[CHAMPION CONCEPT] Freesia, Dancer of the Spirits
I've said it for a while: League is in need of a dancer Champion. To that end, I've put together this concept.
Note that any numbers and such you find here are not final. They can be changed or skills can even be replaced if something is found to be completely IMBA.
Last Update: November 17, 2013.
Freesia, Dancer of the Spirits
http://danbooru.donmai.us/data/069fb286f90c608816d559f1bac31120.jpg
(this image is just for reference; ideally, she should look less stripperiffic :p)
General Concept
Freesia is a short-ranged support Champion who uses mobility to keep up with her teammates and provide various buffs to them, as well as inflicting CC's on the enemy. She trades safety and harass capability for making power plays and maneuverability. Oftentimes, she will put herself at great risk to secure her team's victory, but she has some tools to help her (and her comrades) survive.
Statistics (numbers are theoretical; expect changes)
HP: 383 (+83)
HPR: 4.7 (+0.55)
MP: 240 (+60)
MPR: 6.8 (+0.65)
Range: 450
Armor: 10 (+3.5)
Magic Resistance: 30 (+0)
Movement Speed: 335
Abilities (changes should be expected)
P - Rhythm
Freesia gains 20/25/30% bonus movement speed and ignores unit collision for 1.5 seconds each time she hits an allied/enemy Champion with one of her abilities. This movement speed bonus decays over its duration. (Does not stack; refreshes if reapplied.)
Q – Wind Waltz/Soothing Step
First Cast - Wind Waltz: Freesia spins her sash to stir the air around her (300 range), dealing 50/85/120/155/190 (+0.6 AP) magic damage to all nearby enemies and pushing all enemies struck back a fixed distance (50 distance). If Freesia damages an enemy Champion this way, she can cast Soothing Step within the next 3 seconds.
- Wind Waltz costs 40 mana at all ranks.
Second Cast - Soothing Step: Freesia spins her sash again to restore 40/55/70/85/100 (+0.35 AP) health to herself and all nearby allies around her (300 range). The strength of the heal increases by 1% for each 1% missing health for each individual target.
- Soothing Step costs 60/65/70/75/80 mana.
8 second cooldown (does not cycle while Soothing Step is available). Both spells can be cast while moving.
W - Spirit Samba
On-ally cast: Freesia dashes to target allied Champion, granting it 10/15/20/25/30 (+0.05 AP) bonus AR/MR and 15/20/25/30/35 (+0.05 AP)% bonus movement speed for 3 seconds. Cannot be cast on self.
On-enemy cast: Freesia dashes to target enemy Champion, reducing the target's AR/MR by 10/15/20/25/30 (+0.05 AP) and slowing it by 15/20/25/30/35 (+0.05 AP)% for 3 seconds.
12/11/10/9/8 second cooldown. 60/65/70/75/80 mana cost. 600 range for both effects.
E - Furious Fouette
After a brief wind-up (0.25 seconds), Freesia sends a magical wisp out in target direction (skillshot, max. 600 range). If this wisp connects with an enemy Champion, it deals 60/95/130/165/200 (+0.5 AP) magic damage and swaps Freesia's position with the target. After a successful swap, Freesia gains a shield that absorbs up to 60/100/140/180/220 (+0.5 AP) damage and lasts up to 3 seconds.
18/17/16/15/14 second cooldown. Costs 80/85/90/95/100 mana.
R - Lover's Lavolta
Freesia performs her ultimate dance, charming all nearby enemy Champions for 1 second (450 range). Then, Freesia spins her sash rapidly for up to 5 seconds, dealing 30/65/100 (+0.25 AP) magic damage per second to enemies around her and slowing targets struck by 15/25/35%. Freesia cannot attack or use basic abilities while spinning, but can still move and can deactivate it early.
140/110/80 second cooldown. 125 mana cost.
Background (work-in-progress)
- Freesia originates from the Shurima Desert.
- Freesia's family is a long line of spirit dancers, yet she is one of the greatest her family has had in generations.
- Freesia is good friends with Sona, since they are both performers. Orianna "hates" her, however, as a competing dancer.
- Freesia has some unspecified connection with Sivir. (Under development.)
Feedback will be appreciated.