Flair, the Volcanic Beast (Champ concept)
Flair, the Volcanic Beast
**Igneous Armor (Passive): **Attacking enemy champions activates the rocks on Flair’s body, which absorb toxins and heat, for four seconds. These activated volcanic rocks decrease the effectiveness of DoTs by 20% and burning effects by 35% (Ignite, Brand’s passive, Liandry’s Torment, etc.).
**Magma Spit (Q): **Flair spits out a blob of magma that flies slowly through the air (roughly the same speed as Corki’s Phosphorous Bomb, slightly slower) and deals magic damage to targets struck upon landing. When it lands, it also splashes instantly into three smaller blobs that fly in random directions and deal half damage to targets that touch them. These blobs will solidify after one second, becoming small bits of impassable terrain for four seconds. The blobs slow enemy movement upon touching them for a short duration. The blobs of lava are much more likely to land in areas where enemies need to walk (think Draven and Zac, who must walk over their axes/blobs to make good use of their kit).
Combustion (W): Flair combusts his entire body, engulfing himself in flames for four seconds. This ability does not cost mana, but will decrease Flair’s health over its duration. When Flair is on fire, his basic attacks will burn his targets over three seconds and slow them for the same duration.
**Eruption (E): **Flair smashes the ground at his sides with immense strength, causing magma and flames to erupt in both directions in the shape of small rectangles. Enemies hit are dealt magic damage and deal reduced damage for a duration. If Flair hits at least one enemy champion, he receives a movement speed boost that decays over two seconds.
Rings of Fire (R): Flair channels for six seconds before causing the ground beneath him to erupt in flames, forming a rectangular pool of lava. The pools of lava last for three minutes or until Flair is killed, and enemies that pass through the lava pool are dealt a percentage of their health as magic damage and slowed by 99% until they leave the pool. Higher ranks allow Flair to have more pools up. This ability has no cooldown, but costs a significant amount of health and mana, so Flair can reposition his lava pools, but has to choose when to do so wisely.
Summary
-Flair is a tank, so his passive lets him lane relatively well against champions that make use of DoTs in the top lane. It also renders magic less effective on him in general (making him a better tank than most) because Liandry's won't be as effective on him, as long as he stays in battle to attack enemy champions.
-Magma Spit is Flair's Q. It functions similarly to Corki's Q in the air, but when it lands, instead of dealing AoE damage in a massive area, it'll deal damage on the spot in which it lands before splitting into three extra blobs that'll damage enemies again (if they manage to get hit by both instances of the ability). The blobs then become little bits of annoying, impassable terrain to really mess with movement.
-Combustion makes Flair a terrifyingly powerful beast. It's a free red buff that costs health for him to use, but at his discretion and pretty much whenever he wants, without having to defeat the Brambleback first. It's his best damage ability in teamfights as a tank, but comes with its own drawbacks. Use sparingly in low-health situations!
-Whereas Flair's Q helps solidify his role as a movement interrupter and magma spitter, his hot E helps him liquefy his opponents and render them harmless. Since it hits enemies to the side of Flair, it's best to position Flair in the middle of the enemy team to maximize his potential.
-Rings of Fire is Flair's ultimate. It's a channeled ability (six second channel!!) that's not really for use in a teamfight. However, what does do is make Flair a terrifyingly powerful beast at map control and area denial. At level 11, Flair can have two rings of fire up at once, so he can slow an enemy team's advance into a certain part of the map. Imagine the classic dragon pit scenario. Both teams are preparing to brawl it out for the objective. However, Flair made the smart decision to arrive early and set up two burning pools of lava while his opponents temporarily lacked vision in that part of the map. Now he blocks off two entrances and exits with the passable, but damaging terrain. His opponents have to make a calculated decision of whether to traverse the molten rocks (and take severe damage) or lose out on their opportunity to fight for the dragon. Because of Flair's decision to create these hazardous areas in advance, the enemy team decides to lose out on dragon so they don't risk being aced by walking through the lava. Win for Flair and his team.
-However, these pools of lava are only as good as what they can stop. In another scenario, Flair is forced to begin a teamfight in an area without his ultimate. His team is being engaged on, and six seconds is much too long a channel time for Flair to set up his ultimate for his team. As a tank, he fulfills his role, but is outclassed by his lane opponent, Gnar, who transforms in the middle of the teamfight and lands a game-changing Gnar! Flair loses the teamfight as a result.
-And finally, another hypothetical scenario in the lategame occurs. Flair sets up his rings of fire in the enemy jungle, blocking off key entrance and exit paths for the enemy team to bot lane. His team appears out of nowhere and begins sieging bot lane, successfully destroying all but the inhibitor of the enemy bot lane, all because Flair successfully prevented his opponents from accessing the bottom part of the map with his ultimate. All hell breaks loose and a teamfight begins for control over the enemy's inhibitor. Just when Flair's team is about to lose, they make the clean escape through a ring of fire and live to fight another day.
Thanks for reading my champion concept! Hope you enjoyed.