Freesia, the Spirit Dancer
#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
- 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 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.
- 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 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.
- 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.
- 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.
- 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 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.
- 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.
- 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.
- 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.
- 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).