Vee and Flower, the Misfits of the Void

Stacona··1 votes·2,183 views

Vee is based on a male hummingbird and Flower is based on a female skunk, both are void borne, but that is where their connection ends.

Vee and Flower may not be considered very strong on their own, but when they met together their power was so immense that they could take down the strongest of the world and able to escape the Void to Runeterra. Unlike other void borne, Vee and Flower are not hungry for power nor are they destructive, even though they are capable of doing so.

Flower contains most of the power, mainly through scent, scent of all kinds between repulse and a fragrant so sweet it brings enemies together and get along. Vee on the other hand is weak, but extremely fast, able to deliver Flower's power in any form without side effects to himself. So when the two are together, they are capable of doing anything they put their minds to, protect a helpless animal or human or devour a threat to the world they escaped to since they want to protect what they like and what they deem as their true home.


Vee and Flower is a mage-type of duo-champions, their difficulty to play as is maxed out due to needing to micro-manage two characters at the same time.

They do not have an ultimate since the ultimate slot swaps control of the two characters, which means they have rank 6 abilities. To make up for the lack of ultimate is that they are treated like two separate champions and their link is global, when one dies, then that champion has a death timer and unable to swap characters (obviously) until he or she respawns and they spawn at the Summoner's Platform like a normal champion.

The balance aspect here is that when separated they have a very small fraction of a champion's power, but equates to a full power champion when near each other. Also gold and exp when you kill one character is halved since they are two-halves of one champion (killing both grants full kill gold/exp in total value).


VEE:

Attack Range: 350 units Attack Speed: 0.490 +6% per level (bonus attack speed is shared) Attack Damage: Low Movement: 365 units per second Defenses: Slightly tankier than ranged mages

FLOWER:

Attack Range: 600 units Attack Speed: 0.395 +6% per level (bonus attack speed is shared) Attack Damage: Very Low Movement: 330 units per second Defenses: Slightly more fragile than ranged mages

Mana: Maximum mana pools match each other, but they are completely separate between each other and have the same gains from items and such. For example, Vee can still cast his spells, but Flower cannot if Vee has enough mana and Flower is out of mana.


Vee:

Flutter Touch (Passive):

Range: 250 units

When Vee makes contact with an allied champion, he grants the target 25% - 40% (+8% per 100AP) bonus movement speed for 3 seconds. The same champion can only be hasted once every 10 seconds, lowers with cooldown reduction.

Vee only gains 75% of bonus health, armour, and magic resistance from items. Vee is worth one-third of the gold and experience of a champion and his death timer is halved.

(Flower is an allied champion.)

Swift Delivery (Q):

Cooldown: 20/19/18/17/16/15 seconds; Cost: 50 mana; Range: 900 units

Vee dashes incredibly fast in the target direction. Additionally, Vee carries Flower's active scents and aromas for 0.5/0.6/0.7/0.8/0.9/1(+0.1 per 100AP) seconds that he passed through, affecting enemies within 350 range.

Passive: Receiving Sweet Touch will refund Swift Delivery's cooldown.

Relentless Winds (W):

Cooldown: 11 seconds; Cost: 25/40/55/70/85/100 mana; Range: 700 units

Vee powerfully flutters his wings, pulling in nearby enemies for up to 150/200/250/300/350/400 units and gains 20/26/32/38/44/50% damage reduction for 4 seconds for himself.

If Vee is within 250 range to Flower, then he blasts enemies away instead and Flower also gains the same damage reduction.

Inescapable Winds (E):

Cooldown: 15 seconds; Cost: 70/75/80/85/90/95 mana

For the next 1.5/1.8/2.1/2.4/2.7/3 seconds he will create powerful winds for 5 seconds as he moves around that stops all forms of enemy movement from going past it. During this time, Vee gains 50% slow resistance and gains 30%(+5% per 100AP) total movement speed.

Vee has restrictive movement while Inescapable Winds is active. Cast again to end the creation of the powerful winds early and regain your full range of movement.


Flower:

Sweet Touch (Passive):

Range: 250 units

When Flower makes contact with an allied champion, she heals the target for 30 - 150 (+80%AP) health. The same champion can only be healed once every 10 seconds, lowers with cooldown reduction. Healing Vee also heals Flower.

Flower only gains 50% of bonus health, armour, and magic resistance from items. Flower is worth two-thirds of the gold and experience of a champion.

(Vee is an allied champion.)

Scent of the Void (Q):

Cooldown: 4 seconds; Cost: 45/50/55/60/65/70 mana; Range: 750 units; Width: 250 units

Flower unleashes a scent that makes her team hunger in the target direction, lingering for 2 seconds and dealing 60/90/120/150/180/210(+80%AP) magic damage over the duration, damage applies every 0.1 second, and makes enemies within take 10/13/16/19/22/25% increased magic damage not from Scent of the Void.

Scent Bomb (W):

Cooldown: 7 seconds; Cost: 80/85/90/95/100/105 mana; Range: 1050 / 425 units

Flower hurls a stink bomb through the air that explodes at the target location, the scent lingering for 4 seconds and dealing 100/160/220/280/340/400(+180%AP) magic damage over the duration, damage applies every 0.1 second. Minions are dealt 70% damage.

The initial impact deals 60/80/100/120/140/160(+45%AP) additional magic damage.

Irresistible Aroma (E):

Cooldown: 14 seconds; Cost: 70/85/100/115/130/145 mana; Range: 600 units

Flower channels in place for up to 1.5/1.75/2/2.25/2.5/2.75 seconds and releases such a sweet fragrance around her that it charms nearby enemies near her and causes Vee to move 125%(+10% per 100AP) faster towards Flower 75/100/125/150/175/200% further away.

Cast again to end the effect early.


Combined:

Character Swap (R):

Cooldown: None; Cost: None; Range: Global

Switch control between Vee or Flower.

(When one character dies, they have their own separate death timer, respawning at the Summoner's Platform. Recalling on a character only recalls the controlled character, but both can Recall at the same time.)


UPDATE NOTES:

Notes: Overall changes here is moving most of the power towards Flower, the immobile champion, and everything reflecting that. I want the micro-managing aspect because I think it would be a cool concept, but to make power more clear for the opponent it is best that one of the champions has a lot more power than the other.

These changes also helps with very minour exploit cases since the two champions have a global link and only have incentive to be together. Sticking the power more toward Flower and Vee more of a utility bot makes the two mages need to be together to really shine and when you try the global aspect then they are mediocre and weak, especially mobile Vee (which balances out his mobility with having the power on the immobile mage).


VEE:

Flutter Touch: Now notes and lowered his value to ONE-THIRD of gold and experience of a champion from ONE-HALF Vee now has half the death timer of normal champions from a full death timer (Flower is still a full death timer)

Swift Delivery: Damage removed to targets he passed through Cost lowered to 50 from 55/60/65/70/75/80 mana Scent and aroma carrying duration lowered to 0.5/0.6/0.7/0.8/0.9/1 +0.1 per 100AP from 0.5/0.7/0.9/1.1/1.3/1.5 no ratio seconds

Relentless Winds: Damage reduction lowered to 20/26/32/38/44/50% from 25/30/35/40/45/50%

Inescapable Winds: Slow resistance lowered to 50% from 75%


FLOWER:

Sweet Touch: Now notes and increased her value to TWO-THIRDS of gold and experience of a champion from ONE-HALF Now heals Flower for the same amount when she heals Vee

Scent of the Void: Ratio damage increased to 80% from 75% Magic damage amp lowered to 10/13/16/19/22/25% from 10/15/20/25/30/35%

Scent Bomb: Cooldown lowered to 7 from 8 seconds Range lowered to 1050 from 1250 units Radius increased to 425 from 400 units

Ratio damage over time increased to 180% from 160%

No longer blinds for 1.5 seconds on impact Now deals 60/80/100/120/140/160 +45%AP additional magic damage on impact (all at once)

(Damage increases to off-set the damage removal on Vee.)

Irresistible Aroma: Vee return range toward Flower increased to 75/100/125/150/175/200% from 50/80/110/140/170/200% increased range


Character Swap: Changes to the tooltip, no actual changes took place.


8 Comments

LuaDotExe1 votes

A couple things:

  • I feel like the name is a reference to V Flower.
  • I'm against the idea that this heavy of an emphasis onto micromanaging is a tad too much. This is especially true considering you have to attempt to dodge abilities on both of their parts, which almost definitely gets... difficult, to say the least.
  • I feel like the name is a reference to V Flower.
  • In terms of lore, I don't really see a point in them liking the Void-- you don't really give one.
  • It kinda sucks that they're worth a full Champion when only one of them is killed, considering they're each worth half a Champion in strength.
  • You're gonna quickly approach situations where you send them to opposite sides of the map and just split push two waves, which gets INCREDIBLY OUT OF HAND in terms of pro play.
  • I feel like the name is a reference to V Flower.
  • The "difficult to position two bodies at once" thing is further intensified by the fact that League doesn't really support micromanaging and multiple units very well, along with the fact that your passive requires you to position properly in order to get the most worth out of it.

At its core, I feel like the design is fundamentally flawed, since you're attempting to play the same game twice. In case you haven't noticed, I also feel like the name is a reference to V Flower. While I'm messing around with that part (I do love me some V Flower), the input I've given is something I'm 100% serious about. XP

Stacona1 votes

I don't know what V Flower is, so it is definitely not.

They don't like the Void at all, they hate it, they like Runeterra - they are just Void borne creatures that act nothing like a Void monster.

Killing one of them is only half their gold/exp value since they are half a champion, but each death timer is normal.


In terms of global splitting of the two. I am fine with this, but their power is when they are near each other and working together, especially since Vee is almost useless on his own while Flower can still function without Vee, just no where near as good, which is why most of the power is on the immobile mage half of the champions (easiest to kill the immobile character than the mobile one).

Also with the global splitting, they are still kill-able and have death timers, and when split up they are very weak so you can fight them alone and almost always win in most scenarios since their power is that much weaker. If one was an invincible pet then there would be a problem. Plus they are AP champions with very low base attack damage and base attack speed, so when not working together even on their attacks alone makes them super weak as well.


Micro managing can be done when there are only two champions to swap between plus League has no micro managing champions in the game which I think would be fun to have. It is NOT for everyone, but people would enjoy a micro-manage champion, their difficulty to play would also reduce their play rate too (look at Anivia, low player base, but that does not mean she is not strong, she is just very hard to play as and play well on).

LuaDotExe1 votes

{quoted}

I don't know what V Flower is, so it is definitely not.

They don't like the Void at all, they hate it, they like Runeterra - they are just Void borne creatures that act nothing like a Void monster.

Killing one of them is only half their gold/exp value since they are half a champion, but each death timer is normal.


In terms of global splitting of the two. I am fine with this, but their power is when they are near each other and working together, especially since Vee is almost useless on his own while Flower can still function without Vee, just no where near as good, which is why most of the power is on the immobile mage half of the champions (easiest to kill the immobile character than the mobile one).

Also with the global splitting, they are still kill-able and have death timers, and when split up they are very weak so you can fight them alone and almost always win in most scenarios since their power is that much weaker. If one was an invincible pet then there would be a problem. Plus they are AP champions with very low base attack damage and base attack speed, so when not working together even on their attacks alone makes them super weak as well.


Micro managing can be done when there are only two champions to swap between plus League has no micro managing champions in the game which I think would be fun to have. It is NOT for everyone, but people would enjoy a micro-manage champion, their difficulty to play would also reduce their play rate too (look at Anivia, low player base, but that does not mean she is not strong, she is just very hard to play as and play well on).

You kinda missed my point on the second part. "Voideborne" and "Void monster" are p much synonymous, no matter what their intent is. To be fair, though, I had missed the word "not." So, to reiterate properly: I don't see a point in why they'd be opposed to the Void, considering most of the Voidborne are completely controlled and genetically engineered by the Watchers (p much their only purpose in life, and if not, they tend to have some malicious goals (IE: Kha'Zix)).

"Also with the global splitting, they are still kill-able and have death timers, and when split up they are very weak so you can fight them alone and almost always win in most scenarios since their power is that much weaker." It still takes resources to go deal with somebody who's splitpushing, IE: fight is now a 4.5v4.

"Micro managing can be done when there are only two champions to swap between." My thing here was that I was saying that two Champions is still pushing it too far. League just isn't meant for this kinda stuff, and the amount of skill to play this Champion properly, along with the amount of power the have, just brings us back to the Azir/Kalista problem.

Stacona1 votes

I think there are ways to balance it out properly.

My solution is moving more power to Flower and Vee is an aid. Try to make it more like Vee is 0.2 champion and Flower is 0.8 of a champion, but when together and for their skill requirement to play and play well, they get like a 1.25 power of a champion rather than 1.0 when together.

Other words, making their balance where Flower basically feels more like the champion and the one you want to kill, especially since she is immobile so giving her the power makes it where they do not feel too frustrating to go against. Still, I do want want them feel super powerful when they are being played well in the right hands.

Niche champions that are hard to play as and require a bunch of time and effort to put into are fine, as long as there are easy champions to balance out the equation. Does mean the higher their elo is, the greater their winrate however, but that is how Anivia works as well - mains plays them and have smaller player bases.

LuaDotExe1 votes

{quoted}

I think there are ways to balance it out properly.

My solution is moving more power to Flower and Vee is an aid. Try to make it more like Vee is 0.2 champion and Flower is 0.8 of a champion, but when together and for their skill requirement to play and play well, they get like a 1.25 power of a champion rather than 1.0 when together.

Other words, making their balance where Flower basically feels more like the champion and the one you want to kill, especially since she is immobile so giving her the power makes it where they do not feel too frustrating to go against. Still, I do want want them feel super powerful when they are being played well in the right hands.

Niche champions that are hard to play as and require a bunch of time and effort to put into are fine, as long as there are easy champions to balance out the equation. Does mean the higher their elo is, the greater their winrate however, but that is how Anivia works as well - mains plays them and have smaller player bases.

"Niche champions that are hard to play as and require a bunch of time and effort to put into are fine, as long as there are easy champions to balance out the equation. Does mean the higher their elo is, the greater their winrate however, but that is how Anivia works as well - mains plays them and have smaller player bases."

While I agree that people who play specific Champions really well should be doing better on them (that's how skill works!), I disagree with the degree of disparity any kind of concept involving split bodies would involve. Azir already got heavily rebalanced because of it, and Kalista is due for one.

Idk, I just disagree that something of this skill caliber can be properly balanced.

Stacona1 votes

I think a duo-champion can work, maybe the concept needs to be done differently, but it is possible.

There is also potentially trying to lower the skill requirement and make it easier to play, make less of a power difference between 1 game and 200 games.

Another concept I think be fun is basically an RTS champion, you have pets you control to do all of your work for you. Old Yorick kind of had this, but done in a not-fun and non-interactive way, which made him frustrating to go against. If done, then it needs to be treated the same way you treat a ranged mage.

Stacona1 votes

UPDATE NOTES (1):

Notes: Overall changes here is moving most of the power towards Flower, the immobile champion, and everything reflecting that. I want the micro-managing aspect because I think it would be a cool concept, but to make power more clear for the opponent it is best that one of the champions has a lot more power than the other.

These changes also helps with very minour exploit cases since the two champions have a global link and only have incentive to be together. Sticking the power more toward Flower and Vee more of a utility bot makes the two mages need to be together to really shine and when you try the global aspect then they are mediocre and weak, especially mobile Vee (which balances out his mobility with having the power on the immobile mage).


VEE:

Flutter Touch: Now notes and lowered his value to ONE-THIRD of gold and experience of a champion from ONE-HALF Vee now has half the death timer of normal champions from a full death timer (Flower is still a full death timer)

Swift Delivery: Damage removed to targets he passed through Cost lowered to 50 from 55/60/65/70/75/80 mana Scent and aroma carrying duration lowered to 0.5/0.6/0.7/0.8/0.9/1 +0.1 per 100AP from 0.5/0.7/0.9/1.1/1.3/1.5 no ratio seconds

Relentless Winds: Damage reduction lowered to 20/26/32/38/44/50% from 25/30/35/40/45/50%

Inescapable Winds: Slow resistance lowered to 50% from 75%


FLOWER:

Sweet Touch: Now notes and increased her value to TWO-THIRDS of gold and experience of a champion from ONE-HALF Now heals Flower for the same amount when she heals Vee

Scent of the Void: Ratio damage increased to 80% from 75% Magic damage amp lowered to 10/13/16/19/22/25% from 10/15/20/25/30/35%

Scent Bomb: Cooldown lowered to 7 from 8 seconds Range lowered to 1050 from 1250 units Radius increased to 425 from 400 units

Ratio damage over time increased to 180% from 160%

No longer blinds for 1.5 seconds on impact Now deals 60/80/100/120/140/160 +45%AP additional magic damage on impact (all at once)

(Damage increases to off-set the damage removal on Vee.)

Irresistible Aroma: Vee return range toward Flower increased to 75/100/125/150/175/200% from 50/80/110/140/170/200% increased range


Character Swap: Changes to the tooltip, no actual changes took place.


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