Frill, the Moon's Reflection

Stacona··2 votes·1,731 views

Frill was a doll, created to be as cute as possible and same size as a little girl, since the doll maker could not have a daughter of his own, he did the next best thing.

One night, magic light came gleaming from the moon, granting the doll life and new powers of magic that had no light to it - or dark magic to be simplistic. Once was just a lifelike doll in the imagine of a little girl is now a living, breathing little girl with immense amounts of magical capabilities and her own free will.

Power and cuteness is a deadly combination, luring in her foes closely before obliterating them with an immense amount of magic blowing up in their faces!


Frill is a simple and immobile short-ranged mage. Outside of raw damage with her high damage nukes, she also has darkness and charms for her crowd control, with her gameplay reflecting, like the moon, cuteness and deadly magic.

"The moon may appear bright, but it really is quite dark."


Attack Range: 500 units Movement: 340 units per second Attack Speed: 0.690 +3% per level Attack Damage: Average

Darkness sight range is 500 units.


Reflecting the Black (Passive):

Range: 850 units

Whenever Frill is unseen to the enemy team, for the next 2.5 (+0.5 per 100AP) seconds upon appearing to the enemy's normal sight, she applies darkness to nearby enemies around her. Minions and monsters cannot attack Frill during this time.

Dark Light (Q):

Cooldown: 4 seconds; Cost: 35/40/45/50/55 mana; Range: 700 units

Frill blasts a beam of light at the target enemy, dealing 70/80/90/100/110(+50%AP) magic damage, increases to 95/140/185/230/275(+125%AP) magic damage if the target is currently inflicted by darkness and can see Frill. Minions and monsters are always dealt 140/160/180/200/220(+100%AP) magic damage.

Direct executes from Dark Light refund the cost and 50% of the cooldown.

Dark Waves (W):

Cooldown: 10/9/8/7/6 seconds; Cost: 50/65/80/95/110 mana; Range: 700 units

Frill unleashes a wave of dark magic around her every 0.5 second for the next 1.5 seconds, dealing less damage the further it spreads out, dealing up to 55/90/125/160/195(+80%AP) magic damage each wave. Maximum damage at 350 range or closer.

False Hope (E):

Cooldown: 18/17/16/15/14 seconds; Cost: 80/90/100/110/120 mana; Range: 500 units

Frill gains invisibility for 0.75 second, unable to attack, use abilities or cast summoner spells. Afterwards for the next 2.5 (+0.5 per 100AP) seconds, enemies nearby that can see Frill become charmed for 1.5/1.75/2/2.25/2.5 seconds.

Refreshes the duration on Reflecting the Black upon becoming visible.

Moonlight (R):

Cooldown: 10/8.5/7 seconds; Cost: 70/100/130 mana; Range: 700 units

Passive: Frill has the moon constantly shining and not shining on her 3 seconds on and 3 seconds off.

Active: Frill increases the intensity of the moon's power for the next 3 seconds, effect varies depending on whether the moon is currently shining or not.

Shining: Heals herself and allies for 30/90/150(+50%AP) health per second and slows enemies by 25/35/45%(+3% per 100AP), slow lingers for 1.5 seconds upon leaving the light.

Not Shining: Ignores up to 50/70/90% of the target's magic resistance based on how close the target is to Frill for her damaging abilities and applies grievous wounds for 1.5 seconds.

Effects apply in 0.5 second intervals.


UPDATE NOTES:

Reflecting the Black: Effect range increased to 850 from 800 units (Reduced sight radius is still 500 units, same with all other near-sight / darkness effects.)

Duration lowered to 2.5 +0.5 per 100AP from 3 +1 per 100AP seconds

Dark Light: Increased damage against enemies inflicted by Darkness and can see Frill changed and reduced to 95/140/185/230/275 +125%AP from 190/205/220/235/250% damage (based off of 70/80/90/100/110 +50%AP) [varied between 133 - 275 +95% - 125%AP]

Minion and monster damage stated to be 140/160/180/200/220 +100%AP from 200% damage [unchanged]

Dark Waves: Cooldown lowered to 10/9/8/7/6 seconds from 11/10/9/8/7 seconds Cost changed to 50/65/80/95/110 from 60/70/80/90/100 mana Damage increased to up to 55/90/125/160/195 +80%AP from 60/90/120/150/180 +70%AP [compensation for ultimate change] per wave (three waves per cast by the way)

False Hope: Duration after invisibility lowered to 2.5 +0.5 per 100AP seconds from 3 +1 per 100AP seconds, to match darkness duration, also reduces zoning time when activating E-ability of when to really be afraid of Frill

Moonlight: Cooldown changed to 10/8.5/7 from 12/9/6 seconds Cost changed to 70/100/130 from 100 mana Range increased to 700 from 500 units

Shining Moon: Healing changed to 30/90/150 +50%AP from 60/90/120 +50%AP per second value Slow reduced to 25/35/45% from 30/40/50%

Not Shining Moon: Damage removed and now ignores magic resistance of struck enemies for 1.5 seconds for up to 50/70/90% based on closeness for all of Frill's damaging abilities from up to 60/75/90% magic resistance ignore only for this ability's damage Now also applies grievous wounds for 1.5 seconds to struck enemies

Interval for when these effects apply increased to 0.5 from 0.25 second (healing is one-half from one-fourth, per second value does not change)


20 Comments

Mr Voidling2 votes

Conceptually not a bad champion. Number-wise she is beyond broken. Able to deal 125% + 70%x3 + 60%x12 for a total of 1,055% Ability Power ratio over 3 seconds. If she got even 800 AP she would be dealing 8,440 damage, with 5,760 of that ignoring 90% of MR. Not counting base damage here of 275 540 and 1,960. Definitely put a HARD nerf on those ratios. R can be 20% at 4x a second for 240% over 3 seconds.(Fiddle R does 225% over 5 seconds).

Iron Jarvis1 votes

Hi :D totally random but , will you also give an opinion on a new champ concept i made ? which i might post later :)) thanks ~ have a nice day

Chikaku1 votes

Dammit Void you beat me once again :')

Iron Jarvis1 votes

Hi Chikaku im pretty new in this community / board as i dont visit it often but like how i asked void to check out my very first champ concept would you mind analyzing it too if you have the time ? :D thanks heres the link https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/nlEynEKe-trickle-the-elusive-omen-complete-lore-abilities-original-pianopiece-and-short-story-included

Mr Voidling2 votes

More than happy to give feedback! :)

Iron Jarvis1 votes

Thank you oh good sir !! :))

Mr Voidling1 votes

Oh yeah, you and I run this part of town now xD

Stacona1 votes

Maximum damage output is 275 +125%AP + 540 +210%AP + 480 +180%AP = 1,295 +515%AP

This is under conditions of landing all of your damage, before magic resistance mitigation, being close to the enemy, and over a 3 seconds time period which also involves perfectly timing your ultimate.

Damage per second applying every 0.25 second means the damage is one-fourth of the per second damage, the damage per second does not change.

Only the ultimate damage ignores magic resistance, and the ignore varies based on distance, not any damage you deal. Granted it might be more interesting to have an utility only ultimate and have it ignore MR for Q+W damage instead, making it still feel strong and since she is a short ranged, immobile mage she will be fighting tanks more than squishies anyways. So moon on heals or slows while moon off ignores magic resistance for your abilities based on closeness.


Also I balance with a realistic number which is 500 ability power and/or looking at similar abilities already in the game to see where her power will be at.

Q damage is reliant on your passive and being closer than 500 range while W damage is only high when super close to the enemy, hard to do with lack of mobility, is still damage over time and dramatic damage fall off beyond 500 range, 350-500 has a fall off as well from the max damage, but not as extreme since she should still feel like a ranged mage.


Turning ultimate into an utility ultimate will help solve your issues and grant Frill a better identity as a tank busting mage, using her darkness to avoid damage from long range threats (I might increase darkness radius a little more, the massive sight reduction is the same with all other darkness/near sight effects - Quinn, Graves, and Nocturne).

Mr Voidling1 votes

I guess without previews pretty much all abilities get misunderstood. So my bad. I definitely think making the ult more utility focused would add more personality to her kit. As right now it is heavily focused on deadly but not cute. Trying to balance that out with more than 1 "cute" ability would be nice.

Stacona1 votes

The ultimate keeps rotating even while active, so using it during the deadly 3 seconds does not mean it will stay for the full 3 seconds, so how long you spend in shining and not shining moonlight is dependent entirely on when you use it.

ChaosReyn1 votes

Its definitely true that the only way you're getting that maximum, busted damage is by basically inting into someone and hoping to trade 1 for one when their team murders you, so I see the damage as balanced enough.

I actually like this concept...though those are the fastest day/night cycles in the universe. xD

Stacona1 votes

It is fastest month cycles since it is full moon to no moon, that is what it represents. The moon either shines at its brightest or does not shine at all.

Your damage is really for tank shredding and utilizing your charm well, since charms harmlessly cause the target to move towards you. Visually it will be pretty clear of how much damage it is doing with the height and power of the wave as it reduces as it spreads out. Q will have a weak animation for minimal damage and super powerful animation as well for its critical damage, it will look and sound strong when the big damage happens for the Q.

I balanced around the idea that she will be fighting tanks most of the time, but still be rewarded if she can somehow get to squishy target to blow them up like a high damage burst mage is expected to be able to do.

W total damage being super high is also split up into one-third damage intervals, so not only is max damage hard to pull off, but also hitting all three damage as well and very reliant on crowd control. Which her charm is very powerful and allows her to get off her damage, but at the same time there is tenacity and cleansing effects for the counter play, plus being innately immobile allows for a lot of room to not get charmed - despite being invisible, you know she has to wait the full 0.75 second delay before the charm and can only move so fast, so if you walk away then chances are you can dodge her most powerful ability (not impossible to land, but I did want to make sure the opponent does not feel cheated by being charmed and die to the burst without anything the player feels like they could have done about it to avoid death).

ChaosReyn1 votes

As the champion is a doll, I will stow my "time of month" jokes away on this one...but phrasing. :P

Like I said, the only way you're going to always get max damage on everything is to literally sit on top of someone while their team murders you, or to jump someone in a side lane. Frill has very clear weaknesses in the fact that she requires proximity for her maximum damage potential, and most teams worth their salt are going to punish that proximity with wombos...so she's never going to get the full extent of her damage, and has to be a good judge of how much damage is enough for the scenario.

She's definitely gonna be harder to control early game, and she's definitely going to struggle more if she can't snowball into mid/late from those proximity issues...that's a good thing. It's a sign of a balanced champion that requires good judgment and a level head to properly master. Like honestly, I'm terrible with numbers, so I commend that yours look overall balanced.

Stacona1 votes

Darkness is to be used to keep her alive, and then she murders the enemy tank line during that time. She is able to make squishies explode if she can ever get on top of them, but that is risky and has a lot of telegraphed play to it, so she will be about murdering melee champions on top of her.

Weakness is anything that out ranges her which is most ranged champions. Especially skill shot based champions since those do not get affected by darkness nearly as much, but may affect player accuracy.

Strength is murdering melee champions, especially while influenced during the charm duration.

Chikaku1 votes

Hello there Lad,

Just a note. Like Void said it isn't bad conceptually bad but I don't feel "cute doll girl" with this kit, thematically (for me) it feels off and a bit weird. From the kit I wouldn't be able to say that, I would probably say Shadow Mage or Assassin. I think maybe you should incorporate something that would give me the idea of, okay so this doll was blessed by the moon. Maybe some connection to Diana? Diana is in search of the remaining Lunari, maybe she infused the doll as a vision tool or something.

[galio-happy]

Stacona1 votes

Annie is a supposed to be a cute little girl and a real killer with fire! Though with Annie, she is more misunderstood and cannot fully control her powers while under certain emotions; where as Frill is cute, she is intentionally a merciless killer and uses her sweetness and cuteness to fool the enemy and destroy them that way.

She is technically a shadow mage now, darkness hides her presence from the enemy damage and destroys their friends while they cannot see anything.

Her immobility and short range will naturally make her strong against tanks since she will be fighting the closest thing to her, with Flash in the game I guess she can Flash + Charm someone and try to burst them out that way (I don't like Flash at all, it ruins the balance of the game and makes it harder to make cool champions with powerful effects, but I guess it is "fair play" since other immobile mages are granted the same benefits and is not an exclusive assassin pattern only she can do with the summoner spell). So she is less of an assassin and more just a burst mage, strong utility effects to substitute her lack of mobility and more damage than a mobile champion because of this, but she is just about dealing a lot of damage rather than trying to deal damage to a single target (though it is technically open to do so with clever gameplay).


She COULD be a part of Diana, I am thinking her origin makes the most sense in a large city like Piltover that will have toy shops in it, Diana is from the opposite of the world, but it would make Runeterra feel more connected with Diana was involved with her existence in some way, but went things south fast.

ChaosReyn1 votes

Dolls are one of the simplest forms of toys. It can still stand to reason that there are a variety of ways that a doll, even one of immaculate quality, can find its way into Targon. Shit, it can be Zoe's lost toy, for all intents and purposes, with the darkness being anger from being abandoned by a now-basically-timeless entity.

But the Lunari, with your aesthetic, would make the most sense.

Stacona1 votes

She is meant to be somewhat Pinocchio story of being a normal toy that gains life and free will. Anything outside of that could be adjusted besides for being brought to life from magic and the moon in some form. The entire kit also reflects things about the moon.

ChaosReyn1 votes

Fair enough, as Targon is actually the most likely place for that to happen, with them worshipping the sun, the moon, and the stars.

Lore is important, but not as important as making sure that you like your own aesthetics. If things don't feel like they're your creation anymore, then you won't see them as such. So don't change everything you're thinking of on our account.

Stacona1 votes

UPDATE NOTES (1):

Reflecting the Black: Effect range increased to 850 from 800 units (Reduced sight radius is still 500 units, same with all other near-sight / darkness effects.)

Duration lowered to 2.5 +0.5 per 100AP from 3 +1 per 100AP seconds

Dark Light: Increased damage against enemies inflicted by Darkness and can see Frill changed and reduced to 95/140/185/230/275 +125%AP from 190/205/220/235/250% damage (based off of 70/80/90/100/110 +50%AP) [varied between 133 - 275 +95% - 125%AP]

Minion and monster damage stated to be 140/160/180/200/220 +100%AP from 200% damage [unchanged]

Dark Waves: Cooldown lowered to 10/9/8/7/6 seconds from 11/10/9/8/7 seconds Cost changed to 50/65/80/95/110 from 60/70/80/90/100 mana Damage increased to up to 55/90/125/160/195 +80%AP from 60/90/120/150/180 +70%AP [compensation for ultimate change] per wave (three waves per cast by the way)

False Hope: Duration after invisibility lowered to 2.5 +0.5 per 100AP seconds from 3 +1 per 100AP seconds, to match darkness duration, also reduces zoning time when activating E-ability of when to really be afraid of Frill

Now cannot cast summoner spells while invisible, in addition to unable to basic attack or use abilities.

Moonlight: Cooldown changed to 10/8.5/7 from 12/9/6 seconds Cost changed to 70/100/130 from 100 mana Range increased to 700 from 500 units

Shining Moon: Healing changed to 30/90/150 +50%AP from 60/90/120 +50%AP per second value Slow reduced to 25/35/45% from 30/40/50%

Not Shining Moon: Damage removed and now ignores magic resistance of struck enemies for 1.5 seconds for up to 50/70/90% based on closeness for all of Frill's damaging abilities from up to 60/75/90% magic resistance ignore only for this ability's damage Now also applies grievous wounds for 1.5 seconds to struck enemies

Interval for when these effects apply increased to 0.5 from 0.25 second (healing is one-half from one-fourth, per second value does not change)


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