affected by critical strike modifiers
Lifesteal / omnivamp / phys vampYES — benefits from these (excludes Lich Bane and Dusk and Dawn interactions)
Spell vampNO — does not benefit from spell vamp
StructuresYES — SPELLBLADE triggers against structures
Jungle plantsNO — cannot trigger and will not be consumed against jungle plants
Item groupSPELLBLADE — Limited to 1 SPELLBLADE item total
⚠️ SPELLBLADE — Critical Rules150% BASE AD only — item AD does NOT increase SPELLBLADE damage. Only the champion’s base AD (level scaling) matters. Building AD items alongside Iceborn Gauntlet does not amplify SPELLBLADE.Consecutive ability casts REFRESH the 10-second window — cast Q then W then E and the SPELLBLADE window is refreshed each time; land the empowered auto after the full rotation.NOT affected by critical strikes — crit chance and crit damage modifiers have ZERO effect on SPELLBLADE bonus damage.Dodge DOES NOT consume SPELLBLADE — if the target dodges the empowered basic attack, the SPELLBLADE proc is NOT spent; the empowered window remains active for the next attempt.Granted at cast TIME START (not ability resolution) — the 10-second window begins from the first frame of the ability cast animation.Frost field is centered on the ATTACKER — the slow field spawns where the Iceborn Gauntlet holder stands when hitting, not where the target stands. Positioning matters: stand near enemies to maximize how many targets the 300-radius zone catches.Triggers vs structures — useful for split-pushing; empowered auto against a turret deals the SPELLBLADE bonus damage and creates the frost field (which can catch nearby defenders).Limited to 1 SPELLBLADE item — cannot combine Iceborn Gauntlet with Trinity Force, Lich Bane, Essence Reaver, or any other SPELLBLADE item simultaneously.
💡 Frost Field — Zone Control Positioning GuideThe 300-radius frost field spawns centered on the Iceborn Gauntlet holder at the moment of the empowered basic attack hit. It persists for 2 full seconds at that location.300 units is approximately 0.5× basic attack range for most melee champions. At a typical melee range of 125-175 units between attacker and target, the 300-radius field extends well behind the attacker and significantly beyond the target — creating a roughly 600-unit diameter slow zone.Melee combat positioning: land the empowered auto while as many enemies as possible are in the 300-radius zone. In a grouped teamfight, a 300-radius frost field covers a 600-unit diameter slow zone — catching multiple enemies bunched behind a frontline.Movement-and-hit: the frost field spawns at the holder’s position at hit time. Walking toward clustered enemies before consuming the SPELLBLADE empowered attack maximizes the number of targets caught in the 2-second slow zone.Nasus vs. Dashing targets: land SPELLBLADE empowered attack, frost field spawns. Target moving away from melee range gets caught in the slow for 2 seconds — enough time for Nasus to close with Wither (W) applied simultaneously. The frost field and Wither stack as separate slow sources for maximum total slow.Split-push: when hitting a turret with the SPELLBLADE empowered auto, the frost field spawns around the turret area. Incoming defenders are slowed as they enter the 300-radius zone around the turret, giving the split-pusher a reaction window to disengage or continue.
💡 Iceborn Gauntlet vs Trinity Force — SPELLBLADE for Tanks vs SPELLBLADE for FightersIceborn Gauntlet: +15 AH, +50 armor, +300 HP. SPELLBLADE: 150% base AD on-hit + 300-radius frost field 25% slow (2s). Cost: 2,900g. Tank/Fighter SPELLBLADE focused on zone control and slowing over raw DPS output.Trinity Force: +20 AH, +20 AS, +200 HP, +30 AD. SPELLBLADE: 200% base AD on-hit (higher damage, no frost field). Cost: 3,200g. Fighter SPELLBLADE focused on maximum per-hit damage output and THREATEN passive (MS on kill/assist).Key differences:  Frost field: Iceborn ONLY. Trinity has no AoE slow zone. If the primary value need is slowing enemies for CC-extension or anti-kite, Iceborn is the correct choice.  Damage: Trinity’s 200% base AD vs Iceborn’s 150% base AD — 33% higher raw SPELLBLADE damage on Trinity. For DPS-oriented fighters, Trinity is more effective per-hit.  Armor: Iceborn +50 armor vs Trinity 0 armor. Iceborn provides physical mitigation; Trinity is entirely offensive stat-focused.  HP: Both provide HP (Iceborn +300 vs Trinity +200) — Iceborn has slightly more HP.  Cost: Iceborn 2,900g vs Trinity 3,200g — Iceborn completes 300g earlier.Decision: tank or CC-heavy fighter who needs zone control → Iceborn. Melee DPS fighter who wants maximum SPELLBLADE damage output → Trinity Force.

🗺️ Map-Specific Differences

StatSR 5v5 / ARAM / Nexus BlitzArena
Ability Haste+15 AH+10 AH (reduced by 5)
Armor+50 armor+45 armor (reduced by 5)
Health+300 HP+300 HP (unchanged)
SPELLBLADEFull mechanics unchangedFull mechanics unchanged
💡 Arena Iceborn Gauntlet — Reduced AH and ArmorAH 15→10: minor AH reduction. The 5 AH difference slightly increases ability CDs — approximately 3-4% longer CDs on abilities with 10-15s base CDs. The frost field slow zone and 150% base AD SPELLBLADE damage remain unchanged.Armor 50→45: minor 5 armor reduction. At typical late-game armor totals (200+ armor), the 5 armor difference represents less than 1% physical damage reduction change.SPELLBLADE mechanics unchanged: the frost field radius (300), slow values (25%/12.5%), duration (2s), 1.5s CD, 10s window, and damage formula (150% base AD) are all identical in Arena. The core item value is preserved.Arena context: Iceborn Gauntlet’s frost field is particularly impactful in Arena’s smaller combat zones where the 300-radius slow field covers a proportionally larger percentage of the total fighting area. The AoE zone control is arguably stronger in Arena’s confined engagement spaces than in SR’s open map.

🎯 When to Build Iceborn Gauntlet

Iceborn Gauntlet is built when the primary goal is melee combat zone control — keeping enemies in the fighting range of the frontline through the frost field slow rather than maximizing single-target DPS from the SPELLBLADE bonus damage. The armor stat makes it relevant specifically against physical damage-heavy enemy compositions where the 50 armor provides meaningful damage reduction alongside the zone control utility.

✅ Build Iceborn Gauntlet When:

  • Playing a tank who cycles abilities frequently (Malphite, Nasus, Sion): high ability spam rate means SPELLBLADE readiness is consistently maintained through the consecutive-cast refresh mechanic; every Q/W/E rotation keeps the empowered auto window live; the frost field activates on every empowered auto, creating near-constant slow zones during sustained combat
  • Enemy team relies on kiting to avoid melee champions: against compositions built around creating distance (ADC + Caitlyn range, movement speed-stacking champions, dash-heavy escapes), the 25% slow from the frost field meaningfully reduces kite distance; Nasus with Wither (W) + Iceborn frost field creates stacked slows that make escaping melee range extremely difficult
  • Enemy team has a significant physical damage threat: the +50 armor is Iceborn Gauntlet’s stat differential over Trinity Force; against physical AD-heavy compositions, the armor provides direct mitigation that Trinity Force doesn’t — buying SPELLBLADE utility AND physical resistance simultaneously from one item slot
  • Building a split-push tank who wants turret pressure and anti-gank zone: SPELLBLADE triggers against structures (turrets), dealing bonus physical damage per ability+auto cycle in split-push situations; the frost field around the turret during split-push slows incoming defenders, creating a reaction window for the split-pusher to either commit or disengage safely
  • Playing Irelia, Fiora, or high-base-AD fighters with armor need: champions with naturally high base AD (Irelia ~60 base AD at Level 6, scaling to ~94 at 18) generate larger SPELLBLADE damage values (141 bonus physical at Level 18) while also benefiting from the armor stat when building against physical threats; the frost field enhances their sustained melee presence

❌ Do NOT Build Iceborn Gauntlet When:

  • Pure AP champion (Syndra, Lux, Viktor): SPELLBLADE’s damage is physical (base AD scaling) — entirely irrelevant for mages who never basic attack and whose damage output is ability-based; Lich Bane is the SPELLBLADE item for AP carries (AP scaling SPELLBLADE with much higher damage on ability-centric kits)
  • Already own a SPELLBLADE item: the 1-SPELLBLADE-item group restriction prevents simultaneous Iceborn Gauntlet + Trinity Force + Lich Bane; the choice is exclusive and permanent for that build
  • Facing a primarily AP composition: the +50 armor contributes zero magic damage reduction against an AP-heavy enemy team; Jak’Sho, The Protean, Kaenic Rookern, or Force of Nature provide more relevant defensive stats against magic damage threats while Iceborn’s armor remains largely wasted

👥 Best Champions for Iceborn Gauntlet

✅ Optimal Picks — Tanks and CC-Heavy Fighters

  • NasusWither (W) + Spirit Fire (E) + Siphoning Strike (Q) ability cycle. Nasus’s Wither (W) already slows the target; Iceborn Gauntlet’s frost field stacks an additional slow on the same target from the empowered auto after W cast. Combined: Wither (W) up to 95% slow at max rank + Iceborn frost field 25% slow = the target is essentially stationary during the entire empowered attack window. Soul Eater (P) life steal benefits from SPELLBLADE’s physical vamp interaction — the empowered hit restores HP through life steal. Q-enhanced Siphoning Strike stacks benefiting from the SPELLBLADE’s free armor-reduced damage.
  • MalphiteSeismic Shard (Q) slow + Ground Slam (E) AoE ability cycle. Malphite builds armor naturally (Granite Shield P scales with armor); Iceborn Gauntlet’s +50 armor amplifies both the Granite Shield P shield value AND the Ground Slam E damage (Ground Slam bonus damage scales with armor). The SPELLBLADE empowered attack after Q or E creates a frost field that expands Malphite’s zone control. Unstoppable Force (R) engage followed by an empowered auto with frost field keeps the entire engaged group slowed while Malphite’s team follows up.
  • SionDecimating Smash (Q) channel + Soul Furnace (W) shield + Roar of the Slayer (E). Sion’s ability rotation refreshes SPELLBLADE window naturally during extended Q channel combos. Death Surge (P) death form benefits from SPELLBLADE: even during the passive P state after death, Sion’s basic attacks in death form trigger SPELLBLADE (if the window is active from a pre-death ability cast), dealing bonus physical damage and creating frost fields while the P-form rampages through the enemy team.
  • IreliaIonian Fervor (P) stacks + Bladesurge (Q) multihit + Defiant Dance (W). Irelia’s extreme ability cycling rate (Q chains across multiple targets) keeps SPELLBLADE refreshed continuously. The 300-radius frost field from each empowered auto slows targets trying to escape Bladesurge (Q) resets — effectively making Irelia’s already-sticky pursuit pattern even harder to escape. High base AD (~94 at Level 18) means Irelia’s SPELLBLADE deals ~141 bonus physical damage — the highest SPELLBLADE value among the typical Iceborn Gauntlet users.
  • GarenDecisive Strike (Q) silence + Courage (W) armor + Judgment (E) spin. Judgment (E) continuous auto-attacks stack ability casts around the spin — SPELLBLADE empowered after Q silence deals bonus physical and creates frost field, then E spin creates a 2-second frost zone during the entire spin duration potential. Garen’s Courage (W) armor stacking stacks with Iceborn’s +50 armor for significant total physical mitigation.

Situational Picks

  • Cho’Gath: Rupture (Q) knockup + Feral Scream (W) silence + Feast (R). Cho’Gath’s ability cycle is CD-gated but high-impact — each ability hit refreshes the SPELLBLADE window, and the empowered auto after Q knockup creates a frost field on a target that’s already airborne, catching them in the slow immediately when they land. HP-stacking build (Warmog’s + Heartsteel + Iceborn) creates an enormous LIFELINE-equivalent defensive HP floor.
  • Fiora (situational): if building armor vs an AD-heavy matchup while needing split-push SPELLBLADE utility. Grand Challenge (R) vitals pattern creates an ability-to-empowered-auto cycle that Iceborn supports — but Fiora traditionally builds Trinity Force for the higher 200% base AD SPELLBLADE damage. Iceborn is a situational second or third item when armor is specifically needed in the split-push matchup.

❌ Not Recommended

  • AP mages (Syndra, Lux, Orianna): zero basic attack pattern; SPELLBLADE’s base AD physical damage irrelevant; no frost field zone control from the champion’s natural kit; Lich Bane is the correct SPELLBLADE item for AP carries
  • Pure ADC marksmen: armor and HP stats don’t fit the marksman stat priority; Trinity Force or Essence Reaver (both SPELLBLADE) are more appropriate for ADC SPELLBLADE builds; Iceborn’s armor is wasted on a backline champion who doesn’t need physical mitigation from the front

⚙️ Recommended Build Paths

Nasus — Maximum Slow Stack + HP Scaling

  1. Sheen — First back (900g) — SPELLBLADE proc at component level (100% base AD, no frost field); starts Q Siphoning Strike bonus damage per use immediately; Wither (W) cast → empowered Q Siphoning Strike with Sheen proc
  2. Iceborn Gauntlet — First full item — SPELLBLADE with frost field live; Wither (W) + Iceborn frost field stack; +50 armor vs physical; +15 AH for more frequent W casts
  3. Sunfire Aegis — Second item — IMMOLATE AoE burn in melee range; armor + HP; enemies slowed by Iceborn frost field also take sustained Sunfire burn while stationary in the slow zone
  4. Warmog’s Armor — Third item — WARMOG’S HEART out-of-combat regen; Nasus’s between-fight Q stack farming benefits from fast HP regen; massive HP pool
  5. Randuin’s Omen — Fourth item situational — ROCK SOLID physical damage reduction from crits; SEISMIC SHARD active (AoE slow on use); stacks with Iceborn frost field for multi-layer slow coverage vs crit-heavy ADC enemy; +300 HP
  6. Force of Nature — Fifth item situational — STEADFAST stacking MR; used when AP threats join physical focus; Nasus’s kit doesn’t natively counter AP burst, making FoN necessary in mixed-damage late games

Malphite — Armor Stack + Teamfight CC Zone

  1. Chain Vest — First back (800g) — +40 armor immediately; Granite Shield (P) shield value scales with armor; Chain Vest contribution to Granite Shield before completing Iceborn
  2. Iceborn Gauntlet — First full item — SPELLBLADE frost field after Seismic Shard (Q) cast; Ground Slam (E) bonus damage scales with total armor; combined +50 armor from Iceborn + Ground Slam damage synergy
  3. Sunfire Aegis — Second item — IMMOLATE AoE burn; armor + HP stack feeds Granite Shield P; total armor continues growing to amplify Ground Slam E damage
  4. Frozen Heart — Third item — WINTER’S CARESS aura reduces nearby enemy attack speed; high armor (+80) amplifies Ground Slam E further; combined Iceborn frost field slow + Frozen Heart attack speed reduction creates layered combat debuff on enemies in melee range
  5. Jak’Sho, The Protean — Fourth item — VOIDBORN RESILIENCE: +30% bonus resistances at max stacks; adds MR alongside continued armor stacking; the combined VOIDBORN + stacked armor enables Malphite to engage into mixed-damage compositions
💡 Iceborn Gauntlet + Sunfire Aegis — Frost Slow + Burn in Melee ZoneIceborn Gauntlet: SPELLBLADE frost field after ability cast — 300-radius zone slows enemies 25% for 2 seconds. Enemies are slowed and held in melee range.Sunfire Aegis: IMMOLATE — continuous AoE magic damage to nearby enemies in melee range. Enemies caught in the frost field slow are also simultaneously taking Sunfire Aegis burn damage.Combined effect: Iceborn frost field holds enemies in the Sunfire Aegis burn radius. A 2-second frost slow means enemies receive approximately 2 full seconds of Sunfire IMMOLATE burn they cannot escape without breaking through the slow first.Nasus interaction: Wither (W) up to 95% slow + Iceborn frost field 25% slow + Sunfire IMMOLATE burn = the target is slowed to near-standstill while simultaneously losing HP from Sunfire burns across the Wither duration. The combined damage + slow time creates significantly higher effective damage-per-fight than either item alone.Teamfight application: Malphite Unstoppable Force (R) into grouped enemies → empowered auto frost field on grouped targets → all slowed targets also receiving Sunfire Aegis IMMOLATE burn simultaneously for 2 seconds = AoE CC + damage zone from two items activated by one ability+auto cycle.

🔄 Similar Items — SPELLBLADE and Tank CC Family

ItemAHOther StatsUniquevs. Iceborn Gauntlet
Lich Bane+10+80 AP, +5% MSSPELLBLADE: 75% base AD + 50% AP bonus magic damage on-hitAP SPELLBLADE for mages; same group, cannot combine; Iceborn physical+frost vs Lich Bane magic
Trinity Force+20+30 AD, +20 AS, +200 HPSPELLBLADE: 200% base AD on-hit; THREATEN: MS on kill/assistFighter SPELLBLADE with higher damage (200%) vs Iceborn control (150% + frost field)
Essence Reaver+15+55 AD, +25% critSPELLBLADE: crit-empowered auto refunds mana + resets after ultAD/crit SPELLBLADE for ability-using ADCs; same group; Iceborn armor/tank vs ER offense
Dusk and Dawn+15+55 AD, +30 MRSPELLBLADE: omnidirectional cone projectile on empowered attackOmnidirectional ranged SPELLBLADE; Iceborn melee zone control vs D&D ranged projectile
Randuin’s Omen0+300 HP, +60 armorROCK SOLID + SEISMIC SHARD: AoE slow active + crit damage reductionPure armor/slow tank item; pairs WITH Iceborn for stacked slow coverage
Unending Despair0+200 HP, +50 armor, +50 MRDESPAIR: AoE HP regen + damage per ability useDual resistance HP tank item; no SPELLBLADE; pairs with Iceborn for AoE HP sustain
Frozen Heart0+80 armor, +400 manaWINTER’S CARESS: nearby enemy attack speed reduction auraPure armor + attack speed debuff; no SPELLBLADE; pairs with Iceborn for stacked debuff aura

❌ Common Mistakes & How to Avoid Them

  • Assuming item AD contributes to SPELLBLADE damage: SPELLBLADE deals 150% of BASE AD only — AD from items, runes, and ability bonuses does not increase the SPELLBLADE bonus. A common misconception is that stacking AD items increases SPELLBLADE output. Only champion level progression (which increases base AD) grows SPELLBLADE damage. This matters for itemization: building pure AD items hoping to boost SPELLBLADE provides no additional proc damage; focus on ability haste and armor/HP for Iceborn Gauntlet’s intended tank role
  • Not refreshing the SPELLBLADE window with consecutive ability casts: many players use one ability, then immediately auto to consume SPELLBLADE, then cast the next ability — treating it as ability-auto-ability-auto alternation. The refresh mechanic allows ability-ability-ability-auto sequences where the full rotation is completed before the empowered auto, maximizing ability combo value before triggering frost field. In prolonged melee exchanges, casting Q → W before landing the empowered auto means both ability effects are active (Wither slowing + Spirit Fire armor reducing) when the frost field spawns
  • Landing empowered auto from distance instead of within clustered enemies: the frost field spawns at the Iceborn Gauntlet holder’s position. Standing at the edge of attack range when consuming SPELLBLADE means the 300-radius field covers the area around the holder — which may not include the target or other nearby enemies. Walk close to a group before landing the empowered hit to maximize how many enemies the frost field catches in the 2-second slow zone
  • Building Iceborn against AP-heavy teams: the +50 armor provides zero value against magic damage. Against AP-dominant compositions, Jak’Sho, The Protean (balanced resistances + VOIDBORN), Kaenic Rookern (MAGEBANE magic shield), or Force of Nature (STEADFAST stacking MR) provide more relevant defensive stats. The SPELLBLADE utility and frost field remain valuable, but the armor stat is wasted in AP-heavy matchups
  • Forgetting that dodges do NOT consume SPELLBLADE: if a target (Jax Counter Strike E during active E, champions with dodge from runes) dodges the empowered basic attack, the SPELLBLADE buff is NOT consumed and does NOT go on cooldown. The empowered window remains active and the next basic attack attempt retriggers. This is particularly relevant against Jax — his Counter Strike (E) dodge doesn’t burn the SPELLBLADE proc, so the empowered attack remains available for after Jax’s E expires

✅ Best Practices

  • Use ability → ability → empowered auto for maximum combo efficiency: consecutive ability casts refresh the 10-second SPELLBLADE window; cast Q then W before landing the empowered auto to have both ability effects active (Wither slow + Iceborn frost field simultaneously) or to maximize total damage dealt per rotation before triggering the frost field
  • Position close to grouped enemies before consuming empowered attack: the 300-radius frost field spawns at the holder’s position; walking into the center of a grouped cluster before landing the empowered auto maximizes how many enemies the 600-unit diameter frost field catches in the 2-second slow zone
  • Stack with Sunfire Aegis for guaranteed slow-and-burn zone: the frost field’s 2-second slow holds enemies in Sunfire Aegis IMMOLATE burn range simultaneously; enemies caught in the frost field cannot easily escape the sustained AoE burn, creating a combined zone control + DPS pressure zone from two items activated by one ability+auto cycle
  • Stack with Frozen Heart for layered combat debuffs: Frozen Heart WINTER’S CARESS reduces nearby enemy attack speed; Iceborn Gauntlet frost field slows movement speed; combined, enemies in melee range of the Iceborn holder attack slower AND move slower simultaneously — making extended melee combat strongly favorable for the tank
  • Leverage the structure trigger in split-push: SPELLBLADE triggers against turrets; ability cast → empowered auto on turret deals 150% base AD bonus physical damage AND creates a frost field around the turret; incoming defenders walking into the turret area enter the frost field slow zone, buying reaction time to either commit to pushing or disengage safely

FAQ

Q: Does item AD increase Iceborn Gauntlet SPELLBLADE damage

A: A: No — SPELLBLADE bonus damage is calculated from BASE AD only. Items providing +AD, runes with bonus AD, and ability bonuses granting AD do not increase SPELLBLADE proc damage. Only champion level progression, which naturally increases base AD, grows SPELLBLADE bonus damage over the course of the game. This is a fundamental distinction: Iceborn Gauntlet’s damage scales with champion level progression, not itemization of AD stats. Focus item slots on AH, armor, and HP for the tank role — not AD.

Q: Can I build Iceborn Gauntlet and Trinity Force simultaneously?

A: No — both Iceborn Gauntlet and Trinity Force are SPELLBLADE group items, and the game limits you to 1 SPELLBLADE item at a time. Purchasing either item after owning the other is blocked at the item shop. The choice is mutually exclusive: Iceborn Gauntlet for tank/zone-control (frost field + armor), Trinity Force for fighter DPS (200% base AD SPELLBLADE + attack speed + movement speed on kill). The decision is made based on the role, stat needs, and desired SPELLBLADE utility for the game.

Q: Does Iceborn Gauntlet’s SPELLBLADE benefit from critical strikes?

A: A: No — SPELLBLADE is explicitly NOT affected by critical strike modifiers. Critical strike chance and critical strike damage from runes or items have zero effect on SPELLBLADE bonus damage. The 150% base AD calculation is flat and does not interact with crit multipliers. Building crit items alongside Iceborn Gauntlet (an unusual combination) doesn’t amplify the SPELLBLADE proc.

Q: What happens if the SPELLBLADE empowered attack is dodged?

A: A: If the target dodges the empowered basic attack, SPELLBLADE is NOT consumed — the empowered attack window remains active and the buff persists until a non-dodged basic attack consumes it or the 10-second window expires. This is distinct from being blocked: a blocked attack negates the damage, consumes the SPELLBLADE effect, and places it on cooldown. A dodged attack prevents the effect from triggering altogether — neither the damage nor the frost field activates, and the SPELLBLADE buff is not spent.

Q: Does the frost field slow stack with Nasus’s Wither (W)?

A: Yes — the Iceborn Gauntlet frost field slow and Nasus‘s Wither (W) slow are separate slow sources that stack additively. Wither at max rank (Level 5) slows by 95% movement speed at full duration. Adding Iceborn’s 25% frost field slow on top of a maximum Wither effectively makes the target nearly stationary for the frost field’s 2-second duration. This is one of the strongest slow-stacking combinations in the game: the two slows together approach or reach the movement speed slow cap against the target, making escape from Nasus’s Siphoning Strike (Q) attacks essentially impossible during the Wither + frost field overlap window.

Q: Does SPELLBLADE trigger when hitting a turret?

A: A: Yes — the wiki explicitly confirms that SPELLBLADE will trigger against structures (turrets, inhibitors). Casting an ability then hitting a turret with the empowered basic attack deals the 150% base AD bonus physical damage to the turret AND creates the 300-radius frost field around the attacker’s position. This is useful for split-push scenarios where the frost field catches incoming defenders approaching the turret area, slowing them and creating a reaction window. Note: SPELLBLADE does NOT trigger and will NOT be consumed against jungle plants — only structures and champions.

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