Blossom, the Flower Maiden
Blossom is a happy little female yordle with cherry pink fur. Born and raised with one of the oldest church of Demacia, out in the countryside, never once knowing who her parents were that abandoned her. She was raised to be a cleric and was great at her job as well with her natural loving and caring ways, even more-so with how her kind-hearted father raised her.
Blossom's desire to go into battle all happened during her pilgrimage, seeing an innocent village raided by bandits, hundreds murdered and the village burned to the ground with nothing she could have done to prevent it or at least reduce the destruction and casualties. So what she did after that day was that she went to Ionia, the land where magic was encouraged, and told of her tales to an ancient tree in the forest.
That tree felt the sincerity in both her words and her heart, the purity inside her. So he formed a small bow from his branches instilled with endless magic so that she too can wield useful magic for the aid to others and practice using the bow to defend the weak and unarmed, but firing off the flowers that overheard all that she said and volunteered to join her on her quests instead of arrows. Training hard day in and day out, be encouraged by the wildlife around her every day, until she became strong enough to be deemed a champion of Runeterra!
Young Blossom's journey has begun...
Blossom is either a marksman or a support, both have a huge emphasis on healing her team, but both offer different play styles at the same time and drastically different priorities on how to use her Flower Buddies.
Blossom has 10 flower buddies that follow her around in an organized line like ducklings, which also act as her ammunition for her basic attacks, allies being near these flower buddies will be healed every second (no stacking) and when she fires a flower off it will begin to waddle back to Blossom all adorable-like and still heal nearby allies as it does. Obviously she can no longer attack if there are no flowers to fire off, at this point she needs to run up and collect her little flower buddies!
Attack Range: 700 units Movement: 340 units per second Attack Speed: 5.000 attacks per second [locked to this rate] +2% per level Attack Damage: Average Flower Movement After Fired: 200 units per second, multiplied by bonus attack speed Health Regen: None (Flower Buddies are her health regen when near her)
NOTE: The attack speed restriction and balance to the range is directly linked to the movement speed of the Flower Buddies, this value can easily be adjusted accordingly for balance tuning.
Flower Buddies (Passive):
Healing Radius: 150 units; Spacing When Following: 50 units (10th would be 550 units behind Blossom)
Blossom has 10 little adorable Flower Buddies that always follow her around like ducklings that volunteered to be fired from her magical bow like arrows due to her purity and kindness! Flower Buddies need to waddle their way back to Blossom when fired and they deal 10% damage upon impact, she cannot attack if there are no Flower Buddies currently following her, so she must run out and collect them or wait until they waddle their way back to her.
Flower Buddies move faster based on Blossom's bonus attack speed, based on the same percentage increase.
Every 5/4/3/2/1 attacks [@0/6.25/12.5/18.75/25 minutes] apply on hit effects. Blossom has very high attack range and attack speed, her attack speed cannot be increased or decreased, but attack speed reducing effects will cause Flower Buddies to move slower for their return.
Additionally, Flower Buddies bring great joy to those around them, applying a heal to nearby allies and Blossom for 4 - 40 (+12%AP) health over 5 seconds as 20 ticks of healing, increased by 1% per 1% critical strike chance that Blossom has. Multiple heals can be applied against the same target at a time, each duration is separate.
Daring Buddy (Q):
Cooldown: 1 second; Cost: 1 Flower Buddy; Range: 1250 units
Blossom fires a Flower Buddy twice as fast in the target direction, stopping at the first enemy in its path, dealing 14/18/22/26/30(+15/20/25/30/35%AD)(+25%AP) physical damage. Needs at least one Flower Buddy following Blossom to cast. This applies as a basic attack and can critically strike.
This can stop at the first ally champion struck, healing it 100/125/150/175/200% faster, total healing unchanged.
Flower Barrage (W):
Cooldown: 15 seconds; Cost: 5 Flower Buddies; Range: 1400 / 125 units
Blossom flings 5 Flower Buddies, one every 0.2 second, towards the mouse cursor's current location and each dealing 15/30/45/60/75(+50%AD)(+35%AP) magic damage upon impact. Cannot cast if Blossom has less than 5 Flower Buddies currently following her.
Flower Buddies move 6/12/18/24/30% faster when returning to Blossom after being flung.
Choo Choo Petals (E):
Cooldown: 20/19/18/17/16 seconds; Cost: 10 Flower Buddies
While all 10 Flower Buddies are currently following Blossom. Blossom and her Flower Buddies will chug along like a choo choo train, gaining up to 100/105/110/115/120%(+5% per 100AP) total movement speed over 1.5 seconds and remaining at max speed for a further 3.5 seconds. Blossom cannot move in such a way that would cause her to crossover her Flower Buddies during this time.
Flower Buddies heal for 2/3/4/5/6(+3%AP) more health per tick for allies, during this time.
(Cast Choo Choo Petals again to end the effect early.)
Call to Home (R):
Cooldown: 60/40/20 seconds
Blossom calls in her Flower Buddies to dash in the blink of an eye to her location, shielding her by 150/200/250(+100/125/150%AD)(+100%AP) for 4 seconds in the process. Allies struck by a dashing Flower Buddy will be shielded by 75/100/125(+50/62.5/75%AD)(+50%AP) for 4 seconds.
For the next 4 seconds, Flower Buddies gain 50/75/100% total movement speed.
UPDATE NOTES:
Daring Buddy: Attack damage ratio increased to 15/20/25/30/35% from 13/16/19/22/25%
Flower Barrage: Ratios increased to +50%AD +35%AP from +40%AD +30%AP
Choo Choo Petals: Enhanced ally heal for the duration per tick ratio increased to +3%AP from +2%AP