Fluri, The Space Weaver

Sir ArmaMalum·8/22/2015, 9:54:12 PM·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

FlameHalbrdOkido8/25/2015, 3:00:14 PM1 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 ArmaMalum8/22/2015, 9:57:54 PM1 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.

StephenTheGod8/23/2015, 12:46:25 PM1 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?

TheDeep78/23/2015, 5:56:12 PM1 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. :)

FlameHalbrdOkido8/25/2015, 5:12:51 AM1 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 ArmaMalum8/22/2015, 9:56:44 PM

#(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.

Sir ArmaMalum8/22/2015, 9:57:08 PM

#(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.

Sir ArmaMalum8/22/2015, 9:57:29 PM

#(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.

Sir ArmaMalum8/22/2015, 9:56:02 PM

#(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.