[New Champion Concept] Faerlina, the Crimson Wing

35081643_DEL·11/11/2014, 3:03:17 AM·11 votes·3,342 views

*I hereby give Riot Games full legal permission to use the following champion concept, or any parts of the concept for their own profit, and allow them to take full credit for my ideas.

Name : Faerlina, the Crimson Wing Type : Primary - Mage Secondary - Assassin

                                                                                                                    ----- Lore -----

Never has there been, nor shall there be, an Empress more perfect then Faerlina, the final monarch of ancient Ionia. Divine royalty by birth, all the land her birthright, benevolence and prosperity were the hallmarks of her reign. Would that she had been left to shape the world, but destiny cannot be avoided and her fate was filled with a tragic ending for even Ionia has dark secrets hidden within its walls.

Even in youth, Faerlina exhibited almost superhuman composure. While her peers explored the torrent of emotions that came with adolescence, Faerlina was conditioned, molded, and transformed into the perfect Empress. Yet, beneath her throne, all was not well. As the world grew colder and the Ice Witch spread her empire, Faerlina's people grew worried that the black frost would consume them. They fretted Faerlina was powerless to stop it. That is, until her scholars discovered an old monastery dedicated to worshiping an ancient entity of flame. As the frost grew closer, Faerlina had little choice but to descend into the unknown catacombs with her most trusted advisors. After a weeks journey to the center of the forgotten caverns, they found the legendary object. Described in the tales as an egg of absolute beauty, heat radiated off its surface as if new life were being born. When Faerlina placed her hand onto the object, she was drawn within and the flames around the egg expanded. The very life of all those within the room was drained as Faerlina felt their life force flow within her. The catacombs erupted as the monastery grew into the Palace of Flame, and as Faerlina sat atop her new throne, the flames themselves danced in her palm. 

 Born a Queen, blessed with the power of a Goddess, Faerlina began to expand her empire against the Ice Witch and the Watchers, leaving most of Runeterra in flames. Eventually the two meet face to face and the ancient battle between fire and frost would once again surface, leaving Faerlina on the weak end. Returning to the egg to recover, Faerlina swore she will end the life of Lissandra when she returns. As the Ice Witch re-emerged from her frozen depths the egg of life once again began to grow cold. However, this time Faerlina will not fall to the Ice Witch's frozen grasp as her Crimson Wings burn brighter than ever. Soon her empire will rise again, spreading eternal flames across all Runeterra.

                                                                                                                    ----- Judgement -----

Observation:

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Reflection:

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                                                                                                                    ----- Over View -----

█ █ █ ░ ░ ░ ░ ░ ░ ░ > Attack Power (3/10) █ █ █ █ █ █ █ ░ ░ ░ > Defense Power (7/10) █ █ █ █ █ █ █ █ █ ░ > Ability Power (9/10 █ █ █ █ █ █ █ █ ░ ░ > Difficulty (8/10)

                                                                                                                    ----- Stats -----

Health: 380 (+85 per/level) = 1910 at level 18 Health Regen: 5.5 (+0.6 per/level) = 16.3 at level 18 Mana: 250 (+50 per/level) = 1150 at level 18 Mana Regen: 7 (+0.6 per/level) = 17.8 at level 18 Range: 125 (Melee) Attack Damage: 50 (+3 per/level) = 104 at level 18 Attack Speed: 0.668 (+2% per/level) = 0.668 (+34%) at level 18 Armor: 15 (+3.5 per/level) = 78 at level 18 Magic Resist: 30 (+0 per/level) = 30 at level 18 Move Speed: 335

                                                                                                                    ----- Abilities -----
  • All of the % of Max Health scales are of Faerlina's max health, not the enemies.

Passive: Burning Ember - Upon being defeated Faerlina's soul is reduced to an ember that attaches itself to the enemy champion that dealt the killing blow, dealing 75 100/150/200 (+15% Ability Power) (+1.5% Max Health) magic damage over 5 seconds. If the enemy champion dies while the ember is attached Faerlina is resurrected at their body as a pure phoenix with 30 35/40/45% of her Max Health and 50% bonus movement speed for 2 seconds.

Cooldown: 240 220/200/180 Seconds

Q Ability: Arcfire Feather - Faerlina sends forward two burning feathers in a curved path each dealing 35/55/75/95/105 (+65% Ability Power) (+3.5% Max Health) magic damage to all enemies hit. The feathers meet in the middle creating an inferno that burns all targets hit for 40/70/100/130/160 (+35% Ability Power) (+1.5% Max Health) magic damage over 3 seconds.

  • Enemies can only get hit by 1 Arc

Type: Pass Through Curved Skillshot Ability Mana Cost: 65 Mana at ALL ranks Cool Down: 8 Seconds on ALL ranks Travel Speed: 1200 Range: 830 Inferno Radius: 175

W Ability: Pyrokinetic Corona - Faerlina surrounds herself in a swarm of flames, gaining a shield for 4 seconds that absorbs 80/110/140/170/200 (+60% Ability Power) (+3% Max Health) damage. While the shield is active nearby enemies are burned each second for 20/35/50/65/80 (+15% Ability Power) (+2% Max Health) magic damage.

Type: Self - Cast Ability Mana Cost: 60/65/70/75/80 Mana Cool Down: 12 Seconds on ALL ranks Burn Radius: 180

E Ability: Phoenix Charge - Faerlina flys forward as a phoenix made of pure flame, dealing 30/60/90/120/150 (+20% Ability Power) (+1% Max Health) magic damage to everything she passes through. Explosions are made at both the start and end of the dash, both dealing 30/60/90/120/150 (+20% Ability Power) (+1% Max Health) magic damage to everything around her at the time of the explosion.

Type: Target-Area Dash Ability Mana Cost: 65/75/85/95/105 Mana Cool Down: 7 Seconds at ALL ranks Dash Speed: Dash Range: 900 Point Blank Explosion AoE: 200

Explosion centered around Faerlina

Ultimate: Winged Flare - Faerlina creates three phoenix's that orbit around her for 8 seconds. Upon activating the ability again a phoenix charges to a target location dealing 80/120/160 (+50% Ability Power) (+2.5% Max Health) magic damage to all enemies it passes through. Upon landing the phoenix "Flares", burning the area for 3 seconds. If Faerlina dashes into the burning area Phoenix Charge's cooldown is reduced to .5 seconds and costs no mana. The burning area is also consumed, healing Faerlina for 2/4/6% (+1% per 100 Ability Power) of her missing health.

  • Ranking up Winged Flare also ranks up her passive Burning Ember

Type: Pass Through Target-Area Ability Mana Cost: 100 on ALL ranks (First Cast Only) Cool Down: 70/60/50 Seconds Range: 1000 Phoenix Speed: 1800

                                                                                                                    ----- Tips -----

Playing as Faerlina:

Playing Against Faerlina:

Recommended Items:

  1. Sorcerer's Shoes

  2. Athene's Unholy Grail

  3. Zhonya's Hourglass

  4. Ryali's Crystal Scepter

  5. Liandry's Torment

  6. Rabadon's Death Cap

                                                                                                                     ----- Quotes -----
    

Champion Select:

  • "The world shall burn in flames summoner, and you shall sit atop my throne"

Jokes:

Taunts:

While Moving:

Before Attacking:

  • Burn in flame!

(All blanks will eventually be filled)

Other Champions :

47 Comments

dustwind811/11/2014, 5:25:48 AM2 votes

Passive: her Passive is so interesting! i love the concept... My only concern is how much damage it will deal with a full build. Given your suggested build... you would deal 200+175.5 +1.5% of targets max health, over 5 seconds. I'd assume if you were in a 1v1 situation you would also use ignite hopefully just before death, so another 230 hp damage, that is over to 600 HP damage in 5 seconds, before factoring the 1.5% max hp in there... assuming you didnt hit a tank... That is HUGE for any squishy target given that they would have less then 2000 hp, which would mean you would only need to deal 70% damage before you potentially get them in lethal range.

Consider as well in a team fight your passive will get triggered more often then not since you are a damage focused champion. In this case, of a team fight, i'd assume there is a 0% chance you passive would not proc.

Your passive feels like it is a GA in and of itself, with bonus damage built in. Which will also save your champion of an item slot. This gives you a huge item bonus as well.

Given that i actually like the passive, it may need a little tweaking and most likely should have that 1.5% hp removed. After all, your passive should not feel like another ability, but a bonus for playing your champ.

Also a few points to consider... How does this trigger with GA? What if they spell-shield your passive? Killing you twice will also give twice the gold.

Your Passive could potentially be part of, if not fully be, a champions ultimate, best fitting a tank or bruiser. So if you feel up to it you can find another passive and make another champion with this play-style in mind.


Q This ability instantly made me think of Diana... and it's near identical.

* Both abilities travel in an arc, you get two arcs though.
* Both abilities scale nearly identically, with yours having more damage potential with the bonus % max health damage
* Same range

Your's has 

* A slightly higher mana cost
* much much lower cool down, to the point where at 40% CDR your cast time would be 3 seconds.

If i could make some tweaks, knock off some of that damage from the hit (put it st 35/55/75/95/105+75%AP) from getting hit with one feather. Keep the end where any enemy struck at the end get burnt for  40/70/100/130/160 (+35% Ability Power)/second for 3 seconds. Have it be that a champion at the edge where the feathers meet get struck by only one and then get the burn effect.

W : The best defense is a good offense... and this is an example of this saying. you get a decent shield for 4 seconds, but it is vulnerable to all damage not just magic damage (like Morg's) and it gants you a damaging flame that will deal max(with your suggested build) 80/140/200/260/320+936 magic damage in an aoe. That is huge! At least they can knock out your shield... though with full build your shield will be 551 points worth of damage... So i'd assume the more accurate amount of damage you would deal late game in a team fight is closer to only 2 seconds... but that is a huge benefit for you since even if it is active for one second you still get a 935 point swing (1 second of damage plus 551 points of damage blocked).


E : a strong ability that can both act as a savior... and your end if played wrong. This ability is the most balanced of your three basics, the damage ratios are kept very balanced, especially since you can potentially damage a target 3 time (assuming you control how far she dashes. Though if you dash to escape at the wrong place with low health you could find yourself made into a jungle monster sandwich.

cont.

Talon Gerrard11/15/2014, 3:01:16 AM2 votes

This is a list of things that this concept is: Unique Interesting Well-balanced Awesome On the featured list once I post the next update for the Librarium. Nice work.

dustwind811/11/2014, 5:26:16 AM2 votes

.Cont

R : Time for the crowning gem (or what should be) for any champion. Yours is rather unique. With the capabilities of dealing 240/360/480 (+150% AP) damage, it has the power to fit into the ultimate range. Plus it's packed with a bonus effect of allowing you to use your dash at no cost and no cool down... though you forgot to state that you can only benefit once from the no cool down dash per cast (i hope), otherwise you've made a potentially op combo of infinite dashes and explosions... and that's be a no no. I don't understand two things, why is this mana cost lower then your E at max level. Also your ability has an extremely low cool-down for such utility benefit.

I would have her consume the flame if she dashed into it healing a small amount each time (like 25/50/75 health per dash) this would show that it gets limited to one dash and give slightly more utility. Also consider increasing the cool-down or keeping it at a flat rate.


Okay that about wraps up my opinion (and good timing too i gotta head out to pick up my Halo the Master Chief Collection game soon). A few final thoughts...

1. Remove all of the % maximum health things. Doing the math, you can potentially deal 20.5% of an entire team's, and 22% of one target) maximum health in a 9 second period. Assuming you survive with your W for entire duration and then die, and the enemy team is stupid enough to stand next to each-other at all times. But just that number alone should show how overly strong that is. And that is not factoring all the other damage you can deal which is all forms of AOE.

2. Don't stop trying to improve. You have a great concept, the numbers just need some work. I've seen some broken ideas and this is EXTREMELY FAR from broken, With Tweaks i can see this champion joining the League any day.

3. Imagine both playing as and AGAINST your champion, are they frustrating or fun? Is there any form of counter play against them? you need to remember to balance everything to make the best possible suggestion.
PureCancer11/11/2014, 1:07:22 PM2 votes

I LOVE THIS!

Rito Jericho11/28/2014, 11:57:47 PM1 votes

This champions passive is truly unique. No, not just the passive! This entire champ is unique. And, needless to say, also seems to be very interesting. I'd certainly give this champ a try.

35081643_DEL1/19/2015, 11:58:25 PM1 votes

Raise the Flame

Seoshi12/9/2015, 10:14:21 PM1 votes

THIS IS AWESOME !!!!!!!

wulvwind11/11/2014, 3:30:30 AM1 votes

looks really good hope she becomes a reality

Seoshi6/14/2017, 4:20:34 AM1 votes

bump

IwfiKe3qjM11/13/2014, 3:03:40 PM1 votes

Melee Mage-Assassin... i wonder what it could be... there's dash ability... that most Assassins have...

AP scaling, Health scaling...

now I don't know this classified as Mage-Assassin, or Mage-Tank (due to Health Scaling)...

overall it's great

Oh, and BTW Attack Power, Defense Power, and Ability Power rating of 10 usually depends on the scale uses on Champion Ability...

AD (or maybe DPS) makes Attack... Armor, Health, MR makes Defense... AP makes Ability...

and Difficulty rating usually can change every patch...

WarWork11/21/2014, 1:18:02 AM1 votes

Wow I really like this hero, the only comment i could say, is to give her passive a cooldown. Overall i think the concept is very solid ad looks fun to play. Anivia would be jealous.

ExecutorDill11/26/2014, 8:18:39 PM1 votes

Like the passive, a unique one indeed. Not really of fan of after death passives but her's restore her life if it kills the killer, bit of revenge vibe there, like it. But why not make it apply to the lowest health enemy instead. Gives her a better chance at coming back alive especially on teamfights. Also what if it goes to an enemy but your ally does the killing blow, won't this breed a problem?