Blossom, the Flower Maiden

Stacona·12/24/2018, 3:59:53 AM·1 votes·1,850 views

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


13 Comments

Mr Voidling12/24/2018, 4:12:00 AM1 votes

Soo... Olimar? Pikman? Or whatever... Only know him from Smash Bros.

BenLegend44312/24/2018, 4:47:41 AM1 votes

This. Is. Absurd.

Stacona12/24/2018, 8:11:55 AM1 votes

UPDATE NOTES (1):

Daring Buddy: Cooldown increased to 1 from 0.5 second Range increased to 1250 from 1000 units Damage increased to 14/18/22/26/30 +13/16/19/22/25%AD +25%AP from 5/10/15/20/25 +11/12/13/14/15%AD +15%AP

(For a skill shot, the damage was too low to feel good about it, especially if you miss which causes for a long time for that Flower Buddy to waddle his way back to you. Increasing the range leaves more room for skill expression, the further out you are, the lower your DPS unless you walk closer to the enemy and it punishes missing even more since the Flower Buddy needs to walk even a further distance.)

(Off-set the damage increase with a higher cooldown.)

Flower Barrage: Cooldown increased to 15 from 11 seconds Range increased to 1400 from 1050 units Radius decreased to 125 from 150 units Flower Buddies are launched every 0.2 second increased from 0.15 second (total time 1.0 from 0.75 second) Ratio damage increased to +40%AD (affects base damage as well) +30%AP from +20%AD +20%AP (total damage from all 5 hits to +200%AD +150%AP from +100%AD +100%AP)

Flower Buddies flung increased movement on their return decreased to 6/12/18/24/30% from 10/20/30/40/50%

(Similar to above, longer cooldown and delay between throws, but more damage and reward for landing your skill shots to make the skill shots worth it.)

(Increased the range for more skill expression and allow the player to decide to go for the hail maries or go for shorter range shots and be less risky about it. Except here, going for the long range barrage for all of them or even some of them, will mean a long time before you recover your full damage output or being able to use your E unless you have your ultimate available.)

(To off set the damage increase, and make the longer range more risky, the radius of the damage is decreased to make it slightly harder to land your shots, especially all 5 of them.)


Stacona12/24/2018, 4:20:26 PM1 votes

UPDATE NOTES (2):

Flower Buddies: Applies on hit effects every 5/4/3/2/1 attacks at minute marks 0:00 / 7:30 / 15:00 / 22:30 / 30:00 from every 4th attack.

(The restriction is for preventing early to mid game damage with on hit effects, but it was nerfing your damage for the entire game and was not scaling properly with what a normal champion's attack speed would give them. With having it scale with game time allows for it to have power in the late game without potential snowball harder off-games.)


EthreainAmbusher12/25/2018, 7:03:08 AM1 votes

I like the idea, but she cant really decide between being a sup or an ADC

I'd love her as a support, seeing as her abilities can heal people around them. It'd be nice if it was continuous and stacked, so that you wouldn't only see Soraka's and Pyke's as supports. damage < healing/utility

Stacona12/30/2018, 7:05:22 AM1 votes

UPDATE NOTES (3):

Flower Buddies: Changed wording to 1 - 10 +3%AP per 0.25 second to 20 - 200 +60%AP per 5 seconds as 20 ticks of healing

(Unchanged healing value, just setting it up this way for further changes in the future since I am dealing with a larger number for more fine tune balancing and can implement more cool and unique mechanics with the Flower Buddies.)

Daring Buddy: Added in an option for a semi-burst heal at long range where the Flower Buddy can stop against an allied champion, healing for 4/18/32/46/60 +40%AP health, reduced by 75% for 5 seconds for consecutive casts against the same target. This also helps with playing Blossom as a dedicated healer.

Choo Choo Petals: Just added in the additional healing to allies as per tick for clarification purposes.


Stacona12/31/2018, 1:16:20 AM1 votes

UPDATE NOTES (4):

Other: Attack Range lowered to 700 from 750 units

Flower Buddies: On hit effects apply every 5/4/3/2/1 attacks at minute marks 0:00 / 6:15 / 12:30 / 18:45 / 25:00 from 0:00 / 7:30 / 15:00 / 22:30 / 30:00 (Too restrictive before.)

Healing per Flower Buddy REDUCED to 4 - 40 +12%AP over 5 seconds from 20 - 200 +60%AP per 5 seconds. Still applies as 20 ticks of healing for the full value.

Healing now applies to nearby allies rather than be healing every 0.25 second to allies near them, for the next 5 seconds.

Multiple heals can now be attached to the same target at a time, but each Flower Buddy applies a separate healing duration and does not refresh the duration of the other 9 Flower Buddies. A new duration for each Flower Buddy cannot apply until that Flower Buddy's current duration has ended.

~ (This means Blossom can have even more health regen by grouping her Flower Buddies close together and being more defensive, otherwise she will only have a maximum of 3 Flower Buddies healing her at any given time (unless all are currently away from her) by playing normally and not actively seeking more healing. Same goes for having to work slightly harder for the healing against allies.)

Daring Buddy: Changed the ally champion effect to applying the heal 100/125/150/175/200% faster (for THAT Flower Buddy's heal) from 4/18/32/46/60 +40%AP health immediately and 75% reduced healing for 5 seconds against the same target for further heals by this means.

Choo Choo Petals: Movement speed increasing quickened to 1.5 from 2.5 seconds. Max speed lingering time increased to 3.5 from 2.5 seconds. Total duration unchanged at 5 seconds. (I wanted to restrict the mobility on the champion and have Blossom feel like a healing and chip-damage poke champion that is very immobile, while still offering a tool to chug along (literally) to save an ally in dire need! Since Choo Choo Petals requires all 10 Flower Buddies to be following you to use and cannot attack or cast non-ultimate abilities during this time it is already pretty restrictive, especially early on when you lack attack speed, so it does not need such a long ramp up time.)

Total base max movement speed increased to 100/105/110/115/120% from 80/85/90/95/100%

Ally enhanced healing changed to 2/3/4/5/6 +2%AP per tick of healing during the duration. FROM Increasing in healing by 1/2/3/4/5 +1%AP MORE healing per tick of healing for every Flower Buddy that passes by the same target during the duration, up to 5/10/15/20/25 +5%AP additional healing per tick.

(Since the Flower Buddies apply a heal over time now instead of an area heal every 0.25 second and they are all separate means slight adjustments needed to be made here, overall you will feel about the same effect as before and still wanting to pass by allies with a train of all 10 Flower Buddies.)


Stacona12/31/2018, 6:27:18 PM1 votes

UPDATE NOTES (5):

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