[CHAMPION CONCEPT] Farjod, Running Scared

Orx of Twinleaf·11/3/2017, 9:46:15 PM·6 votes·936 views

Hum hum ... I've got a rather curious champion concept I wouldn't mind throwing into the roiling cauldron that is the community exchange. This is the first time I've done anything of this nature, so do excuse my stiffness and lack of finesse. That said, I still feel I should throw this out there. Even though I have very firm opinions as to why this kind of thing probably isn't extant at the moment–and subsequently why it likely never will be–there are still concepts present that, if put to a more productive and creative individual than myself, may be cannibalized and used on a better concept or design.

I will also go ahead and admit the background is incredibly subpar. I'm okay with that because it's more about putting the mechanics out than the character at this point.

I've decided to enter Farjod in the November 2017 CCOS, although I was debating whether or not Rahbor would have been a better entry. Even if Rahbor seems at present to be more liked, I put much more heart into Farjod and must stay true to my vision! As tumultuous and nebulous as that vision may be.

Link to the CCOS, for anyone what might be interested: Totally Hawt CCOS thing

Link to a Review, as per CCOS guidelines: Keseh, the Unarmored Hulk

Name Farjod

Title Running Scared (alternate titles include "Fear's Beloved", "the Unwilling Herald", and "the Fearful")

Classifications Mage, Support (Melee)

Ratings Damage 2/3 Toughness 1/3 Control 3/3 Mobility 3/3 Utility 2/3

Lore The Short of It Farjod runs through the ages, panicked and screaming as horrible, twisted nightmare creatures close on his heels. They are bound to the cursed tumi that Farjod mistakenly believes is his sole defense against them. As he flees throughout the land, eyes darting for the first sign of one of the hideous things, he kills with his tumi, believing falsely that the corpses left through the act appease the creatures and keep them off his trail. Appease them they do, as the creatures have a liking for flesh, but still they come.

How could Farjod ever know that they are at the behest of the spirit in the tumi, the ancient invisible demon-thing Pheebi? How could he ever learn that the creatures and Pheebi herself are only playing with him, that they, in their inhuman wrongness, believe his running and his present-leaving to be proof he loves them back? The days pass in a blur for Farjod as he wishes every night to die in his sleep. How can he ever notice that it has been centuries since he touched that tumi? How will he ever discover that the very tumi he believes shields him from damnation to the darkness is the thing that keeps him young and healthy through time's tempest? How will he ever escape the raw fear that is Pheebi?

The Long of It Not all legends are created with a purpose. Not all heroes and villains have large ambitions for the world. Most people of Runeterra are generally content with eking out what mild existence they can under the chaos and turmoil of the somebodies around them. Most people are like Farjod.

A largely nondescript young man from some equally-nondescript hamlet somewhere in Demacian lands, Farjod was as content a nobody as ever there was. He was perfectly happy growing and selling vegetables, buying meat from the butcher down the way, and spending his lonely nights alone with his collection of old exotic knives dulled far past usefulness. Farjod had never wanted anything more and had never been one to complain. He lived close enough to Demacia's more prominent centers that the guard was strong enough to keep things quiet. He lived far enough from any regions of dissenters or vile magic that he rarely had to worry about more than whether or not his potatoes would come up properly. Life was good. It wasn't great or anything, but it was good. And Farjod was happy with that.

It was on a day like any other that Farjod was walking towards a proper city about a half-day's journey from his lovable hamlet. He made the journey about once a month and always had, to no more interesting dangers than the very occasional small chattering animal. It was a much-used road that the guard kept clear. It was the road Farjod always took on his trip to the city to trade collector's blades with other eccentrics. On this day, however, there was a notable overabundance of corpses on the path when Farjod rounded bend 87–one of his favorite bends because of the perennials that grew in a patch by it.

Farjod was remarkably upset by the dead guards and by the dead strangers in rough clothing. No doubt he had stumbled on the aftermath of a tussle that had gone poorly for both sides. Ever the nonentity, Farjod walked a wide arc around the mess in the path and made a note to let the next living guard he saw know about it. It was upsetting but not overly distressing. These things happened sometimes. What didn't usually happen was Farjod's attention going to one of the bloody, torn bags laying in the dirt.

Whether it had been the guards' or the thieves' couldn't have mattered very much anymore. Farjod was not one for corpse-picking, but there was something about the bag that really drew his curiosity. He told himself it was merely the possibility of an exotic knife in among the things that, surely, a dead man wouldn't miss. Peeking one last time up and down the road to make sure he wouldn't be caught at it, Farjod reached down and ruffled through the bag.

His gaze settled on a truly fantastic blade of gold and silver and gems. It wasn't a knife–at least, not except by the very widest of definitions of the term–but Farjod couldn't tell what it was supposed to be and so decided he would call it a knife. It had a short, semi-circular blade fixed to an extremely intricate handle carved into some manner of abstract idol. The strange thing's ruby eyes unnerved Farjod, but the reverse only had emerald hair, far less distressing, so he resolved not to look at the eyes. He continued on his way, pocketing the strange item, the tumi, in his coat and hoping this little bit of pillaging wasn't enough to brand him an immoral ruffian.

It was at bend 93–the one with the three-pronged evergreen tree–that Farjod first saw it. He had been quickening his pace since bend 90 in response to an eerie hanging dread. Now it rounded the corner behind him–why had he looked back?–and revealed itself in all its nightmarish horror. It was like a steed, but with arms, and with a head on backwards. It barked at him from a feline face in its chest and Farjod turned and ran.

He had never seen such a thing before. It was unlike anything he had ever even heard imagined. Its lopsided gallop was closing on him. He could hear its strange, rattling breath on his back. It sounded so strange when it ran. Farjod hoped it didn't corner well.

He rounded bend 94. The thing indeed went tumbling straight on when it tried to turn after him, barreling into the trees with a jagged scream like an ax striking and grinding against metal. Farjod took a moment to catch his breath and decided the nearest guards would be back the way he had come. There was a guard station at bend 4 and one at bend 372. He would have to try for 4.

He mustered his resolve and ran past the nightmare thing as it came stumbling out of the brush. He didn't even look at it. The very knowledge that it had its uneven eyes on him seemed to turn his legs into mystical, swinging tools of swiftness. He was going faster than he'd ever gone before. So fast, in fact, that he didn't notice the ground splitting just in front of him.

Another horrible thing, long and many-legged, came jumping up from under his feet. Its toy-like five-fingered head pushed him upward as he managed to straddle its round, needle-filled mouth. It launched him skyward for a third thing to catch him. It, too, seemed as if pulled straight from the nightmares of the most tormented man in Runeterra. Farjod couldn't see much of it past the five beating wings, but from the corpse-like hands it closed around his arms he figured he probably didn't want to see it that badly anyway.

It was flying with him. It had him. Surely any moment it would come to ground and share Farjod's sweaty body with its unholy brethren. Farjod felt panic setting in. He squirmed in the thing's evil grip like a mad fish. Finally, it dropped him. For a sickening moment, Farjod was falling straight down. For an equally-sickening moment, Farjod was having his fall broken by the bodies of the guards and thieves he had passed earlier.

He scrambled, terrified, as the three monsters closed on him. What did they want? Obviously to eat him. But Farjod wasn't going down that way. He couldn't. He might be a nobody, but he didn't want to be the nobody that got eaten by abominations, either.

He fumbled through his bag of exotic knives, but they were all of them dull or cracked. All except one.

Farjod pulled the tumi out and pointed it at the creatures. They stopped and stared at him. They stopped! This was obviously some manner of special tumi, since any unthinking beast would have easily seen Farjod didn't have the least notion of how to even hold it properly. And yet they still stopped in the face of it.

But they still didn't leave.

Damn. They must be too hungry. Farjod looked at his feet, at the corpses strewn throughout the area. Were they just too stupid to realize that these were still meat too?

"E-Eat them!" Farjod squealed, gesturing madly at the corpses.

The monsters looked at one another but did not move.

Farjod took a step back and tripped, dropping the tumi. The steed-thing was jumping toward him suddenly, but Farjod rolled to his knees and grabbed the tumi again. It was unfortunately stuck in some rogue's neck at the moment. Nevertheless, the act of grabbing it was enough to arrest the monster's charge. It stopped again.

Farjod rather hesitantly pulled the knife from the body. He beckoned them again, the tumi wet with old blood. "Eat!"

This time the monsters slowly converged on the corpse he had stabbed. They each took a large bite from the body and then, just like that, disappeared in a uniform puff of black vapors.

Farjod shakily got to his feet. They were gone but he could still feel eyes on him. He looked at the tumi and its gemstone eyes. It was all that had saved him. He could never afford to put it down. He refused to be caught by those monsters. Let him die in his bed, in a shipwreck, or in a plague, but he would not die to these things. Even if that meant he had to run forever to keep them off his trail. Even if it meant he had to leave corpses in his wake to slow them down.

Even if it meant he didn't get to go trade knives in the city today.

Inside the tumi an ancient presence lingered. She had noticed Farjod had not cast it away. He had to have known that the monsters showed up because of it. It was obvious. Yet he had kept it. He had even fed her pets after being so kind to play with them for her. Why would the human do such things? Why didn't he just throw the tumi away? Those other men were trying to. Well, they were trying to throw it away to somebody else for money, but it was the same principle. This human had kept the tumi.

The being in the tumi, Pheebi as an ancient race once called her, was confused as to why this might be. It was a singularly irrational thing to do, to keep the tumi. Humans had always been rational creatures. Well, mostly rational. She had seen them do irrational things for passion and for love. Did that mean this human was passionate about the tumi? That this human loved her? Pheebi was rather perplexed that the human should even know she was in it, but she could see no other explanation.

Very well. Pheebi would use her pets to keep this human safe and her powers to keep him alive. She had never been loved before, but from how the humans often acted she thought it would be quite the amazing experience.

She and her pets would love him for a very long time to come.

Appearance Farjod is a middling human male in bleakly-colored unornamented traveler's clothes. He has ratty black hair and wide, scared eyes. In his right hand he carries a golden, shiny knife with a semicircular blade. During emote animations, a shadowy, wispy form with red eyes can be seen floating around him. This is Pheebi.

Abilities

Passive: Turn Tail Farjod gains bonus movement speed when moving away from enemy champions, increased based on his missing health, gaining 1% move speed for every 1% missing health. In addition, Farjod's tumi leaves a black trail of dark energies behind him as he moves whenever he is casting a spell or one of his monsters is on the field. The trails are 100 units wide, linger for 1.5 seconds, and deal 4/6/8/11/14/17/20 (+12% AP) every 0.25 seconds. (at levels 1/3/6/9/12/15/18) =Turn Tail applies spell effects as an area-of-effect =Turn Tail scales off total movespeed and total ability power =When Turn Tail's second effect is active, Farjod holds the arm with the tumi behind him as he runs

Ability One: It's Coming Pheebi calls a monster to a target location within 650 range that Farjod gains vision of and points out. After 0.25 seconds, a monster erupts from under the ground, knocking away from its center anything on top of it 100 units and becoming impassible terrain. Farjod is knocked away thrice as far. After a further 0.75 seconds, the monster violently explodes into dark vapors, dealing 25/35/45/55/65 (+70% AP) magic damage to enemies around it. Cooldown of 15/14/13/12/11 seconds. Cost of 80/75/70/65/60 mana. =It's Coming's target indicator is a circle in a circle. The first circle is 100 units across and shows where the knock away effect will trigger. The second circle is 300 units across (this includes the inner circle) and shows where damage will be dealt. =It's Coming knocks away anything on top of it, allies and enemies, and even wards. =It's Coming cannot be cast in such a way as to place the monster in extant terrain. It casts to the nearest possible location instead. =The monster from It's Coming is the centipede one with a toy hand for a head from the lore. =Farjod flinches and looks toward the cast location on cast. This does not interrupt Farjod's movements or auto attacks. =It's Coming activates Turn Tail's second effect for 1 second, starting at the initial cast. =It's Coming knocks Farjod and other friendly Farjods away thrice the usual distance. Enemy Farjods are only knocked 100 units away, as normal.

Ability Two: Nightmarish Chase Pheebi begins conjuring a monster on Farjod's location, leaving a floating curtain of darkness at that location immediately on cast and inflicting Farjod with Panic. After three seconds, a monster emerges from it traveling at 1500 movespeed in a straight line towards Farjod, crossing terrain and dealing 40/60/80/100/120 (+70/75/80/85/90% AP) magic damage to enemies it passes through and Fearing them for 0.5/0.75/0.9/1.1/1.25 seconds. The monster disappears in a puff of smoke once it reaches Farjod. Once the monster is moving, Farjod can reactivate Nightmarish Chase to increase its movespeed to 5500 and make it knock him 300 units away on its arrival to him. Cooldown of 46/40/34/28/22 seconds. Cost of 130 mana. Panic: Farjod ignores unit collision and gains movespeed equal to 60/70/80/90/100 (+15% AP). Panic sets in when Nightmarish Chase is cast and persists until the monster it summons disappears. =The monster from Nightmarish Chase is the steed one with ape arms from the lore. =The monster travels straight toward Farjod as he moves, as how the return path of Draven's Whirling Death moves straight towards Draven. =The curtain is laid on top of Farjod's location when he casts it and has no collision box. It makes a pointed tether towards Farjod as a targeting indicator. All players can see this tether, although if enemies do not have vision of Farjod, the tether ends for them at the end of their vision, but still indicates the direction Farjod is in. =The monster from Nightmarish Chase is considered a projectile. It can be broken by Yasuo's Wind Wall or Braum's Unbreakable. If the monster is broken in this manner, it immediately ends the Panic effect on Farjod and stops providing the second effect of Turn Tail. =Farjod flinches and enters his Panicked Running animation as soon as the curtain is summoned. His running animation remains adjusted for as long as he is Panicked. If he reactivates the ability, the tether indicator changes color, the monster puts its head down to run, and Farjod stumbles a moment if he is running or flinches if he is idle. Neither the initial cast nor the second cast interrupt Farjod's movements or auto attacks. =Nightmarish Chase activates Turn Tail's second effect immediately upon casting, up to the point the monster reaches Farjod.

Ability Three: Abyssal Abduction Pheebi calls a monster towards Farjod and Farjod freezes in anticipation. After 1 second of channeling in place, a monster swoops down and picks Farjod up. While being held in this manner, Farjod passes over terrain and ignores unit collision, and gains movespeed equal to 40% of his AP. While being held by the monster, Farjod can change his direction but cannot stop in place. Farjod is immune to Stuns, Roots, and Slows while in flight but his armor and magic resistance are decreased by 25 each during that time and he is Silenced and Disarmed until the effect ends. After 2 seconds, the monster drops Farjod and disappears. Cooldown of 25/24.5/23.5/22/20 seconds. Cost of 150 mana. =The monster from Abyssal Abduction is the winged one from the lore. =On casting, Farjod stops and looks upward in horror, collapsing backwards and scrambling on the ground before the monster appears in the air and grabs him. He squirms in the monster's grip as it flies with him. When the effect ends, the monster lets go and vanishes, and Farjod rolls to a landing on the ground. =Farjod must remain in motion while Abyssal Abduction is active. Movement commands simply change his direction. =Farjod still takes damage from Stunning, Rooting, and Slowing effects while in flight, but they do not stop his movement. =If Farjod is hit by Fear, Charm, Knockback, Knockdown, Displacement, Suppression, or Stasis while in the air, the monster drops him and Abyssal Abduction ends immediately. In the case of Stasis, the monster drops Farjod immediately after the Stasis ends. If Abyssal Abduction is interrupted in any of the above manners, its cooldown is cut in half. =If Farjod is rendered Drowsy while in Abyssal Abduction he does not become stunned, but still takes extra damage from the next attack as normal. =Farjod cannot cancel the channel or end the effect of Abyssal Abduction early except if he hits himself with the first part of It's Coming of the second part of Nightmarish Chase. As he is Silenced while channeling and using Abyssal Abduction, those abilities must have been used beforehand. =If he dies while under this effect, there is a special death animation of the monster casting him down and him crumpling to the ground. =Farjod is Silenced and Disarmed while under Abyssal Abduction's effect. He cannot recall, but can still activate items and use trinkets. =Abyssal Abduction activates Turn Tail's second effect when the channel begins and until Farjod is dropped.

Ultimate: Pheebi's Embrace Pheebi breaks loose from the tumi over a period of 0.25 seconds, pinning Farjod in place and granting him immunity to crowd control effects other than Stasis or Suppression and 25/30/35 (+30% AP) armor and magic resist for the duration. For 7 seconds, Farjod can cast Conjure Monster up to three times. After 7 seconds or after the third monster summoned with a Conjure Monster reaches Farjod, Pheebi rises upward for 0.5 seconds before releasing dark vapors out to a radius of 600 units, dealing 50/75/100 (+70% AP) magic damage to all enemies in the area and Fearing them for 1/1.5/2 seconds. Cooldown of 170/150/120 seconds. Cost of 100 mana. Conjure Monster: Creates a monster at 350 range from Farjod in the target direction that moves towards him at 1200 movespeed, dealing 35/55/75 (+30% AP) magic damage to enemies it passes through and Fearing them for 0.1 seconds. The monster disappears when it reaches Farjod, and makes Pheebi's presence larger. When Farjod uses Pheebi's Embrace, his other three abilities are replaced with Conjure Monster, and he can cast each instance once. Recasting Pheebi's Embrace breaks the root on him and cancels the ult, returning his usual abilities at the cooldowns they were at. =The monsters summoned by Conjure Monster are the same as the ability slot used to cast them: all three from Farjod's other abilities make an appearance and move toward him as the ult channels. =When Farjod casts the ability, a shadowy figure with red eyes appears above him and then pins him face-up to the ground by his arms, revealing a zone indicator around Farjod's body indicating both the radius of the ult's damage and the location of Conjure Monster summons (at the edges the monsters appear. Since they appear immediately and move in a straight line, they have no indicator of their own). As each monster reaches Farjod it disappears and Pheebi becomes larger. After the third hits Farjod, Pheebi rises upward, becoming larger, and then erupts into black vapors as Farjod regains his feet. If Farjod cancels the ult early, Pheebi disappears immediately and he shoots to his feet. =Farjod is immune to crowd control while under his ult, but can still be knocked out of it by creating terrain on top of him or if he is hit by Stasis or Suppression. If Pheebi's Embrace is interrupted in this manner, half of its cooldown is refunded. =Farjod is not immune to Drowsy while in Pheebi's Embrace. If he becomes Drowsy, he does not become stunned, but will take extra damage from the next attack as normal. =The monsters summoned by Conjure Monster are projectiles and can be broken by Yasuo's Wind Wall and Braum's Unbreakable. If this happens, they do not reach Farjod and do not count towards his three-monster activation tick. This means that if a monster is broken, Farjod must either cancel his ult to get away or wait until the end of the 7 second activation time if he wants the damage. =Farjod is not immune to damage while in his ult, but does become notably tanky and has crippling crowd control of his own to throw around. =If Farjod cancels the ult while monsters from Conjure Monster are travelling, they move normally to the location he was at while he was ulting before disappearing. While the are present they activate Turn Tail's second effect. If a monster is present, though, the ability it is tied to cannot be cast until the monster disappears, regardless of whether or not it's on cooldown or you have enough mana. =Turn Tail's second effect is active throughout the entirety of Pheebi's Embrace, even though Farjod doesn't move. He simply leaves a spot of damage underneath himself.

Quotes small voice sample, courtesy of Terakali; note I have since changed or added some lines https://www.youtube.com/watch?v=-pmLiZzB6Nc&feature=youtu.be Selection "Run, run, run as fast as I try. They'll chase me forever, but I will not die." Banned "No. No! Don't leave me alone with them!" Movement =fidgets with his tumi while running, darting looks in all directions " panting " " wheezing " "Where are they ...?" "Nowhere's safe!" "Faster, FASTER!" "I can't let them get me ...!" "Have to keep moving." Attacking =stabs downward with the tumi with both hands; crits by slashing upward with one hand "I'm sorry for this." "You should slow them down!" "Blood for the blood monsters ...!" "Out of my way!" It's Coming =on cast "It's coming!" "There it is again!" "Something's there!" =on being knocked away "Yipes!" "Too close!" "IT'S GONNA EAT ME!" Nightmarish Chase =on cast "Did it ... just get colder?" " panicked panting " "Nononono I hate this one ...!" =when monster appears " screaming " "It's after me!" "NonononononoNONONONONO!" =on being struck and knocked away "Oof!" "Ouch!" "Wawawoooah!" Abyssal Abduction =channel " whimpering " "It's ... No, it's ...!" "Come on, not again ...!" "Wait, no, please!" =in flight "Woahwoahwoah!" "Help meeeeee!" " shrieking " =dropped " grunting " "Ach!" "Mm! hissing inhales " Pheebi's Embrace "Something's got me ...!" "I ... I can't move!" "They're gonna get me ...!" Champion Kill "See ...? I got you some more ..." "Better you than me, pal." "At least you won't have to run anymore." "Shh. It's over now." Death =Farjod falls face-down abruptly with his limbs splayed. Pheebi manifests above him, holding her shoulders in anxiety. She lowers her face into her hands softly and disappears. "Have to ... keep ... moving ..." "Not this way!" "I'm ... so tired." "They're gonna ... catch ... me ..." " sobs " Joke =Pheebi manifests behind Farjod and taps him on one shoulder. Farjod looks around anxiously while Pheebi repeats it on his other shoulder. When Farjod turns this time, Pheebi appears to kiss him on the nose before disappearing. Farjod stumbles backward, waving his arms wildly, looking around in alarm. "Wha ...? Who's there ...? I'm warning you, I–GAH?! It's on my face, WHAT'S ON MY FACE?!" "Sometimes I feel like–huh? ... Something's watching me–hey! Hmmm ... I don't–BWAH?! Blech, what was that ...?"

Taunt =Farjod holds the tumi upward with both hands and thrusts it towards his chest, putting it under one arm and pretending to be stabbed. He swoons a moment and then pulls it forth and points it forward. Pheebi manifests behind him and points forward as well. "I'm not scared of you." "Up for a footrace? One I won't lose?" "You should slow them down. Thanks for that in advance." =to Nocturne, Warwick, Fiddlesticks (obviously terrified) "I-I-I'm not s-scared of you ...!" =to Evelynn, Tahm Kench "Demons aren't as scary as they used to be." =to Singed "I won't chase you if you don't chase me." =to Cho'Gath, Vel'Koz, Kog'Maw, Kha'Zix, Rek'Sai "Well that's a hell of a lot of nope right there."

Dance =Farjod places the tumi in his mouth as Pheebi materializes behind him. Farjod turns to the side and begins doing the Running Man dance while Pheebi claps a beat.

Laugh =Pheebi materializes behind Farjod and begins tickling him, causing him to flinch in panic while laughing nervously. She continues to tickle him until he's clutching at his sides, shrinking away from her, laughing hysterically. She disappears and he begins to stop laughing, looking around anxiously.

Strengths and Weaknesses Farjod excels at causing a disruption among the enemy ranks. His damage is rather easily avoided with a little proper attention but can be annoying nonetheless and an effective zoning tool. His ridiculous mobility makes it impossible to catch him if he has a head start. Because of his mobility and his general lack of immediate threat, he can become ignored, allowing him to try and start up his ult in a good place. Very few things can interrupt his ult (namely only terrain effects for the most part), so he can force enemies away from him while channeling, and his tank stats while in the channel can spell demise for anyone who might try to kill him instead. Farjod is an excellent roamer, although he has a hard time ganking unassisted as his cc is hard to land. His movement speed lets him cross to other lanes incredibly fast without missing minions.

Unfortunately, Farjod is susceptible to hard crown control when not under his ult or Abyssal Abduction. All the movement speed in the world won't make a lick of difference if you didn't see that Morgana Q coming. Much of his damage is easily avoidable, and even when it hits it is easy to move out of Turn Tail's trails, which are his main source of prolonged damage. That said, Singed suffers similar drawbacks and can still hold a fight. It's a matter of whether or not you are watching Farjod's movements. Like Singed, he can proxy farm respectably.He does not have Singed's survivability, however, and must rely on his escape tools if he is caught. As many of these tools are less than easy to use and in any case far from instantaneous, Farjod won't get away as easily as Singed will unless he has considerable warning.

Farjod's ult is his only real contribution to team fights. His other abilities are largely useful in clearing minions or harrying down lone opponents. If Farjod is outnumbered, he can't do much more than run (although he is still good at running). In an even fight, he has little to offer his allies and instead relies on them to distract the opponents to the point that they don't avoid his damage.

Skin Ideas =Arclight Farjod Farjod is dressed in dark colored robes reminiscent of priest's vestments. The tumi is a straight red blade with a cross set as the handle. Pheebi is a white-bodied mass with blue eyes. Shadowy effects on all abilities are replaced with light particles and feather effects. Monsters are changed to appear like holy abominations, reminiscent of the more abstract angel designs of Bayonetta. =Academy Farjod Farjod is dressed in an unremarkable standard school uniform as might be found in many Japanese areas. The tumi is an ornate pen with a stylized poro on the end. Pheebi is still a dark being, but with a bright head of hair, eyes shaped into the carrot-shaped "happy" posture (^ ^), and has a female uniform on her body. Monsters are similarly bearing brightly-colored wigs, blush marks, and stylized or misshapen female school uniforms. =Nightmare Farjod Farjod is dressed like a stereotypical American teenager from the 90s, in a simple tee shirt, blue jeans, and a ball cap. The tumi is a simple butterfly knife, but with the handle flared out exaggeratedly. Pheebi is in a loose, white gown and has long, black hair with pale skin and striking eyes meant to call back to The Grudge. Each of the monsters is designed to harken toward some old monster movie creature. It's Coming's monster is reminiscent of a Graboid from Tremors. Nightmarish Chase's monster is reminiscent of a xenomorph from Alien. Abyssal Abduction's monster is reminiscent of the pteradactyloid monsters from The Mist. =Wizzard Farjod Farjod dressed in tattered red and brown traveler's clothes with a short cape and red wizard's hat to harken to Discworld's Rincewind character. The tumi is replaced by a short dagger with a large yellow-and-black butterfly on the handle. Pheebi is light colored with large green eyes to resemble the Lady (at least in the eyes). The monster from It's Coming is a long-bodied one with a large-toothed chest for a head, reminiscent of the Luggage. Nightmarish Chase's monster is a white horse with a simple grim reaper model astride it, these resembling Death and His horse Binky. Finally, the Abyssal Abduction monster is a dragon, possibly made to resemble Ninereeds. Shout-out to Friendly Ram for the suggestion.

Issues =First of all, I'm no head for numbers, so my scaling and damages are often way off. Thanks to Terakali for providing the numbers shown now, they're far better than what I had in there. =There is a confused identity in Farjod's playstyle, which enables running away yet requires running in for damage. This may or may not be a thematic disharmony. =The League of Legends is made of up Legends, be they outstanding people or actual legendary beings. Outside of Pheebi's presence, Farjod is not himself particularly legendary, although he could be a source of monster stories in some cultures. =Most champions have an inspiring archetype the player can get behind, like stellar space dragon or big friendly mustache guy. Those that don't are often suffering identity crises. It was one of the reasons Urgot was so unpopular: did anyone want to be a disgusting gut pile (that I did is beside the point)? On that note, it may not be very appealing to play as a murderous coward, and it may be a good reason that character type is not particularly represented in the League presently. =Many of Farjod's abilities have considerable wait times or delays, or are otherwise difficult to use. Moreover, despite their complexity, it can come off as just running in mad circles. While that may still be perfectly helpful, it might not be very satisfying, and in any case probably won't be impressing anybody regardless of how much work it's actually getting done.

19 Comments

Melborne11/18/2017, 9:47:57 PM2 votes

Interesting concept, neat story and a lot of effort was put into this creation. You should be proud of your work!

I'd concur with what Friendly Ram has mentioned, and just say that he is an upgraded version of singed. I did do some math based on the Wikipedia's information; Farjod's trail deals 4/6/8/11/14/17/20 (+12% AP) while Singed's poison trail deals 5/7.5/10/12.5/15 (+ 10% AP).

At 100 AP, level 1, and for 3 seconds of damage, Farjods trail deals; 48 magic damage. For Singed, 100 AP, level 1, and for 3 seconds of damage in his trail deals 45 magic damage. However of course there is a "total magic damage" multiplier that isn't listed in his skills wikipedia page, however found on the "Damage Over Time" section and hovering over his poison trail you'll see Singed will deal more damage from his trail because it's based off 80% of his AP. I'm unsure where the line draws and where what damage happens.. but, that 2% extra is more damage without leveling a skill.

His Q reminds me of Ziggs Satchel Charge, however has way more utility in that it not only gives vision but gives him more damage and activates his passive. His W reminds me of a mix between Nocturnes Duskbringer in terms of giving him movement speed, Fiddle's fear but AOE, and Ornn's ult because of a knock up and that he can direct it. His E reminds me of Kayn's Shadow Step, but far more broken because he cannot be crowd controlled and his movement speed can and will be far greater... almost flashing over walls instantly with a glass cannon AP build, ie; chasing a bard and not being stunned by his Q. His ultimate.. is like a mixture of Olaf's Ragnarok and some doom-bot Malzahar/Annie mix that summons pets and does massive AOE damage. And all of these on insanely low cooldowns for the effects they give/do.

All in all, very interesting champion, however he has too much going on for him.. all of his skills are worked from other champs, then boosted by his lore with more damage to his theme. Playing him for the first time, you'd miss the first two minion waves reading the book of his skills and trying to figure out how the champion actually worked. It feels like he has so much going on, increasing his damage, sustain, that he's built to not be countered, ganked, caught out, or killed. There is so many "if"s and "do"s to this champion that his difficulty would be 6/3, but because he gains so many bonuses.. a potato would carry with him. Skills and Abilities should, and always will be; "If ____ does this, it does this. Sometimes this." Not a ten page power point presentation, per skill.

Terakali11/3/2017, 11:39:13 PM1 votes

So, I love the concept you made, so I made a dialogue pack as a gesture of good will. You were right when you said you weren't a numbers guy, but this is a great champion nonetheless.

I didn't include two quotes because of how they don't feel authentic to the character: "Blood for the blood monsters" and "Out of my way".

https://youtu.be/-pmLiZzB6Nc

If you want to trade tips or reviews on champs, I'm totally down for it. I make quite a few, but the lore is often... Nothing, at least in comparison to you. I basically do kits on demand.

Friendly Ram11/5/2017, 12:18:04 AM1 votes

Looks fun and unique.

P: I love the movespeed part of the passive but the second effect feels too much like singed Q. Q: this is a fun multi part spell, just wondering if opponents can see the spell incoming like mantheon ult or if they rely only on farjods reaction. just wondering why the knockup portion knocks them out of the damage portion? W: Wow this is really cool, the self cc can be really useful and just fun to imagine. E: pure mobility spell but will be great for a roaming support. Can he combo this with his W to be rude? R: really scary especially as intiation.

Only skin i could recommend is wizzard fajrod.

yardnoc11/26/2017, 9:47:07 PM1 votes

First off, despite how nice the character is, you need to work on your layout. It's just a headache to look at.