Fwala, the Kind-Hearted Killer

Stacona··4 votes·1,045 views

A take on a French clown, Fwala is someone that only desires playfulness and to make others happy, unfortunately she was cursed verily recently which causes victims that enjoy her presence and laugh enough to explode from the inside-outside. The young clown has only pure intentions, but the black magic that a researcher from Zaun came across ruined her life turning her kindness into a weapon of mass destruction. When you do something your entire life, it is not so easy to change your ways, so Fwala is now someone that lives in torment.


Fwala is a playful supportive mage that bounces like a ball everywhere!

Her gameplay mastery is mastering her ball mechanics and bouncing all over the place like a ball! Want more fun? Then turn on her ultimate, and for a short moment, there are TWO FWALAS just bouncing all over the place for some truly chaotic fun! Of course, she may be an energizer clown, but you still need to manage her energy metre, so rather than restricting her with cooldowns, she is restrictive with her energy costs.


Attack Range: 500 units Attack Speed: 0.667 +4% per level Movement: 330 units per second Attack Damage: Average


Joyous Touch (Passive):

Cooldown: 10 seconds (reduced with CDR); Normal Contact Range: 125 units

If Fwala makes physical contact with an enemy champion or epic monster, she gains 75 - 150 (+120%AP) shield for 3 seconds and deals 2%(+4% per 100AP) of their maximum health as magic damage.

Additionally, every time Fwala touches an enemy she restores 2 energy, occurs once per second per target, increases to 10 energy against champions and epic monsters.

Bouncy Ball (Q):

Cooldown: 1 second; Cost: 50 energy; Range: 600 units

Fwala bounces a ball to the target location, upon reaching its destination or hitting an enemy unit, will then bounce 1200 units in the opposite direction. All enemies struck are dealt 20/30/40/50/60(+25%AP) magic damage and restore 15 energy each, double damage and energy restore against enemy champions and epic monsters.

If the returning ball hits Fwala while in the air or blooped out, then she gets bounced by it for 500 units, in the direction the ball was travelling in.

Playful Bounce (W):

Cooldown: 5/4/3/2/1 seconds; Cost: 40/55/70/85/100 energy; Range: 400 units

Fwala bounces herself into the air for 0.75 second. The next time she hits the ground, she heals herself and nearby allies for 10/20/30/40/50(+45%AP) health. The flow of healing magic will also bounce returning juggling balls.

The heal range increases based on Fwala's current size.

Bloop and Blop (E):

Cooldown: 9/7.5/6/4.5/3 seconds; Cost: 30 energy; Radius: 500 units

Fwala inflates herself and bloops outward for 1.5 seconds, dealing 60/80/100/120/140(+60%AP) magic damage with the initial bloop. While blooped, Fwala stops enemies and prevents their movement from going past her, she also pushes enemies around, but moves 95% slower.

If Fwala was in the air, she will quickly slam down, bouncing and damaging enemies for the same amount when she hits the ground, bouncing 500 units toward the mouse cursor.

Juggling Madness (R):

Cooldown: 4/3/2 seconds; Range: 1000 units

Fwala throws a juggling ball in the target direction that slows down and turns around back toward Fwala at the end of its range, dealing 40/80/120(+40%AP) magic damage to all enemies it passes through. The ball travels a maximum of 1500 units on its return.

If Fwala makes contact with the returning ball, she will launch it again 1000 units, based on where it hit her at, doing the same thing. This process can infinitely loop.

Enemies struck by 3 juggling balls within 1.5 seconds of each other, then they are stunned for 1.25 seconds.


UPDATE NOTES (3):

Joyous Touch: Contact range increases to 125 from 75 units, even though her normal hitbox is smaller, this makes her less clunky being the same as melee range. Hitbox massively enlarged with Bloop and Blop, which is where the physical contact will be happening anyways.

Bouncy Ball: Cost lowered to 50 from 60 energy Returning ball now also bounces Fwala while blooped out during Bloop and Blop.

Playful Bounce: Healing energy will bounce returning juggling balls from the new ultimate Juggling Madness

Bloop and Blop: Radius increased to 500 from 300 units. Reminder this increases her hit box, making her passive hit more targets and easier to hit them.

Juggling Madness: Renamed from Double The Fun! Reworked entirely, was splitting Fwala into two Fwalas that match each other's movement, attacks, and abilities

This new ability should play around inflating herself and bouncing around all over the place to keep the balls in play and see how many juggling balls you can keep in play at one time. This then offers quite a bit of damage for the really skillful players.


StaconaConcept

14 Comments

A Dominatrix2 votes

all damage she takes is reduced by 60/70/80% during this time "INCLUDING TRUE DAMAGE". How about no?

Stacona1 votes

Both forms can take damage, compensates for AoE true damage, most effective against single target sources. By the way it only lasts 0.75 second so it is a super brief shield where you still take damage, true shields mitigate all the damage dealt and lasts for much longer, the briefness is there for offensive play or doubling your heal's power.

The DR is there because she is meant to be very aggro and use her CC and healing abilities for damage mitigation since she is intended to be built squishy.

Also the true power with the ultimate is using E to knock enemies away, and then do the split blink with R (always 400 units right and left of her for an 800 unit gap; the centre is her original location that she returns to afterwards) to pinball the target back and forth for 3x damage maximum if you do it right (1 nuke for initial knock-back cast, then bounces to first split form, and then bounces off second split form). That is why E pinball damage is so low since if you combo it probably does really high amounts of damage, also I want it to really punish enemy stupidity that tries to dash past you multiple times since it stops enemy dashes, knocks them back, and damages them every time; negative downside is your hit box is much, much, much bigger from 50~ radius to 250 radius so you are also more prone to getting nailed by a skill shot (like morg binding for example).


She is meant to be an offensive white mage, plays very aggressively, and that is where the heal power comes from since I want a heal to have some kind of gameplay to it and avoid passive healer scenarios. If you and your team is full aggro your base heal can range anywhere between 2x to 8x its power based on aggro use of the W, if you get two W casts, and if you use it with your ultimate's brief window.

And yes she has a 3 second AoE stun (both split identities go to the same location), but it is set on a long delay and has a travel time which is harder to land the farther out you are; also can only be done with good timing of activating R right before you spring up right before 1.5 second timer is up.

JennaZennPi2 votes

A lot of work has been put into this, I can imagine this being Shaco's girlfriend ;)

Anyway I love this concept that you have with Fwala, being a very annoying mage support that likes to get (from what I understood) up in peoples faces, or if needed, play defensively with her W E and R. This is beyond of anything I can think of, but one small nitpicky thing that bothers me is her W. If she bounces within 500 or so units from an enemy champion or epic monster, her heals are increased. Why though? What makes it to where if she bounces near someone she can heal more? This is more of a lore based question, and I probably didn't even word the question I wanted it to be, but whyyyyyyyyy? xD (my b if you don't know how to answer this one) This is a really cool concept and I hope Riot incorporates some aspect of this into a future champion.

[sg-ahri-2]

Stacona1 votes

Her personality is lovable and playful, Shaco is a demonic jester, but Fwala has been cursed where her playfulness becomes deadly.

The heal is for gameplay balancing to have a heal that is interactive and active, and avoid passive healing. For a character element it would be because she gets personally super excited and happy when all eyes are on her so the good shines through harder (which more healing is torment to her enemies since it makes it harder to kill her and her allies).

I always like going for a kit where everything plays off each other and W is your enabling tool with its mobility, in-and-out nimbleness if you use it to engage with and can bounce around enemies while E is active, and healing your allies to keep everyone fighting. Q is really just there for a harass tool and interruption while E is the lock down for pin balling and a stun.


She is meant to like an aggressive white mage or battle cleric type of gameplay, where she should feel super cute, bouncy, and playful to play as for an actual happy clown experience; while having the tools to disrupt and peel enemies from her backline and keep her backline alive.

You Disgust Me2 votes

My main concern is that your character doesn't have defined weaknesses to counteract its strengths. She has energy, a heal, mobility, innate tankiness and heavy disruption potential with low cooldowns. No traditional support has this capability.

The closest to this would be Alistar, but he doesn't have free mobility; rather it's conditional mobility. Alistar can only use his "dash" only if he's in range of an enemy champion. The same clause goes with Braum and Leona. Also, Alistar has rather high cooldowns to his disruption and damage reduction skills tied with mana issues which enables counterplay for his enemies.

Another example would be Rakan, but his heal isn't as reliable as his shield since it's pretty conditional and has a significant delay. Yes, Rakan has a dash, but it's pretty easy to whiff, has a long cooldown, and leaves him vulnerable to attack. Also, he isn't designed to be extremely tanky, the only thing that allows him to take hits is his passive, but that has a relatively high cooldown as well.

In my opinion, if this champion was in game, I would take it top lane and play it as a burst ADC or an attack speed on-hit mage like Kayle. With 45% CDR, her ult is on a 1.45 sec. CD due to its 0.75 sec duration. With both clone's attacks and ability effects being applied in full, I could literally just buy sustain lifesteal/spell vamp items to receive double the effects, double the damage, and sustain to full HP while in fights or 1v1s. When the clone's about to expire, I'd just use my Q skill with the double duration bonus and reactivate my ult.

Stacona1 votes

She is a squishy champion that requires to play aggressive, and if you miss your abilities you expose yourself to dying easily. Also energy is even more restrictive. The counterplay was supposed to be short range aggression, also your build sounds op in your head, but more than likely completely awful in reality.

Stacona1 votes

Update Notes (1) are out!

Mobility nerfs and greater emphasis on being aggressive for the mobility.

Other: Attack speed reduced to 0.625 from 0.667 to ensure there are no attack speed builds Attack speed per level increased to 4% from 2% Base movement reduced to 335 from 340 units per second

Playful Bounce: Bounce range reduced to 525 from 600 units; heal radius remains at 525, amplified healing still within 525 range from hopping near an enemy champion or epic monster To trigger second bounce must land within 400 range to an enemy champion from 525 range

Bloop and Blop: Bounce range reduced to 900 from 1000 units

Stacona1 votes

I like this concept overall, but I need to go through it and clean it up and update it.

Stacona1 votes

UPDATE NOTES (2):

Other: Complete rework to create that fun be-the-ball play style! You know, just bouncing all over the place without a care in the world, being the ball, being one with the ball, you are the ball!

Also, general changes to modernize this concept to my current concept standards.


Ðeath XIII1 votes

You should do more with drastic size differential. I like everything but ult. I feel like it makes more sense as a follow up activation to E. IMO her E needs to move to ult and combine the two spells, then give her some better surviability. A single shield weaker than Yasuo passive isn’t gonna help her when she’s inflated.

Stacona1 votes

She has a massive shield and spammy heal, spammy heal as long as you are doing things to recover your energy back. She is intended to build AP.

The other thing I can think of for an ultimate is a juggling act, but not sure how to implement that in a good way.

Stacona1 votes

UPDATE NOTES (3):

Joyous Touch: Contact range increases to 125 from 75 units, even though her normal hitbox is smaller, this makes her less clunky being the same as melee range. Hitbox massively enlarged with Bloop and Blop, which is where the physical contact will be happening anyways.

Bouncy Ball: Cost lowered to 50 from 60 energy Returning ball now also bounces Fwala while blooped out during Bloop and Blop.

Playful Bounce: Healing energy will bounce returning juggling balls from the new ultimate Juggling Madness

Bloop and Blop: Radius increased to 500 from 300 units. Reminder this increases her hit box, making her passive hit more targets and easier to hit them.

Juggling Madness: Renamed from Double The Fun! Reworked entirely, was splitting Fwala into two Fwalas that match each other's movement, attacks, and abilities

This new ability should play around inflating herself and bouncing around all over the place to keep the balls in play and see how many juggling balls you can keep in play at one time. This then offers quite a bit of damage for the really skillful players.


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