Firma, The Scar of the Earth

BlackmoreCrest·4/4/2016, 2:03:14 AM·4 votes·689 views

Firma, The Scar of the Earth

Stats

  • HP: 525.5 (+ 82)

  • HP/5: 6.73 (+ 0.6)

  • MP: 370 (+ 41.5)

  • MP/5: 5.89 (+ 0.95)

  • Ranged: 525

  • Movement Speed: 330

  • Attack Damage: 52.5 (+2.95)

  • Attack Speed: .625 (+1.3%)

  • Armor: 19.5 (+ 3.25)

  • Magic Resistance: 30


  • Spells

  • Passive: Eruptive Magnitude

Whenever Firma casts a spell, she gains a stack of "Tectonic Magnitude", holding up to 5/7/8/9 stacks in total. Once she reaches her total stacks, she discharges them with her next spell cast to unleash a delayed eruption dealing 15 + (2 X level) + (1.5/2/2.5/3 X stacks) + (10% AP) magic damage to everything in a small area. After consuming her stacks Firma can not generate more for the next 25 seconds.

  • AoE range: 250

  • Delay: .5 seconds

  • [Q] Geo Shard {Mana Cost: 85} {Cooldown: 2 (active)/ 10 (Passive)}


Passive: Once every ten seconds Firma rips a shard of earth from the ground, holding up to four at a time.

Active: Firma Fires a Shard of earth in a line dealing 65/105/145/185/225 + (50% AP) magic damage to everything it passes through stopping at the first enemy champion hit.

  • Skill shot Range: 1250

  • [W] Earthen Tumult {Mana Cost: 65} {Cooldown: 20/19/18/17/16}


Firma stomps on the ground, sending a delayed shock-wave underneath a target enemy dealing 90/110/130/150/170 + (60% AP) magic damage to everything in a small around the target slowing everything hit by 30% for two seconds, if this spell kills its initial target, the cooldown is halved.

  • Range: 750(cast)/375(AoE)

  • Delay: .75 seconds

  • [E] Granite Prison {Mana Cost: 100} {Cooldown: 18/16/14/12/10}


Firma summons two pillars of granite to collide with each at high speed, dealing 120/160/200/240/280 + (30% AP) magic damage and stunning everything it hits for 1.5 seconds.

  • Delay: 1 second

  • Range: 800 (cast)/ 400 (Width)

  • [R] Weight of the World/ Mountain Buster{Mana Cost: 150(Weight of the World)/ none (Mountain Buster)} {Cooldown: 180/160/140}


Weight of the World: Firma marks an enemy champion, slowing them by 70% for the next two seconds and creating a massive area of effect under them, after wards this spell becomes Mountain Buster for a short period of time.

Mountain Buster: Firma strikes the ground with all her force unleashing an eruption of unimaginable magnitude at the area created by "Weight of the World" dealing 200/275/300 + (75% AP) to everything inside it. (This spell will go off automatically after five seconds of Using Weight of the World)

  • Range: 600(cast)/1000 (AoE)

  • Playing as/ Playing against

  • Playing as

  • Firma has powerful zone control due to her passive and most of her kit.

  • If timed correctly, enemies can be hit by both Earthen Tumult and Eruptive Magnitude.

  • Use Earthern Tumult to force an enemy into an easy position to hit with Granite Prison.

  • Granite Prison can be used on a waiting enemy gank and stun them to set up your own counter attack

  • Weight of the World can lock down a high priority target on the enemy team to take a serious hit due to its massive area and powerful slow, but due to its obvious indicator the enemy team can either run or avoid it entirely, set it up in a tight space like a choke point or under the enemy tower.

  • Playing against

  • Firma's abilities, save for Geo-shard, are fairly obvious to see coming and have a slight delay to them, avoiding them can save you a ton of unnecessary and potentially fatal damage.

  • Firma's passive makes it dangerous to get in close if she's close to having all of her stacks, if she unleashes them when your in range, you can take a rather dangerous amount of damage as you'll be an easy shot for Geo-shard.

5 Comments

Othello the Cat4/4/2016, 2:45:30 AM1 votes

Okay, so there are a few problems with this kit:

Passive: The Passive, due to the amount of stacks required to activate it, almost gets weaker the later the game goes, which is obviously not recommended. The reason why I say almost is due to the fact that once it's activated, you could have a NINE SECOND DoT around you, which basically means that they can't be approached for nine seconds by anyone melee. You may argue that it has low base damage, but in the grand scheme of things, it's quite a fair bit if they end up in a team fight. Plus, you forgot to include radius of the DoT so we have no idea how close they could be. Also, having a Point Blank AoE DoT for a ranged champion doesn't really seem all that good if they intend to sit back and zone.

Q: For the most part this is okay, but the base damage could be increased. Yes, it's on an ammo system, but 125 damage late game is practically nothing, so any front line champ could easily block it and take no damage. The scaling is fine, but boost the late game damage by at least 80.

W: This ability is pretty balanced, but generally doesn't add a whole lot to the kit. Plus, in the Playing As section, you said that you could use it to force an enemy into an easy position to set up the E, but it provides no CC so I don't know why that sets it up.

E: This is pretty balanced, but the early game damage is a bit high and the scaling is a bit low. It'd also be a bit strange to animate in my opinion, but I'm not a big animator guy so maybe that's okay.

Ult: 70. Percent. Slow. For. Ten. Seconds. That, my friend, is VEEEEEERY broken. Especially since it's targeted! There is literally no CC outside of Anivia's Ult (Which is toggleable and drains her mana every second) that lasts longer than 6 seconds, even Ultimates have a limit. This is basically an ability that causes one person to suddenly die because they can't move for ten seconds. But, even if they don't manage to die, depending on what you mean by massive, it can potentially just be instant undodgeable damage to the entire team, since they can reactivate it the moment it's casted.

Kit Synergy: If this is supposed to be a Zone Controlling champion, your passive is practically useless since it can't be manually activated and doesn't go into much effect unless they're in the middle of the enemy team, which really is not the point of a zone controlling champion. The Q has potential for poking, but doesn't synergize well with the rest of the kit due to the fact that the cooldown on the active is 2 seconds, and the only CC you have lasts 1 second, or you have a 10 second slow that you could probably easily kill before the next one comes up. The W doesn't add anything special to the kit, and doesn't really fit in with the whole "Zone Control" vibe more than it does a farming champion vibe. The E is balanced, but doesn't really set up much outside from one W and one Q, and doesn't really zone more than it just sets up the allied team. Lastly, the Ultimate is really the only Zone Control ability, but the fact that it's so incredibly broken makes it just... Not good.

Personally, I think there are a bunch of changes that need to be made (Including the range on abilities) but there's potential for something pretty good. You don't have to take my advice (Especially if it offended you. Trust me, I've accidentally done it more than once) but this is what I feel needs to be done to make your kit much much better.