Freesia, the Spirit Dancer

darkdill·11/5/2014, 6:25:43 AM·49 votes·12,991 views

#Freesia, the Spirit Dancer
http://i.imgur.com/bsz9TDX.jpg
The above image is for reference only; credit goes to the artist K+; it can be found here: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=20948876

Ideally, she should look much less "stripperiffic", but in terms of her anatomy (i.e. face, hair, skin color, etc.), the above image is a good match.

In terms of outfit, I'd go with something more like this:
http://i.imgur.com/lZ00KzI.png
(again, credit to the original artist and to Nintendo)

#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 harassment 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.

When on the offensive, Freesia is very difficult to escape from if she chains her spells onto a target. However, she opens herself up to counterattacks when doing this, as she has to get within close-to-melee range of her target(s). Freesia players thus must gauge whether or not they can survive their engage. Additionally, Freesia does not make a good assassin, lacking good damage and AP scaling for damage. To compensate, her utility scales with AP in some areas.

Other supports generally have trouble keeping up with their teammates, but Freesia's own mobility makes her easily able to keep pace with highly mobile team compositions. Coupled with her flexibility, peel potential, and power plays, Freesia fits into many compositions that other supports might struggle in. Additionally, Freesia can be a strong pick into enemy teams that are relying on a single member for most of their damage output, as her ultimate can turn that strategy against them if she can get past the carry's teammates.

#Statistics (numbers are subject to change)

HP: 592 – 2020
HPR: 5.4 – 14.8
MP: 374 – 1224
MPR: 6.0 – 19.6
Damage: 52 – 106
Range: 500
Armor: 23.4 – 88.0
Magic Resistance: 30 (+0)
Attack Speed: 0.625 (+0% – 39.1%)
Movement Speed: 340

#Abilities

(expect changes according to feedback)

Last Update: Nov. 26, 2016

P - Rhythm

Whenever Freesia damages an enemy Champion, her basic ability cooldowns are reduced by 1 second (reduces timer until next Dash charge by 1 second) and she gains 15/25/35% bonus Movement Speed and ignores unit collision for 1 second. Rhythm cannot be triggered on the same Champion more than once every 6/5/4/3 seconds. (Improves at levels 6, 11, and 16 respectively)

Q - Wind Waltz/Soothing Step

First Cast - Wind Waltz: Freesia spins her sash to stir the air around her (300 range), dealing 60/90/120/150/180 (+0.4 AP) magic damage to all nearby enemies and knocking them back a very short distance (i.e. 50 knockback distance). If Freesia damages an enemy Champion with Wind Waltz, 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), increased by 1% for each 1% missing health for each individual target. The healing is halved for minions.
(Maximum heal: 80/110/140/170/200 (+0.7 AP))

  • Soothing Step costs 40/45/50/55/60 mana.

8 second cooldown (begins cycling after Wind Waltz is cast). Both spells can be cast while moving.

W - Spirit Samba

On-ally cast: Freesia dashes to target allied Champion or minion, granting it a shield that absorbs up to 40/60/80/100/120 (+0.25 AP) damage and lasts up to 2 seconds. While the shield holds, the target receives +20/25/30/35/40 (+0.1 AP) bonus movement speed. Cannot be cast on self.

On-enemy cast: Freesia dashes to target enemy Champion or minion, dealing 50/75/100/125/150 (+0.3 AP) magic damage over 2 seconds and slowing it by 30/35/40/45/50 (+0.05 AP)% for 2 seconds.

Freesia stores a Dash Charge every 14/13/12/11/10 seconds (reduced by cooldown reduction), up to a maximum of 2 stored at once (this cap increases when Freesia ranks up her ultimate). Champion kills and assists grant Freesia a Dash Charge. Upon death, Freesia respawns with maximum Dash Charges.

Whenever Freesia dashes to a target, she marks it for up to 3 seconds. Freesia cannot dash to marked targets, but existing marks are removed whenever Freesia gains a Champion kill or assist. Freesia's dashes can be interrupted by snares, stuns, and other similar crowd controls (much like Yasuo's Sweeping Wind).

0.5/0.4/0.3/0.2/0.1 second static cooldown. Costs 30 mana and one Dash Charge per use. 500 range for both effects.

E - Tempest Tango

Freesia deals 60/90/120/150/180 (+0.4 AP) magic damage to target enemy Champion and places a mark on it for 4 seconds. Allied Champions who strike a marked enemy Champion with a basic attack or single-target spell gain 15/20/25/30/35% (+1% per 40 AP) bonus movement speed for 1 second. (Only applies once for DoT spells.)

13/12/11/10/9 second cooldown. Costs 70/75/80/85/90 mana. 500 range.

R - Show-Stealer Salsa

Passive: Increases Freesia's maximum Dash Charges to 3/4/5.

Active: Freesia dashes to target enemy Champion (500 range) and steals 20/25/30% (+1% per 50 AP) of the target's attack damage and ability power for 6 seconds. Freesia can then recast this ability within 3 seconds to dash to target allied Champion (cannot target self) and transfer the stats she stole to her target, increasing their stats for 6 seconds. If Freesia does not transfer the stats within 3 seconds, they are lost.

All stat modifiers decay over their respective duration. The stats given to your ally are equal to the amounts you initially stole.

140/120/100 second cooldown. Costs 100 mana.

#Tips

Playing as Freesia

  • Keep track of the positions of all enemies and allies during fights and plan out your Spirit Samba dashes accordingly.
  • Proper use of Wind Waltz and Soothing Step will let you bait most enemies into overcommitting against you.
  • If an enemy damage-dealer is out of control, use Show-Stealer Salsa to steal their offensive power and give it to an ally to turn the tables.
  • Because you have to get in close-quarters so often, you may wish to invest into some defense to help you survive. Frozen Heart and Locket of the Iron Solari are great choices.

Playing against Freesia

  • Freesia lacks good range, and relies on heavy commits to engage you. Poke her from a distance to whittle her down.
  • If you are targeted by Show-Stealer Salsa, stop Freesia from returning to her teammates to prevent her from transferring the stats she stole to her teammates.
  • Freesia's healing is strongest when she or her allies are low on health. Save Ignite and crowd controls for when your enemies are weak.

#Champion Synergy/Difficulty

Works well with

Jhin - Tempest Tango will allow Jhin some ridiculous bursts of speed through his passive, and your abilities will help keep him safe from even the most determined chasers. Giving him the benefits of Show-Stealer Salsa might rub his artistic side the wrong way, but it'll do wonders for his damage.

Kayle - Kayle works perfectly with Freesia, gaining huge benefits from Show-Stealer Salsa due to her hybridized stats. Additionally, she can help at one of Freesia's pain points, durability, via Intervention, allowing Freesia to safely dive into situations that would otherwise be death sentences. Kayle could also use Intervention on herself to ensure those stolen stats aren't wasted, and Tempest Tango will let her keep up with enemies if they flee.

Ezreal - Freesia works very well with mobile marksmen, and Ezreal is about as mobile as it gets. He can easily give her an escape route by blinking over a wall, and Tempest Tango will make him even more of an annoying kite machine. Show-Stopper Salsa is hugely beneficial to Ezreal, who can make good use of both AD and AP.

Struggles against

Alistar - Alistar can immediately negate your dives with Headbutt, or punish you for them with Pulverize. You also can't harass Alistar due to your short range, leaving you without the means of exploiting his lower mobility. Any damage you DO end up dealing to him, he can easily heal back up. He can also ruin your attempts to get back to your teammates with his disruptiveness.

Lissandra - Diving anywhere near Lissandra is sure to put you in a world of hurt, especially due to her plethora of immobilizing crowd controls. She can even time her ultimate to prevent you from successfully hitting her with Show-Stopper Salsa, leaving you to freeze to the bone in her icy field. Even if you do land your ultimate on her, getting back to your team will be difficult, and she can still function perfectly well even if her AP has been drained a bit.

LeeSin - Lee Sin is easily able to keep up with Freesia's mobility, and the execute on his Q makes withholding her heal a very risky proposition. His ultimate can also kick Freesia out of a fight at just the wrong time, preventing her from getting back with Show-Stopper Salsa's stolen goods. Being blind, he's also not distracted by her curves (though this has no effect on gameplay).

#Background (undergoing rewrite)

Freesia was once a slave in the court of Emperor Azir during the times of the Shuriman Empire, before being imprisoned within a magical lamp by the emperor's treacherous high sorcerer, Xerath. Surviving the destruction of Shurima's capitol within the lamp, Freesia was transformed into a genie, a being of magic and ageless grace. Freed from her prison by the explorer Ezreal, Freesia now wanders the desolate sands she once called home, seeking to find purpose in the midst of an impending war of Ascended Beings.

Lore Jot Notes

  • Freesia was, as a slave, given to Xerath by Azir to serve as the mage's consort. Freesia wasn't overly fond of the arrangement at first, but eventually came to appreciate being Xerath's servant, with the two eventually becoming lovers. (Yes, she slept with Xerath.)
  • Freesia eventually stumbled upon Xerath's plans to kill Azir and take the power of the Ascended Ritual for himself. Xerath implored her to aid him in his endeavor, but Freesia refused and tried to dissuade Xerath from his goal. Xerath, angry at what he perceived was Freesia's betrayal, imprisoned her in an oil lamp (the kind genies come from in most other fantasies) and had it sealed in an underground vault.
  • Freesia ended up being transformed within the lamp into a genie, a magical being with great spiritual powers and an endless lifespan. But despite her changes, she couldn't break out of the lamp herself, and could do nothing to stop Xerath from destroying Shurima.
  • Centuries later, Ezreal stumbles upon the vault on one of his excursions and finds Freesia's lamp. He rubs the lamp, accidentally touching it with his Ascended Talisman (his gauntlet) and breaking Xerath's spell. This released Freesia from the lamp.
  • Freesia was devastated to hear about Shurima's fall and that she now existed hundreds of years in the future. Ezreal did his best to bring Freesia up to speed, but the two soon parted ways as Freesia went to try and find a purpose to her new life.
  • Freesia eventually learned of the return of Azir and Xerath, and now is at a crossroads of whether to aid Azir or return to Xerath, who she still holds a torch for.

#Quotes (suggestions are appreciated)

Ideal Voice Actor: Julie Ann Taylor
Selection
Follow my steps to victory.
Match Start
Let's begin, shall we? And here we go. The curtain has parted. Movement
The spirits guide my step.
Fluidly.
Even running is a kind of dance.
Eyes on the prize? Which one?
Shurima must survive as it always has.
Can you feel the rhythm?
Attacking
I hate resorting to violence.
Ready to dance with death?
Join with the spirits.
Dance into eternity.
Follow my steps... if you can!
Dance through the danger.
Taunt
Picking on poor little me? You've made a poor choice.
Taunting Xerath You destroyed everything we cherished, Xerath! Xerath, what have you done? You destroyed it all for this?! Taunting Azir It was your cruelty that brought down Shurima! I will not return to your side, Emperor! Joke near Sona
We're still on tonight, right? No need to answer.
Got any new beats, Sona? I need a new routine.
Hit by Sona's Crescendo Ooh, that's a nice beat! Great tune, Sona! Taunting Sivir
All the money in the world isn't gonna save you now, Sivir.
Your greed will to be the death of you.

Skin Ideas

Arcade Freesia - Based heavily off Dance Dance Revolution.
Saturday Night Live Freesia - Disco theme.

#Design Intents (in case my numbers are off)

  • Freesia is meant to be highly mobile, but lacks the range to poke opponents.
  • Freesia is meant to be decently durable, but not to the level of a tank. She is meant to build some tankiness, but not to the degree of true tanks.
  • Freesia's damage is meant to be low in exchange for her utility and mobility. She is not meant to be played as an assassin.
  • Freesia's crowd control capabilities are only decent; she excels more at controlling how much mobility her enemy has and how much her teammates can move around a particular target. Her ultimate also lets her turn around games that could otherwise be considered a "stomp".
  • Freesia is meant to be vulnerable to harass and poke attacks, but works well against dives.
  • Freesia is supposed to sacrifice safety for power-play capability, and is meant to be rather risky. But with her risks, she is also capable of great rewards.
  • Freesia is supposed to be weaker than other supports in early-game, but becomes incredibly strong in late-game, similar to Sona.
  • Freesia is meant to help introduce a more human side to Xerath and act as someone who believes he can still do the right thing in the end.

Let me know what you think of Freesia.

69 Comments

SpK Ballpit11/6/2014, 12:46:38 AM5 votes

i want this rito-sama pls

FlightDRaid11/5/2014, 5:06:31 PM3 votes

This. I actually want this. Riot please.

stillserenity11/5/2014, 4:34:19 PM3 votes

nicely done

darkdill3/9/2016, 5:19:53 AM2 votes

Wow, almost a year since I last updated Freesia. Well, let's get to it then.

I changed up Freesia's Q a bit. It doesn't have a mini-knockback anymore, as that was a bit of a balance headache, but now inflicts a potent minislow (very short duration, heavy effectiveness) and still interrupts channeling. I also reduced the mana cost of Soothing Step a bit at higher ranks.

Second is Freesia's W when used on enemies. It now has slightly better damage, but the damage now occurs over 2 seconds, further emphasizing that Freesia can't really burst someone. This might cause the damage to be weaker in some cases, but I think it's an acceptable change that allows Freesia to play out longer fights.

I'm also trying to think of ways to give Freesia a new, more interesting passive, as the current one could definitely be better.

Bub O Lard4/19/2016, 4:04:50 PM2 votes

I would go with the slimmer body type of Tethys as well as outfit. The top ones boobs are a bit too big, large majority of pro dancers are slim and trim. top pics hair and other features are good though.

Kreha Dante11/5/2014, 5:09:16 PM2 votes

thats a lot of work u did there, so i wanted to appreciate it And moving onto your idea, personally i think, shes too mobile - tons of mov speed from passive and her w is way too mobile, having too much mobility isnt bad(there are others with such high mobility too), but along with her mobility, she has q, a good peel(if not the best), an op heal(even if it has a reduced stat, its still very good) a stun and a charm and that sheild is op too, i mean, her scales arent bad for a supp, and with such high mobility and too much utility, it doesnt open up much ways for counter plays, she could engage do some quick dmg and peel off.

this is purely a personal feedback, i have no intention to hurt you, on the other hand, i want u to come up with such ideas, and one day you might become a lead champion designer, who knows.

ohhh did i forget to mention her beauty is toooooooooooooo op?(plz nerf her beauty no matter what)

SNSD Sooyoung11/6/2014, 12:13:55 PM2 votes

I LUV IT ! It's a good mix between a dancer and a support, and a character full of moving capacity ♥ Btw I think that the 1st is a little bit too undressed XD The second is good :) Maybe a mix between sexiness and dance, with a little bit of East (wich I see in the picture you're presenting) + A good amount of skin could be made with her ! But it's the best project of champion I see right now ! And I love the idea of a 'Dance Dance Revolution' Skin ! Good Job !

AntiSkillshot2/17/2015, 3:21:24 AM1 votes

Freesia... Dancer... from a desert area...

I have an odd feeling this concept was inspired by Freesia York...

Avorok2/18/2015, 7:32:58 PM1 votes

Allo! Let's start with the Passive

Passive - Additional unit ignore with all the other passive is a bit excessive, only two other champs have a passive ignore passive, and their passive has little addition.

Q - An interrupt and heal, the time within it can be cast should be a tad shorter though.

W - Due to correlation to ult, Ill leave that for last

E - This seems alright also, but due to the fact it makes them dance, well that takes originality out of it. Since Sona's ult is the only ult that makes enemies dance, it makes it special, but adding something that is a regular ability that does this, just takes it away. Quite usually, the more creativity and originality that comes from a champion, makes it more noticeable and special.

R - Paired with your description of your W, it seems a bit op, and too much mobility. Why? Due to getting a max of 5 dashes to allies and enemies, still makes it too much mobility. You say that when dashed to an enemy, they are marked. But upon dashing to another the mark goes away. The cd is .5. So say you have two enemies half life running together away from a team fight, you literally could dash between them 5 times. since the mark is gone per dash of each enemy. Or, just being able to dash between all 5 enemies in a team fight. You can't compensate by saying it can be stopped. Because other dashes can be stopped too, so it's no difference. Same goes with giving an ally a shield, you can just jump between two and give them large shields and big increase with movement.

My opinion on the W, is put it as the ult. and make a different W. Have the dashes at 2 when at level 6. then max 4, and be able to do all this. And get rid of the cleanse. Since your going to have a ton of that mobility.

Anyway, there's my two cents D;

Cool concept!

Senteth3/6/2015, 8:12:21 PM1 votes

P - Rhythm

Whenever Freesia damages an enemy Champion, her ability cooldowns are reduced by 1 second (reduces timer until next Dash charge by 1 second) and she gains 15/25/35% bonus Movement Speed for 1 second. Rhythm cannot be triggered on the same Champion more than once every 8/7/6 seconds. Additionally, Freesia passively ignores unit collision.
(Improves at levels 7 and 13, respectively)

Interesting concept. Does this effect her ult as well?

Q - Wind Waltz/Soothing Step

First Cast - Wind Waltz: Freesia spins her sash to stir the air around her (300 range), dealing 50/80/110/140/170 (+0.5 AP) magic damage to all nearby enemies and pushing all enemies struck back a fixed distance (50 distance) away from Freesia. If Freesia damages an enemy Champion with Wind Waltz, 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), increased by 1% for each 1% missing health for each individual target. The healing is halved for minions.
(Maximum heal: 80/110/140/170/200 (+0.7 AP))

    Soothing Step costs 40/50/60/70/80 mana.

8 second cooldown (does not cycle while Soothing Step is available). Both spells can be cast while moving.

This skill is her main source of damage yes? So it think that you should have it deal 60/120/180/240/300 (+20% AP) damage, to be on par with other support damage skills. (high base damage, low scaling) Also, the mana costs should either be combined into wind waltz, or the cooldown should start even before soothing step is cast. (so that you aren't punished for choosing not to use soothing step to save on mana)

W - Spirit Samba

On-ally cast: Freesia dashes to target allied Champion or minion, granting it a shield that absorbs up to 40/60/80/100/120 (+0.25 AP) damage and lasts up to 2 seconds. While the shield holds, the target receives +20/25/30/35/40 (+0.1 AP) bonus movement speed. Cannot be cast on self.

On-enemy cast: Freesia dashes to target enemy Champion or minion, dealing 50/70/90/110/130 (+0.25 AP) magic damage and slowing it by 30/35/40/45/50 (+0.05 AP)% for 1 second (max. 80%).

Freesia stores a Dash Charge every 14/13/12/11/10 seconds (reduced by cooldown reduction), up to a maximum of 2 stored at once (this cap increases when Freesia ranks up her ultimate). Champion kills and assists grant Freesia a Dash Charge. Upon death, Freesia respawns with maximum Dash Charges.

Whenever Freesia dashes to a target, she marks it for up to 3 seconds. Freesia cannot dash to marked targets, but upon dashing to a new target, the previous mark is removed. Freesia's dashes can be interrupted by snares, stuns, and other similar crowd controls (much like Yasuo's Sweeping Wind).

0.5 second static cooldown. Costs 30 mana and one Dash Charge per use. 550 range for both effects.

I like this skill, it solidifies her role quite nicely, but I have a few suggestions.

  1. the ultimate scaling is a bad idea, (imo) you should just have it hold 1/2/3/4/5 charges.
  2. the recast-block should be increased to 5 seconds. (slightly more counterplay)
  3. dashing to a minion should NOT reset the recast-block.
  4. dashing to a champion shouldn't reset the recast-block all the way, only reduce it, by like 3 or 4 seconds.

E - Mesmerizing Mambo

Freesia tethers to target enemy Champion, dealing 50/85/120/155/190 (+0.6 AP) magic damage over 2 seconds (damage is dealt at 0.66-second intervals). If the target remains within 550-range of Freesia for the full duration, Freesia forces her target to dance (stuns target) for 1.1/1.2/1.3/1.4/1.5 seconds.

14/13/12/11/10 second cooldown. Costs 60/65/70/75/80 mana. 450 casting range.

Can I be honest? This one is boring. How about instead you have it work like this?

E - Mesmerizing Mambo

Freesia deals 50/75/100/125/150 (+0.3 AP) magic damage to an enemy champion, and tethers herself to them for 3 seconds. If the Freesia manages to move in a full circle (360 degrees, clockwise or counterclockwise) around her target before the tether breaks, then they are dealt 50/75/100/125/150 (+0.3 AP) additional magic damage, and are forced to dance (aka stunned) for 2 seconds. The tether breaks if Freesia's target moves out of of the 550-range.

14/13/12/11/10 second cooldown. Costs 60/65/70/75/80 mana. 450 casting range.

R - Dance of Defiance (NEW!)

Passive: Increases Freesia's maximum Dash Charges to 3/4/5.

Active: Freesia removes all crowd control effects from herself, then shields herself for up to 200/300/400 (+1.0 AP) damage for 5 seconds. Additionally, Freesia gains 30/45/60% (+1% per 20 AP) movement speed for 2 seconds; this bonus rapidly decays over its duration.

120/100/80 second cooldown. Costs 100 mana.

The active is powerful enough, you don't need the passive.

darkdill3/6/2015, 9:53:16 PM1 votes

Update!

Freesia's Q lost some of its AP ratio on the damage side, but got a buff to its base damage. It also now starts cycling its cooldown immediately rather than after you either use Soothing Step or time-out on the window. Now you aren't punished for withholding your heal.

Freesia's W had its marking mechanic altered; now the marks aren't removed if you dash to a new target, so now you can't do fancy "dash to A, dash to B, dash again to A" stuff. However, existing marks are now removed if you get a kill or assist. This will still let you pull some fancy escapes as long as you successfully take out your targets.

Lastly, like with the Q, Freesia's E got a base damage at higher ranks increase in exchange for a lower AP ratio. I figure this is okay since it's a DoT effect. However, I am looking for ways to make her E more interesting, so suggestions and feedback will be appreciated.

Embertine3/7/2015, 4:03:14 PM1 votes

Wow your concept has really gained some ground in popularity since I last looked at it!

darkdill3/14/2015, 8:45:59 PM1 votes

I am still trying to think of new E skills for Freesia, seeing as Mesmerizing Mambo isn't very fancy or inspiring. Ideas are coming up short at the moment, but I have a couple that COULD work if given some polish.

  1. Freesia casts a spell shield on target allied Champion, also giving herself one. If either spell shield is broken by a hostile spell, the other one also dispels and both Freesia and her target ally gain a large movement speed boost for 1 second.

  2. Freesia plants a beacon on the ground at her position for 5 seconds. During this time, Freesia can activate the ability again to warp herself and any nearby Champions (ally or enemy) to that beacon after a 0.5 second channel (non-interruptible).

As you can see, that's not a lot of ideas. I want something that is very useful for Freesia when she is in the thick of a team fight, or for use when she or her lane partner are engaged on.

Coming up with something without copying another Champion's skill is hard.

Rito Jericho3/14/2015, 9:30:07 PM1 votes

I'm really not all that great of a support player, but I would certainly love to give this champ a try at the very least!

darkdill4/22/2015, 1:22:06 AM1 votes

Freesia has a new E skill!

This new skill, Tempest Tango (I'm still trying to think up better names), does modest magic damage to target enemy Champion (direct target) and marks them for a short time. While marked, your allies can attack that target (or use single-target spells) to get a very brief, but strong movement speed bonus (which scales with Freesia's AP).

I feel this new skill better serves Freesia than her old copy of Nocturne's tether as it gives her a means of giving her teammates better chase/kite power against an enemy. Have fun playing keep-away!

Rito Jericho4/22/2015, 3:09:30 PM1 votes

I do have my own champ concepts to take care of, but I'm not afraid to bump others that I like.

darkdill5/27/2015, 9:07:14 PM1 votes

Been a month or so since I last updated Freesia, but I finally got a good idea for an ultimate that finally fits her!

Her new ultimate, Grand Finale, is a PbAoE spell that can be either a knockback or vacuum, depending on what she last dashed to with Spirit Samba. You knockback with it if you last dashed to an ally, and vacuum if you last dashed to an enemy. Not great damage, but that's intentional, as it also gives Freesia a shield that increases in strength based on how many enemy Champions she hits with it.

Anybody want to give some feedback?

Damaged Knives8/22/2015, 6:43:10 AM1 votes

And Bard Was MadeBard

darkdill11/8/2015, 7:51:50 AM1 votes

Bump?

Beast In Repose3/10/2016, 3:28:53 PM1 votes

This champion should be created. PLEASE RIOT

Xaenos3/21/2016, 12:40:38 AM1 votes

IF she ever becomes a champion, all I gotta say is......FIRE EMBLEM FANS REJOICE!!!!!!!!!!!!!!!!!!!!!!

darkdill3/23/2016, 11:43:07 PM1 votes

After getting this note from Meddler, I've made several changes to Freesia.

Most notable of the changes is that Freesia has a new ultimate: Show-Stopper Salsa. This one is actually taken from another of my Champion Concepts, as I think it'll serve better on Freesia to give her a superb utility that gives players a big reason to pick her.

Essentially, Freesia's new ultimate is a version of Trundle's ultimate that, instead of stealing defensive stats, steals the target's offensive stats and lets Freesia transfer them to a teammate, turning the tables even on well-fed opponents. However, it has a LOT of risk attached, which should lead to a lot of big play moments of players trying to stop Freesia from getting away with her stolen prizes.

As for other stuff, I lowered Freesia's Q slow a bit at earlier ranks, but now it lasts up to 0.5 seconds. I also lowered the damage on her E a bit at higher ranks to discourage using it for pokes.

Emerald Fang3/24/2016, 4:35:06 AM1 votes

This may seem random but I think her HP should be a little higher b/c she is a melee support. This would just be to balance supports' lower damage. I was thinking 592-2020 (+84/level).

Brimaz The King4/17/2016, 9:15:46 AM1 votes

Wait Nintendo made this art?

darkdill6/12/2016, 11:11:34 PM1 votes

It's about time that I updated Freesia.

First and foremost, all of Freesia's ranges (except her Q) got changed to 500, including her W and R ranges. This means she has less dash range, but her basic attacks and E have more range, making it easier for opponents to know how far she has to be from them to inflict any direct effect on them. Yes, she can still dash between targets to reach an enemy Champion (ala Irelia), but that involves risk and isn't from a singular action.

Secondly, her Q got its mini-knockback returned to it, but lost its slow as an exchange. It also has lowered base damage, which I may lower even further if needed. I'm also considering changing its damage to a DoT, but that remains to be seen.

Third is that I buffed the refresh on Freesia's passive. Now she can proc Rhythm on an enemy every 6/5/4 seconds instead of 8/7/6 seconds. Considering her risk requirements, I think it's fair. However, Rhythm now doesn't reduce the cooldown of her ultimate; she'd get it too much if it still did.

Lastly, and this is still a work-in-progress, I'm changing her lore to make her a former romantic interest of Xerath's. This will give her more relevance in the Shurima conflict, but keep in mind that I don't prioritize lore quite as much as gameplay with my concepts.

More critiques would be great.

HaloDragonX6/13/2016, 1:10:18 AM1 votes

Definitely a very interesting idea and I'd even want to play this myself. (How do we not have a dancer-like champion with this design?) Other than a lack of clothing, I only have 1 problem with the design itself, her W.

It's extremely complex and honestly overwhelming to her design, especially when you already have 2 Q's. How to fix? I like 2 charges, so make her ultimate not increase charges at all as a support, nor any champion, should be that mobile and at the same time if she can only use it on a target every X seconds then it really lacks a point in the charge system. With that said, remove the effect that removes her dash marks, again too complex and her E already has it's own mark. Static Cooldown shouldn't change with rank. I'm mostly fine with gaining a charge on Takedowns since it allows her to stay relevant in a teamfight.

Other than gutting some complex stuff from the W, I really love the champion idea and I can definitely see that being played.

darkdill11/26/2016, 11:00:18 PM1 votes

Haven't worked on Freesia in a while. Been trying my hand at Overwatch Hero Concepts, though the reception on the Blizzard forums is a lot more... hostile.

Anyhow, slight buff to Freesia for the moment: her passive now improves at levels 6, 11, and 16, and now she can use Rhythm more frequently on the same Champion target in late-game. Freesia's the type who isn't that strong early, but becomes tremendously powerful later on, so I want to exemplify that.

Pluid4/4/2017, 6:52:31 PM1 votes

I just wanted to point out that 2 years later, Riot eventually applied the concept of this "Mobile support" onto this new champion, Rakan.

Fiona12311/7/2014, 10:03:48 PM1 votes

Did you draw her??? if you did can you please draw me a look for my champion too? you draw very nice here is a link http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/l44wnzUm-idea-for-a-new-champion-hope-the-master-of-sorccery

Reaper Review12/20/2014, 12:29:09 AM1 votes

Well, I feel bad now. The champion I had designed with a dance motif in mind isn't nearly this well done. Could also be because I don't actually know much about dance myself.

For reference, Tessik.

A lot of the minor details you've put into Freesia are ones I have or had on Tessik at various points. I've never figured out what was balanced or not, though, because I haven't gotten much input.

I don't want you to think I was ripping off your champion, though. I've never seen this thread before until you bumped it just now.

Elphrihaim12/20/2014, 3:07:49 AM1 votes

Well...

Your ult gives you a 1.5 second CC on everybody that you hit with it IF you dash to them with W.

In my opinion, the fact that you can pretty easily Charm 4 members of the enemy team (admittedly, each charm occurs in succession and not all at once) seems too good.

I would recommend something else, because though it is already limited and somewhat unreliable (she basically has to dash in order to get a good ult off, anyway), it seems too easy to get too much from it relative to other champions' ults?

But that's just a first-glace feel, so I'd do something light / not at all, I just can't see exactly how fair the ability would be in practice.

Though the actual kit and ideas behind it look quite impressive...

Does her passive reduce the cooldown of her ultimate? How does it interact with her W (does it reduce the flat CD / refresh it or reduce the CD to the next dash)?

re: I think you should include more gameplay samples, perhaps weave together a narrative of how you think a teamfight goes--perhaps detailing both a fight gone well as well as something that wouldn't be ideal for her.

Jellycake Demon12/20/2014, 3:33:52 AM1 votes

i really like this concept & i really do think Riot should add a Dancer theme Champion i mean just imagine someone kicking your ass with dance moves. i mean to mean dancing could be a very fancy martial art.

darkdill2/4/2015, 12:04:13 AM1 votes

Updated!

After seeing that Freesia has enough utility in her basic skills, I've given her a new ultimate. The passive is still the same as before, but the active is new and all about self-preservation. It acts kinda like Alistar's ultimate, removing CC from her at the time of casting, but only gives her a short-lived shield and a speed boost instead of a % reduction to all damage taken. Base shield strength is under par, but it has a 1.0 AP ratio, encouraging that Freesia players get some AP.

Feedback on this change would be appreciated.

Oh, and I've updated her base stats for Season 5.

Bãby2/17/2015, 3:02:17 AM1 votes

there should be a dance off between freesia and orianna