Champion Concept: Waloon, the Gale Bringer
#Waloon, the Gale Bringer Independent Assassin/ Support
Design Psychology >Waloon's job is to help his teammates get kills. His passive is best used in the jungle where he can determine when he wants to enter combat and when he wants to hold off and let the pressure built up to save it for later. His abilities help him get enemies in the right spot to secure kills that his teammates can pick off. He does this by controlling his allies and enemies' movement. He shines best in surprise attacks and when he has allies to buff for back up and provide cover fire if he pops. His W allows him to knock back targets from the side if he goes from behind without having to touch them. And his E pulls them in.
Appearance: Turquoise Blue, Black and white striped Floating Lionfish/pufferfish
>#ABILITIES
Resource - Air Pressure: Waloon passively gains Air at a rate of 4 units per sec at all times (+3 Air when out of combat). He starts off the game with 0 Air Pressure. Air Pressure caps at 100. Each Stack of Pressurized counts as 10 Air Pressure. If he has any stacks they will be used before the resource is. Abilities consume Air Pressure. VFX: as Air Pressure increases Waloon's torso increases in size, and his spines stick out.
Passive - Pressurized: Every 3 sec he is at max air grants a stack of Pressurized. The next ability consumes the stacks, each stack grants (+10) bonus AP to an ability. Over pressurizing will instantly add a stack. If he reaches 3 stacks, the next ability will cause him to explosively deflate in a 400 unit radius after its duration slowing enemies. Deflating will make him lose his remaining Air, dealing X magic damage (+ 75% AP). But he will be massively slowed, and silenced for 2 sec. VFX: each stack makes his spines stick out more, and turn from black to blue.
Q - Puff: Cost 10 Air per sec channeled Waloon channels (up to 3 sec), fueling an ball of rapidly gyrating pressurized air. Each second he spends charging increases its damage and missile speed by 10. Each a stack of Pressurized used adds (+10) bonus missile speed. Once he lets it go, it shoots off in a target direction exploding in a 300 unit radius on the 1st enemy unit struck. Allies can click on the ball to enter it and be shot off inside it when Waloon releases it. Upon unit collision they land at their maximum attack range from the target. Allied skill shots that come in contact with this ability will have their AP/ AD increased based on the number of stacks currently fueling it.
W - Gust: Cost 20 Air Waloon dashes in a target direction. All enemy units near (300 units) him during the dash, but not directly in front, will be knocked aside (350 units away). All enemy units he passes are damaged. Enemy minions are knocked aside regardless of their orientation to Waloon. Enemy champions and large monsters directly in front of Waloon are knocked toward the target location. If the target ahead of him hits terrain they take extra damage. Interrupts channeled abilities. Passive: At 90+ Air Pressure his MS will be increased temporarily after using this ability. Each Pressurized stack will increase the duration of the MS buff by 2 sec.
E - Inhale: No Cost Waloon channels (up to 5 sec) inhaling in a 65 degree cone. Enemies standing in the cone are drawn towards him and slowed if walking away from him. Enemies have air sucked out of their lungs and take X initial damage (+5% of their missing health as DoT inside the AoE). This ability also increases his Air Pressure by 1/2/3/4/5 per sec channeled (+40% of his Air Pressure, before Inhale). Inhale deals bonus damage at increased range in the AoE of Exhale. If he is at max Air Pressure using Inhale will cause him to over pressurize, and it adds 1 stack of Pressurized.
R - Exhale: 50 Air Pressure Waloon blows out a huge volume of air to rapidly fill a large area around him. The initial cast deals x damage (+ 10x Inhale's rank) and knocks back all airborne, dashing, and recently blinked enemy champions and slows enemy units on the ground. At 2 stacks of Pressurized, all enemy champs are suspended in the air for 1.5 sec. At 3 stacks all enemy champs are suspended in the air for 2.5 sec and are slammed into the ground for extra damage. Every cast of Inhale reduces Exhale's CD by 1 sec. **Passive:**At max Air Pressure AA deal 3/5/10% of AP as bonus AD.
#Lore Waloon is a simple creature; a sky puffer. All he wants to do is float through the skys of Runterra, drifting through currents, breathing fresh air, and riding free on the clouds. On an stormy day he had the misfortune to drift towards Zaun.
With its strong vapors, smog, and smoke wafting up into the the air, and polluting the atmosphere; Waloon found it very difficult to breath. He tried to reverse his course, but the winds pushed him further over the heart of the vile settlement. Waloon couldn't breathe, he choked and gaged. He began to lose air, he had not enough energy to maintain his altitude. He could not keep himself aloft.
In a last act of desperation to save himself from falling into the disgusting polluted city, Waloon inhaled and gave a great gust of air pushing himself away from the city. But it was too late, he had no air left, he was out of air and out of power.
He hit the ground in a world very different from the one he had fell from, full of obstacles, hard ground, dangers, and devoid of the free atmosphere he had once floated through, it was all very still. The clouds still drifted free above him, out of reach. No matter how much air Waloon inhaled he could not get back to the sky. He just felt like he was under a lot of pressure and had to release it. He was trapped on the ground.
Tips *encourage your allies to use the Puff buff as often as possible, it requires set up as it's easier to shoot skillshots through the air ball while it's being charged up *manage your Air Pressure as best you can, it's not always the best idea to go for the pressure explosion *A Pressure explosion deals a lot damage but it can get you in a lot trouble with out a plan or allied help *Use E to slow enemies and set of shots from allies and your Q *use E to help you build stacks sooner and spend them before you get to 3 if you don't want the explode. *use Gust with max stacks to negate a bit of the slow after your Pressurized explosion *using Pressurized stacks when channeling Q will increase its damage by a total of + 20 AP for each second charged
Tips *Waloon doesn't have to touch you directly for you to be affected by the winds of his dash *watch out for his burst burst potential *and the fact that he doesn't have to manage mana *you won't be slowed by his ult if you are dashing *capitalize on his slow if he pops to catch up and get in a good position *watch out for team mates if Waloon appears alone, he is strongest with a team *Weak to pointy objects
Quotes I'm not as squishy as I look The winds blow on waiting for no one Float like a butterfly Easy breezy What a rush What a breeze Breezing through Feeling the pressure? The days forecast is windy with a high chance of pain I'll knock the wind right out of you I'll suck the wind out of your sails Your full of hot air, I can tell
Death animation A hole is punctured in his side and he wildly deflates shooting in a spiral before going up and popping.