User blog comment:GreenMoriyama/Izo, the Blizzard Prince/@comment-25228021-20160326195225

Well, this is interesting to say the least. I'm not too much of a fan of his lore, because it glorifies him a lot, but the kit is pretty nice, enough so to warrant a full analysis.

Passive: Frozen Edge The name isn't very unique, but it does make sense. The ability itself on top of that, is rather good, even though it could use a number tweak. It encourages Izo to go for trades when his passive is up, preferably prolonged ones with the slow it carries. Though I'm not too keen on letting it proc for free on minions. It only forces him to have one charge up so that he can CS better. Also, I wouldn't advise for the slow to scale up 10% every 6 levels when you can have it scale up 5% every 3. Also, it's probably intentional, but the lack of base damage looks bad.

Q: Crushing Bolverk The passive part is unnecessary in my opinion. Plus crit synergy is usually an AD Carry thing while Izo looks more like a bruiser than an actual assassin, despite the secondary role. As for the active, well just say it counts as a basic attack. It saves you space and prevents the confusion of adding on the passive that it procs it while also saying in this ability's tooltip that it procs on-hit effects. (This includes the passive.) It's a bit reminiscent of Yasuo's Steel Tempest already anyway. The AP scaling on the heal is also kinda awkward. Well the heal in general feels awkward on this.

W: Frost Fang Okay, I don't think a mana cost that isn't a multiple of 5 is a thing, except with spammable low-cost abilities like Karthus and Hecarim's Qs. As for the skill itself, it just feels strange to have two different categories for it. If Thornmail reflects damage from 800 range, why have the damage reflection range be limited if not to implement an actual weak point in the skill? The damage reflection formula is kind of strange, too. If it was for me I would tie the damage reflection to the shield as well, or do something different than reflection or damage reduction (which as I mentioned on the page of Jargan from ClayHuang158, is really just redundant), but tied to the shield regardless. I do like that it gives you a passive stack, though, it makes this become the "I'm going in" signal, and the key to his trades along with his passive. Good synergy there.

E: Glacial Blade This is somewhat interesting. The knockup is rather strong and its radius is also rather wide, but on the flip side its travel speed is ridiculously slow (2.2 seconds to reach max range? seems legit) and it will only hit either melee range or in the jungle. Which made me realize that his passive becomes that much more powerful in the jungle. Free executing basic attacks with a good slow to kite the jungle like a god? Yes please! I don't see to much use for this, though, even if it makes thematic sense.

R: Field of Rime This is one big point-blank aoe. The CC is also strong, but short enough that it doesn't win teamfights by itself. The field's slow is also light. And all of that is awesome. I'm not a fan of any aoe bigger than Amumu's ultimate, but eh. The field should be bigger on the other hand I think. Also, the free passives on hitting things is overkill with the rest, plus the condition makes it unreliable. I think the key to playing this ability to the best is focusing on the ice field rather than the mini-Amumu-ult. Also, maybe removing Hoarfrost and using the passive instead could be better.

Overall, the CC might be overkill, but he also has trouble properly initiating teamfights the way he is now, as his only combo for this would be W R and dash thanks to the R field.