Fluri, The Space Weaver

Sir ArmaMalum··8 votes·2,076 views

#Introductions

Hey all! It’s been awhile since I’ve put a champion concept of my own out, so I thought I’d share an idea that’s been bouncing around in my head for a while now. I’ve always been more a fan of making fighters and tank ideas, so this is honestly more of a challenge for myself than anything else. A Yordle mage support? You can’t really get more opposite from a fighter than that.

Fluri is an incredibly high utility, low damage made support with a very interesting and indirect kit that uses the power of gravitational pulls to command a very respectable amount of area control. If you’ve ever wanted to see a blend of Lulu and Heimerdinger then I think I have a concept you’ll like….

#Formatting

In an attempt to replicate a spoiler function of some kind I've included links to comments in this very post below the individual skill to talk about them further. If it's just annoying to re-load the page again and again just scroll down.

Also, please do note upvote the skill explanation comments I put in. Naturally I'd rather see feedback and other people's comments above my experimental formatting that may or may not prove useful. If they're in your way at all, just use the minimize button at the top right of the comments.

#Appearance

Female Yordle covered in a heavy wool turtleneck and a very long scarf. She rides the scarf end like a magic carpet, and always carries around a collapsible telescope in one hand. She’ll have two small-ish metal orbs similar to gyroscopes floating around her, to signify how many charges are on her passive at the moment.

http://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fapollo-na-uploads.s3.amazonaws.com%2F1440429376%2Ffluriscetch0.jpg&key=f0abbd34f14549f3a15cd94dd9970851&width=150&height=150&errorUrl=https%3A%2F%2Fcdn.leagueoflegends.com%2Fapollo%2Fassets%2Fdiscussion-thumbnail-ward.png

Sketch courtesy of DeepWithin. The appreciation is high with this one!

#Lore

Journal Entry 4.3.5

Toppled bandle city’s clocktower (again) trying to upgrade my telescope for light filtering. My neighbors seemed very cross and have forbidden me from building another telescope. I provided complaints against such action, but my pleas were met with “you’re too young” and “you’re only a child.”. These comments were particularly frustrating today, as the tower had toppled just as I was observing the birth of a star. Yes I know I’m young, but the images of the star I was looking at are even younger. You don’t see it stopping just because a pile of bricks and mortar and clock pieces fell onto a street full of crowded yordles!

Journal Entry 10.6.5

After a truly grueling bout of work with terrestrial sciences with Bandle city’s local scientists, I have finally gotten enough money to buy a remote plot of land in the nearby mountains. The previous owner seemed almost as happy as me, “a useless pile of rocks on top of an impossible to reach peak” he called it. It’s a perfect place for an observatory!

Also, apparently I’m a prodigy according to my employers. I found it surprising to receive praise from them, as they were simply a means to an end. Perhaps I should accredit them in some of my papers…..

Journal Entry 18.9.3

It’s my birthday today. But more importantly I found a supernova in my scans today! Moving the observatory outside of the light pollution of Bandle City proved a wonderful idea, I can see so much more of the sky. I’ve decided to sleep with the canopy open when it’s not raining. The moon and stars are simply too beautiful to go unnoticed.

Journal Entry 25.10.4

Project Bottle Rocket is simple. Build a wormhole to allow for near instantaneous travel to other planets and other astronomically significant bodies. One more supernova should allow for enough gravimetric data and space-tear ripples to allow for my soon to be realized ‘shortcut’. Back to the scope!

Journal Entry 37.2.4

I don’t know why it didn’t work, perhaps there are more forces at work than I initially understood. Or maybe using a cheap hextech knock-off for the primary core containment was not the wisest decision of my life. However, the primary test subject (myself) has acquired the remarkable ability to see and interact with strands of gravitational force. I theorize the failure of Project Bottle Rocket has granted me a novel filter on a newfound magical ability, much in same way a wind mage can only interact with air. No one can see air itself normally, maybe wind mages possess the same ability to see strands of the gases they manipulate?

Journal Entry 43.7.13

Though it pains me to be away from my observatory, practice with my gravitational manipulation has yielded much fruit. I can pluck a tangle of strings to briefly eliminate gravity for a section of earth, producing a small pillar for me to use as a pulley for additional strings. Sewn correctly, I can make these pillars act just like the planets, creating gravimetric wells and hills. I can weave great tapestries similar to the amazing stitchings I know see through my telescope every night. Maybe Project Bottle Rocket had worked after all! I only need to construct the right lace and tassle to rip open a tear in space and planetary travel could be possible! I could be a short step away from walking through the sky...

Journal Entry 43.8.0

Project Needlework has run into a small snag, my own constitution. Pulling the strings apart has proven to be a tax on my magical potency. I am torn between continuing my star charts or leaving for a time to train my abilities further. Runeterra holds many avenues for mastery for those of innate magical talents. But Runeterra is such a boring place. Is it worth it to possibly escape my small place in the universe? Or should I remain as a bystander, trapped on the ground to watch the cosmos go by like a spectator in the stands?

I just don’t know...

#Base Stats

Health: 490 - 1900 Health Regen: 5.2 - 14.5 Mana: 400 - 1300 Mana Regen: 7.8 - 13.5 Auto Range: 555 Base AD: 54 - 114 Base AS: 0.623 Armor: 20.1 - 89.2 Magic Res: 30.0

#Kit

http://www.diablowiki.net/images/4/4d/IconBadMedicine.png Passive: Perpetual Motion

######Further Discussion

Fluri ignores unit collision. When moving under any form of temporary movement speed buff (including her own E) Fluri gains +20/30/40/50/60/70% mana regen

After spell use, Fluri’s next basic attack will inflict magic damage equal to 5% of her maximum mana in magic damage and consumes half that amount from her own pool. Charges last 3 seconds and Fluri can hold 2 charges at a time.


http://vignette1.wikia.nocookie.net/wowwiki/images/d/d7/Spell_shadow_shadowmend.png/revision/latest?cb=20070113160547 Q: Upheaval

######Further Discussion

450 unit cast range 150 unit radius (Pillar) 30/40/50/60/70 Mana 5 second cooldown

Fluri summons a small pillar from the ground. Small hit box. Any enemies underneath this pillar are knocked up for 0.75 secs. This pillar remains indefinitely, max of three pillars on the map. Will crumble if Fluri moves 1000+ units away.

Fluri can attack her own pillars to emit a 400-unit range shockwave that deals 50/70/90/110/130 + (0.3 AP) + (0.2 Total AD). Perpetual Motion's (Passive) damage will be added if applicable.

######I’d like to imagine that when Fluri summons a pillar, they come at varying heights. and when she auto attacks them, they can produce different tones. Like a magically summoned giant xylophone!


http://diablo3.judgehype.com/screenshots/databases/moine/exaltedsoul.png W: Collision Course

######Further Discussion

80/85/90/95/100 Mana 16/15/14/13/12 second cooldown Range: 800

Pulls all pillars towards each other, smashing into a location central to all pillars. Not usable if only 1 pillar is in range. Deals 30/60/90/120/150 (+0.6 AP) Magic Damage per pillar. Stun for 0.5 secs per pillar.

A single pillar will appear where the crash took place.


http://oyster.ignimgs.com/mediawiki/apis.ign.com/diablo-3/d/de/IconBlur.png E: Forced Orbit

######Further Discussion

70/75/80/85/90 Mana 2 second fixed cooldown

Toggle. Chosen effect is 500 units wide. Effect is CONSTANT and affects CHAMPIONS ONLY.

On Push: Fluri and any affected enemies are slowed by 30/35/40/45/50% when moving towards any of Fluri’s pillars. Fluri is sped up for the same amount when moving away, decaying over 1.5 secs after she turns away.

On Pull: Fluri and affected enemies are slowed by 30/35/40/45/50% moving away from her pillars. Fluri is sped up for the same amount moving towards, decaying over 1.5 secs after she turns away.


http://www.diablowiki.net/images/5/55/IconCriticalMass.png R: Anomaly

######Further Discussion

500 unit cast range (to pillar) 1100 unit effect radius 100/100/100 Mana 130/110/90 Second cooldown

Fluri takes 0.75 secs to blink to one of her pillars and ridiculously amplify its gravimetric effect. All enemies within the effect are either Pushed or Pulled by 90% over the course of the channel. Channel lasts 8 seconds and Fluri is untargetable during the channel. Fluri can choose to switch her E during the 0.75 second blink.

Any enemy affected by this slow gets a stack of ‘Unanchored’ every 0.25 seconds. At five stacks, the enemy is knocked either towards or away from the affected pillar, depending on the direction of Push/Pull.

#Playstyle

Much like Braum, Fluri is a decidedly defensive champion. Relying on area control through her pillars and by her Q’s short cast range. It’s very easy to telegraph Fluri’s intentions and if enemies avoid and/or circumvent her pillar ranges she can prove to be useless. As such, she tends to be weak against very aggressive champions that can afford to ignore her area control such as Leona, Draven or Ezreal.

Laning is more than likely her most difficult time. Setting up pillars in a proper location is key to her survival, but once they’re up she can function all right. Poking by auto attacking her pillars will usually work for a hit or two, but otherwise the threat of damage as well as Forced Orbit’s slow can effectively deny enemy movement in an area. But if playing Fluri as support one must be careful, as denying farm can be tricky without also hitting your own minions and pushing your lane away from your pillars! It’s usually better to set up a pillar near farm for the slow, but to auto attack normally when enemies are by their minions.

Fluri players must be careful about overpushing, if a gank leaves an enemy champion behind you pillars you’ve essentially cornered yourself. Anytime an enemy is on the same side of a pillar as you, any slows that effect the enemy will also affect Fluri, leaving her E more detrimental than helpful.

#Other champ concepts

Horst, The Shattered Smith

If you've ever considered Poppy nowhere near the blacksmith character we need on the rift, then you're not alone. Here's my take on how a smith from the Rakkor (Pantheon's guys and gals) may waltz into the League. Features a unique ability augment mechanic on a close range tanky fighter.

Adyn, The Tainted Flame

My attempt at a 'rage mage'. To be perfectly honest it didn't turn out amazingly and I plan to re-visit him in the future, but I will admit I like his orgin. Anyone else wonder what happened to the body of Shyvana's Father's killer?

#Thank log

Beeswax123 BowieTheNifty DeepWithin <--- drew a picture! FlameHalbrdOkido

34 Comments

Sir ArmaMalum1 votes

#(R) Anomaly

Anomaly is OP, no arguments there. It’s an 8 secs untargetable buff, a MASSIVE range on a HUGE slow and even a possibility for displacements. To balance it, it does no damage, is very telegraphed by nature and requires Fluri to be in the thick of things.

All in all though, this was a lot of fun to make as well as think how it would play out in a game. The effect radius is intentionally ridiculous, because in exchange the effect can be entirely avoided if the enemy players react intelligently. Or if they just don’t crowd around pillars. Used in the right place and.or at the right time however a Fluri player can cut-off or trap an entire enemy team. Or at least force them to use their blinks to gain distance.

To explain the effect further if you’re confused, enemy champions will go against a directional slow. In other words (just like Forced Orbit) if any enemy within the effect’s radius moves against the Push/Pull (Away in Pull or Towards in Push) they are slowed horrendously and accumulate stacks very quickly. In an effort not to have people knocked back instantly (no counterplay) I designed Anomaly to need 1.25 secs of ‘fighting’ the slow before getting knocked back. I may want to tone that requirement down a bit, but even without the knock back it’s a ridiculously powerful ability anyway.

Tricks/Combos

Terrain is your friend! Trapping enemies in a bottle neck where they can’t circle around the effect leaves them only the options to stand still or move where you’re directing them.

Remember that Fluri is untargetable during her ult, so if you’re getting focused it may be worth it to activate anomaly just for the survivability factor.

Remember your other pillars! They will be using normal Forced Orbit, but can still be useful! Using Anomaly in the middle of a few pillars can mean even if enemies get out of your ultimate they can still take some slows.

MisterHealYoGirl1 votes

I'm actually not sure that this IS too strong. It's a huge slow, but I think that Fluri is more effective in teamfights as a CC machine gun then a walking, heal-less Janna ult. It's a huge slow, but it also makes her immobile and removes her considerable hard CC options for the majority of a teamfight. If I were to change this, I would maybe have her expand the slow range of all her pillars and damage enemies fighting the slow. As is, it's a huge slow, but it can also be turned against you fairly easily. In most teamfights, you definitely want to be able to switch from engage to disengage. This is the only part of the kit that I don't absolutely love. Anyway, Fluri is a fantastic champion, and I really wish I could play her!

BowieTheNifty1 votes

Ouch okay, that 8 second untargetable state is a little over kill. A lot can happen in the span of 8 seconds within game and making a character have it for this long is ridiculous. Even with the no damage you still might want to consider that duration being brought down a bit. If you are interested in taking to account of counter play then one thing is the stacking before the pull or push. From what it sounds as of right now this ability has a large radius that has a strong slow and will pull or push after 1.25 seconds of being affected. You should mention that the push or pull can only effect champions once. Otherwise you can pull in enemies or knock back enemies 6 times over the duration of the ult. Just because that would be very annoying to deal with. Can't do anything to stop her and you are stuck in a CC change with one ability while being slowed to the point of not being able to escape. Not a lot of counter play there. Perhaps change how many stacks it takes to apply the pull/push and make them apply less often. Maybe 0.5 seconds and have it apply at 3 stacks.

Sir ArmaMalum1 votes

Ah yeah, this ability gets confusing fast. Sorry about that. Keep in mind the stacks only accumulate when a player is fighting against the ult's slow (away/pull and toward/push) and if the enemy moves in the direction of the Push/Pull they're not even slowed let alone accumulate stacks. Hence the reason I have the untargetable duration so high, simply in the fact that the ult can be entirely avoided if played right during those 8 seconds.

No I completely agree that 8 seconds is a bit overkill, I actually began this concept with Anomaly having a 5 second duration. However when I thought realistically how a player would react against Anomaly when they're familiar with it they would maybe get 1 or 2 stacks every time but very rarely get to the point where they can be knocked back. I would expect a player to very very rarely get their 5 stacks consecutively, because they would have to be moving into a 90% slow for 1.25 seconds. There are very few reasons to do that over just running unhindered in another direction (or simply flashing).

Hopefully that makes more sense. Knowing all this do you feel eight seconds is still high?


All that being said, I've been considering bumping the duration back down to five seconds and cutting the range drastically but having the ultimate affect all her pillars at once to make it more of a challenge to avoid Unanchored stacks.

StephenTheGod1 votes

Can I hug you? I also make champion concepts, but this one is simply genius. I've tried to make Science based champions, but it has never occurred to me to make one utilizing gravity, especially to such an extent. You have a great future, and you should attempt submitting this idea to Riot in some way. Also, as a quick question, where did you find/make your markers for abilities?

Sir ArmaMalum1 votes

Thank you! I appreciate it.

On the note of markers, two of them are from WoW and the others are from Diablo. Just google image search "skill icons", "passive icon", "ability icon" or something similar and filter the results by going to search options --> size --> icon. You'll get more icon pictures than you'd know what to do with.

Keep in mind to go all the way to the "view image" page of whatever picture you find, so that way you don't get a URL that's 10 lines long.

TheDeep71 votes

When I read the appearance here is what I imagined. If you want some changes made please tell me, but if you like it I can shade and color and you can use the illustration. :)

Sir ArmaMalum1 votes

I love it! We need more artists in the concept community. I am one of very many who's attempts at an illustration involves a fat stick figure, lol.

If you'd like to keep working on it my personal imagining is quite close but downplay the telescope a bit. I didn't consider it a weapon or even a wand but more of an aesthetic constant like Lulu's hat, if that makes sense.

No need to shade or color it though, sketches do all the needed work to show what a character looks like. ^_^

TheDeep71 votes

Here, dude! I changed it up a little bit. Hope you like it!

Sir ArmaMalum1 votes

Thumbs up while nodding appreciatively.gif

FlameHalbrdOkido1 votes

This is really nice, you put a lot of work into this, I hope that it gets as much attention as it deserves.

I like the passive. Can I ask a question? "After spell use, Fluri’s next attack will inflict magic damage equal to 5% of her maximum mana in magic damage" By attack do you mean basic attack or and ability attack?

The Q is also very nice, kits like these are cool For when she auto attacks one of her Pillars; will each pillar have its own static CD for when she can AA it again so all of her AA does not have a 400 AoE blast when she hits it? Also they last indefinitely as long as she is near them right? With the constant of the Push or Pull of E is that ok?

When a Fluri player hits W will there be a center point indicator before she clicks, such as when an Ezeal player hits W a ranger indicator shows up for his skill shot before he clicks? Or will the pillars instantly move the second she hits W? I really like this one. For when she only has one Pillar I have a suggestion if you don't mind. If there is only one pillar why doesn't she just pull it to her self?

And that just gave me another idea!! Actually it would work with multiple pillars too The Pillars direction with Collision Course could be effected by Forced Orbit's toggle: If Forced Orbit is on Pull, then the Pillars are pulled together to the center point. If forced Orbit is on Push then the Pillars will be pushed away from each other opposite of the center point. And if there's only one pillar then depending on Forced Orbits toggle the one pillar will be pulled toward her or pushed away.

This allows for Fluri players to have even more control, and adds another level of gameplay as it would make her kit be the first to revolve around not one but all 3 skills. All her skills would effect each other in a very intricate way. Azir, Oriana, Syndra, and Zyra, all come close, but none have kits where each ability effects the other. Azir and Oriana would come close, but only if your use the abilities in a certain order. They all need one ability to set it all up, but none would have the consistent inter kit play that Fluri has if you decided to use this suggestion.

You really did simulate the slingshot effect you were gong for with the E, it's great I like it. And it's truly a forced orbit because the pillars are terrain so they have to be walked around. Do you think that there is a way that the slows are her could effect her like 25% less or something if she gets it to rank 5? I mean she's does have some control over the gravitational forces she is generating even if she is still learning wouldn't her own gravity effect her less?

R is pretty nice I like how the a E is also tied into the ult as well. She can only switch the E once during the ult in that 0.75 sec blink right? Once she ult starts after that she won't be able to change it? Since it's obviously a team fight ult would it be possible at all for the Push or Pull positive condition to effect team mates? Is the range of the selected pillar's effect increased at all (amplified)? Maybe from 500 to 550 somewhere between 500 and 600. Also since it's amplified do you think that the stacks could still accumulate even if an enemy champ is just standing still or is that not right?

although I've seen that your are getting quite a lot of feedback in terms of that 8 complete invulnerability, none of the complaints have been without merit or viable suggestion. Plus it has the blink so it has double the survivability on it as blinks can also be used defensively. I assume that while the ult is active she is also effectively stunned in her position and would not be able to take any actions for the duration of the ult except for canceling it. That is the only viable trade off that I can see to her blink and untargetable-ness. Usually for an ult like this the champion is targetable and the ult is channeled and if they take damage, or hard CC then it deactivates the ult. Another condition for channels ults is that they cannot move (if they move it cancels the ult) or are slowed. If none of those options sound good to you then how about this: Because Fluri is channeling so much gravitational energy she forces hostile energy away from her, taking 50% total reduced damage from attacks. This way you can get some of that safety without it being OP and you can still give her whatever restrictions or freedoms on the ult.

I also have a suggestion for the ult if the current one just isn't working and you decide that you don't like the alteration where the ult effects all current pillars instead of one.

Universal Gravitation or Center of Mass or Satellite Pillars or What Ever You Wanna Call it 1st Active: Fluri summons a large pillar from the ground. Big hit box. Any enemies above this pillar are knocked up for 1.5 secs. Passive: all existing Upheaval Pillars will begin to orbit around the the larger Ult Pillar at a high speed maintaining their radius for 10 seconds, damaging all enemies they pass. Upheaval and Ult Pillars maintain thier Forced Orbit auras. "2nd Pseudo" Active: If W is activating during the Ult duration the Upheaval Pillars will quickly spiral inwards to the Ult Pillar to stun for 1 sec, or rapidly spiral outward to a set distance depending E's toggle (if you accept my W suggestion, if not then they would just spiral inwards)

I like this champion she was very well done and see a lot of potential in her. Seriously great job

Sir ArmaMalum1 votes

Thank you, I seriously appreciate the feedback. I'll tackle each of pieces here.

(Passive) By attack do you mean basic attack or and ability attack?

Auto attack. I should probably clarify that :P

The Q is also very nice, kits like these are cool For when she auto attacks one of her Pillars; will each pillar have its own static CD for when she can AA it again so all of her AA does not have a 400 AoE blast when she hits it? Also they last indefinitely as long as she is near them right? With the constant of the Push or Pull of E is that ok?

No internal cooldown, I expect her own attack speed to be a high enough barrier to not make that damage of out of control. In the same sense that Lulu's passive is nice but usually not built for.

And yes the pillars lasting indefinitely does imply the E lasts indefinetly as well. However the E has a fixed (not affected by CDR) cooldown to switch between push and pull, meaning smart enemies can work around the constant slow if they pay attention.

When a Fluri player hits W will there be a center point indicator before she clicks, such as when an Ezeal player hits W a ranger indicator shows up for his skill shot before he clicks? Or will the pillars instantly move the second she hits W?

I'd imagine there'd be an indicator when not set to quickcast just like any spell, detailing exactly where the pillars will land. So short story short: yes you are correct.

If there is only one pillar why doesn't she just pull it to her self?

I'm not the biggest fan of this at the moment (I'll give it some thought). Fluri has her most flexibility at one pillar, because wherever she places her next Q massively influences where the next W will land. I like the interaction of placing that 2nd Q as a large investment, and allowing her to move the 1st pillar wherever she'd like mitigates that investment, if that makes sense.

The Pillars direction with Collision Course could be effected by Forced Orbit's toggle: If Forced Orbit is on Pull, then the Pillars are pulled together to the center point. If forced Orbit is on Push then the Pillars will be pushed away from each other opposite of the center point.

Big change, but not necessarily a bad one. Actually to be honest the more I think about it the more I like it, I'm simply worried about overloading her kit with that. One starts crossing a few lines when each ability has two or more possible actions. I'll give it some thought over today and see maybe if I can work it in.

I like the way you think though! Keep it up.

Do you think that there is a way that the slows are her could effect her like 25% less or something if she gets it to rank 5?

This has been a somewhat common feeling, and I can see why but I feel a 100% effect an Fluri is needed, simply because anyone chasing her will also be affected by the same token (except master yi of course :P). I'm just worried about the speed differential between Fluri and someone chasing her.

However Fluri does have three options that aren't immediately obvious, to work on that as the kit stands now. She could a) whip around for an instant to grab her decaying speed buff or b) toggle the E to give her a speed boost but release her pursuer or c) buy swiftys. So I feel like she doesn't really get hurt terribly much by that effect, even if it sounds like a lot on paper.

R is pretty nice I like how the a E is also tied into the ult as well. She can only switch the E once during the ult in that 0.75 sec blink right?

Yes

Once she ult starts after that she won't be able to change it?

Correct

Since it's obviously a team fight ult would it be possible at all for the Push or Pull positive condition to effect team mates?

I feel the very strong slow on the enemies is enough. Thematically that would make sense but gameplay wise I chose to stick with the same effect as her E for consistency.

Is the range of the selected pillar's effect increased at all (amplified)? Maybe from 500 to 550 somewhere between 500 and 600.

Actually the range of her ultimate is 1100 units, but during my latest edit I accidentally deleted that bit of info. Sorry!

Also since it's amplified do you think that the stacks could still accumulate even if an enemy champ is just standing still or is that not right?

Due to the 8 second effective invul, ridiculous range and possibility for a 500 unit blink to a pillar I baked in a lot of respective weaknesses to her ult. The main ones being no damage whatsoever, the ability to ignore the slow and by extension the entire ult if moving in the right direction and limiting her to the location of a pillar as a channel point (telegraphing ults is very easy to do with that). It's probably one of my most eccentric abilities that I've created, my two other champions are fairly tame comparatively.

FlameHalbrdOkido1 votes

Passive: "Auto attack. I should probably clarify that :P" Oh man that goes so great with the connection between her Q and AA, dude really nice I gotta say.

W: Ok i get that you don't want her to be able to pull (or push) it to herself because of balance, and game play reasons. I respect that decision, its a good reason, I say stick with it then. Suggested addition: I am really pleased that you like it. If it helps your rationale at all for doing it; it would only effect W's direction based on E. So only the W gets changed and its not such a big change either, just the direction. Think of it like Zyra's W: Rampant Growth; her W represents your Q as what is placed down right? Now her Q and E can make the seedling turn into two completely different things. While your Kit only takes your E's toggle to just change the direction. Do you think that a direction change is less complicated than other champs who have abilities that can do more than one thing? If it helps Ekko's Parallel Convergence: does an AoE slow, AoE stun, damages, and grants a shield = Thats complex.

E: Ok I get your rationale there too. The E's slow stays 100%, got it, makes sense.

R: Ok I got it, the effect of Pull or Push still only effects the enemies. Wow I wasn't expecting 1100! Thats huge! as a reference I was comparing Fluri's ult to Janna's you know Janna's ult range is 725; just for reference tho. Ok no accumulating stacks if the enemies are still while in range got it.

Ok so the Ult balances are: no damage, the ult can be ignored, (but it hardly matter because they will still have to move in the direction that you want them too if they don't want to be effected, which means the ult still pseudo effects them :D). And finally she must remain still on the Pillar b/c if she moves it cancels the channel and if she uses and ability it would also cancel it right? Which means she is effectively stunned in place if she wants to keep channeling the ult. Thus if she does ANYTHING then the ult cancels and she's not invulnerable anymore. It makes sense and balances out i guess.

(it would be so sweet if maybe the ult pillar could redirect skill shots! man if it could Pull skillshots toward it or push them away would be so cool. Pulling or Pushing them off course. But you probably wont do that right?)

Sir ArmaMalum

#(Passive) Perpetual Motion

Perpetual Motion is simply a filler, as a lot of passives go. It fills the needs that were either hard or impossible to fill otherwise in the rest of her kit. The mana regen portion is a reward mechanic for good Fluri players using her kit effectively and more importantly constantly. Whereas the damage portion is a way to make up for her frankly pitiful damage output. Simple as that.

MisterHealYoGirl1 votes

The mana regen here is nonexistent. The best it gets is at level 13 with a rank 1 E; every cast of your E costs you 70 mana and nets you an additional 8 mana in regen. Keeping the idea of perpetual motion, maybe she could have passive tenacity? She could also steal Talon's passive, where she deals more damage to slowed targets. (Talon wasn't using it anyway.) Anyway, just ideas.

Sir ArmaMalum1 votes

It took me a second to realize what you were saying and I am sorry, as it was simply my post not being clear. Her E speed/slow from her pillars is actually constantly refreshing, but as soon as she turn away that's when the duration start ticking down. Meaning she can keep going round and round for increased mana regen as long as she'd like.

MisterHealYoGirl1 votes

That answers a lot of questions, actually. :)

BowieTheNifty1 votes

You know this is the first champion concept I have seen from you Sir Arma. Then again I randomly read these concepts and happened to see it was your doing. Anyways just want to give some thoughts perhaps on the kit as a whole.

Firstly the passive, it isn't bad. Gaining mana regen while being under a movement speed buff means she has got a lot of sustain for abilities while in lane. One small tweak but its a personal that I would suggest, have the regen only apply if she is currently moving. It is called Perpetual Motion after all meaning to never stop moving. As well as perhaps you can have the enhanced auto attack build up based on movement. The more ground she covers the more often she gets the enhanced attack. Just a thought of course.

Sir ArmaMalum1 votes

Yeah lol, I don't put concepts out that often. It takes quite a while before I can land an idea I like and really work it out enough to get it posted. I've actually only got two others out to the boards for three total and those were a whiiiile back. And thank you for stopping by this one! :D

On the note of the passive only when moving, yes you are entirely right. I never actually considered Fluri just standing still with a buff on her.

Sir ArmaMalum

#(Q) Upheaval

Generating terrain is always tricky on a balance standpoint, with so many uniue and niche interactions with it. As such Fluri’s pillars have to be quite small to avoid an overbearing synergy with Gnar, Vayne and other champions with pinning capability.

Fluri’s Q is what I like to call an ‘ignition’ skill, some may also call it an ‘enabler’ skill, that synergizes with the entirety of her kit. Fluri started out as many concepts have as a totem champion and Upheaval is the end result of that. Upheaval has an impressively low cooldown short knock up (think Lulu ultimate knock-up) that has a very small hitbox but can be quite effective with the right timing as it is with any hard CC.

The idea to auto attack her own pillars didn’t come until later, when I realized that Fluri had literally no damage to speak of besides her W. Can’t have that now can we! So this is the main source of damage Fluri will have access to, and since it relies on her pillars to deliver it, Upheaval’s AoE damage naturally synergizes with the rest of her kit.

Tricks/Combos

Leave a pillar in a bush somewhere, out of sight. Follow up with a W to land it in a place your enemies weren’t expecting!

Don’t forget the Q knocks up! Use it to interrupt channels or just keep someone off of you or an ally. You can also follow up with a Forced Orbit: Pull and a few auto for some nice slow and damage. Be careful though, because this will still change where your W lands!

Remember that the Q’s shockwave is actually shorter range than the slow effect of Forced Orbit. Just because they’re slowed doesn’t mean they’re within range!

If mana becomes an issue, leave a pillar in a safe place and use its constant movement buff for additional regen during slow periods of laning.

MisterHealYoGirl1 votes

First of all, I love this champion very very much. Incredible job! The only thing i'm worried about is that this is incredibly spammable for CC, especially instant-cast CC. If you build full CDR, it's an AOE knockup on a .75 second cooldown; combined with her E, Fluri is almost impossible to escape or catch. I really do love the idea of having the pillars be different heights; you could use that to see which pillar will disintegrate if you exceed the limit. (If you have three pillars, each of the pillars grows to the next size and the oldest one vanishes.) The damage also does add up over time; it has the same scaling as Karthus' Q, although the cooldown is a good bit longer.

Sir ArmaMalum1 votes

Thank you! I'll be responding to each of the comments in turn to keep it separate, but to start thank you for the feedback. Always appreciated.

While the concern is still valid, I'm a little confused on your math with he cooldown here. The Q is on a 5 second cooldown, at 40% cooldown that turns to 3 seconds. Which leaves 2.25 seconds of free movement. Not sure where you're getting the 0.75 sec cooldown from.

But as I said, the concern is completely valid with such a high utility kit, which was why I had her be affected by her full slow and not half. Might not have been the proper tweak however....eh.

As for the spammable CC, that's also a concern of mine even now. I felt making the pillar radius very small would help with that, making it near impossible to hit multiple targets, hard to land on a fast target, etc etc. Do you feel 150 units is small enough for that or should I go smaller? (reference point Karthus Q radius is 100 units)

MisterHealYoGirl1 votes

Sorry, I confused it with the .75 second knockup. It is a 3 second cooldown. :D If I wanted to limit the raw amount of CC she can bring to someone, i might give it an on-target cooldown, like Nautilus' passive. Maybe it could scale down with her ult rank, so as she has to peel more and more people off of her carries, she can do it more often.

BowieTheNifty1 votes

For the Q, I don't see a lot wrong with this ability. Of course creating terrain can be quite the hassle when it comes to balancing. Though seeing as the pillars are indefinite as long as she remains near them, that can result in some problems. Thinking about the way it can disrupt minion indefinitely and being able to stack up your minions in base is kinda frightening. Just a think that could happen, and it could be made worse with a item 3512. If she was a support she could simply deny the enemy bot lane of experience that way and that is no fun. So simply put it would be good to keep these pillars on a timer. These can be a long timer I don't mind but this is a concern I wish to bring up that might be able to happen. Though this ability has great potential and has great synergy with the passive.

Sir ArmaMalum1 votes

Huh, never considered the implications of a constant slow on minion waves. Good thought! I completely agree that an indefinite slow area can create some serious problems if used in he right way. Easy fix to just make the slow affect champions only but I like the way you think Bowie.

Sir ArmaMalum

#(W) Collision Course

Collision Course is my answer for Fluri’s high moments. It’s an incredibly difficult stun to land on a target, most notably because they can see where that stun area is. And the ‘central to pillars’ condition does not give Fluri much room to adjust from that spot. Due to that difficulty though I felt I could give that skill a respectable amount of damage and the capacity for a 1.5 sec stun on a medium to low cooldown.

One thing you may notice is that the stun and damage increases with pillars, and that’s because it’s actually easier to hit an enemy with two pillars than three and therefore has to be toned down in comparison.

Tricks/Combos

You can suddenly change Collision Course’s target zone by either adding a fourth pillar (eliminating the oldest one) or by moving out of range of a far pillar (so only two are used)

What better bait is a laughing yordle? Stand in your Collision Course’s target to entice your enemies to jump on you, leaving you a very easy target to stun back!

You have the most control over Collision Course’s….course… when you have one pillar out. Adding in a second suddenly will place the stun zone exactly where you want it within a short radius of the first pillar.

One pillar will remain after you use Collision Course, so use Forces Orbit (E) and Upheaval’s (Q) passive shockwave to deal decent damage and slows to an already stunned target!

Use Collision Course and jump on the resulting pillar with Anomaly: Pull to both stun and the trap as many people as you can for an impressive wombo combo! Add in Orianna ultimate or Hecarim ultimate for some direction-changing fun, they won’t know what hit them. Evil laughter is perfectly allowable.

MisterHealYoGirl1 votes

This is a really great skill; my only question is about how this is targeted. Does it work like a three-way Command: Attack (Ori's Q), where you rush all of the pillars to the same location within a certain range, or is it autotargeted to the geometric average of the three (or two) pillars? I feel like it's the second, but you never know. Anyway, if it is the second, I'd want some kind of indicator of where the stun will land, possibly even a constant onee, and definitely one that moves as you hover new pillars. That said, it's a healthy skill, and a fun one, too.

Sir ArmaMalum1 votes

You are correct, it is the geometric center and yes a constant indicator visible only to Fluri would be what I would have in mind. Sometimes I get so involved in getting the skill mechanics across I forget the QoL aspect, XD

BowieTheNifty1 votes

Seems pretty interesting. Reminds me of how Azir's soldiers would move. At least this is the image in get in my head. Would make for some fancy looking plays. Really this is great so I don't really have much to change here. So great job with this one.

Sir ArmaMalum

#(E) Forced Orbit

This is the skill that really started it all. My train of thought went from totem champ → pillar champ → gravity/orbit champ. And it’s a very fun game design challenge to think of the simplest way I can make a champion use orbiting for themselves. It took me awhile, but I realized that the same mechanic Vayne uses in her passive can be used in an orbiting sense, as the boolean ‘yes’ for her passive is a semicircle in front of her at a very large range.

Forced Orbit is her staple skill and what can separate the good Fluri’s from the great. The rest of her kit is all about positioning and placing her pillars. There’s seriously a lot of fun you can have with this kind of ability, a lot more than when I initially thought of it. I’m sure many of you may also think of additional ways to use a toggleable ‘trap’ slow.

Tricks/Combos

Clever enemies will realize that circling pillar will make them immune to Forced Orbit’s effects. Either place pillars to overlap the effects or near terrain to prevent that from happening.

Inversely to the above tip, you can use the fact that they’re circling to your advantage and place predict where your enemies will move for a very satisfying stun.

Stay right next to a pillar so you can freely choose when to toggle Forced Orbit for maximum freedom on your end.

Always remember that moving in the opposite direction of your enemy will allow you to slow them and speed yourself up at the same time!

Pillars make great traps. Leave a pillar in a bush on Push and then toggle to Pull as soon as they enter. They’ll be slowed heavily no matter what direction they’re going if they’re standing right on it.

Her speed boost lasts for a set amount of time! I was hoping to emulate a gravitational slingshot with this effect, so use ot to catapult her to safety or to get a leg up on a chase!

Because her passive acts just like Vayne’s (180 degree semicircle ahead of her) you can keep Fluri’s passive up with Forced Orbit’s Push or Pull by going in a slight outward or inward spiral respectively.

MisterHealYoGirl1 votes

This is pretty healthy, as a skill. The only thing that I might do would be to maybe reduce the slow on Fluri to half of what her enemies are experiencing. Honestly, it's fine, though.

Sir ArmaMalum1 votes

Very possible I was a little aggressive with that condition, my logic behind that was simply I'd like repercussions for improper use of her Push/Pull toggle. Leaving with her with less of a slow than her enemies means she'll still have a speed advantage even when not using her E well.

BowieTheNifty1 votes

A lot of kiting potential here with this one. Adding slows and movement speed buff with direction is quite an interesting thing to play with. Yeah like what was said before reduce the slows. A good way to balance it out.

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