Frederick, the Green Knight

Stacona··3 votes·1,414 views

Frederick is a vastayan that is peacock-like with vines for his legs and feets and giant flower petals for his tail that fans out into a giant open flower for intimidation purposes... or showing off for mating... making him a half-bird and half-plant type of vastayan.

Frederick may be a vastayan borne, but he lives in the Demacian kingdom wielding powerful magic, more specifically healing magic. He wields duo-bows formed naturally by asking a tree to turn into them and the only way to use these bows is with magic by creating magic arrows formed from both the magic imbued in the bows and firing them off with a vastayan's magic, very hard to wield and advanced weapons.

Frederick is one of the finest Demacian royal knights, able to slay foes of any size and heal the wounds of his fellow soldiers simultaneously and seamlessly. He is the greatest asset of any army and nation, bringing victories in every battle he is in!


Frederick is an ability power marksman, where he has no burst and his damage is on the low side, but makes up for his ridiculous amount of sustain for himself and his team!

Frederick fights for the long fights, but is weak against assassins and burst mages, but very strong against low burst champions and poke champions due to all of the sustain he produces from his attacks and abilities.

Final thing, Frederick uses duo-bows which is only possible with magic users. He loses direct control over his attacks and naturally will attack the two closest enemies to him, so he can move, attack and cast abilities freely all at the same time! Positioning is key here because if both attacks hit the same target then he heals himself for quite a bit, the attacks deal the same damage whether they attack together or two different targets, so hitting one target is only for the healing.

The attacks count as two different attacks, so Runaan's Hurricane can shoot off up to 4 bolts (2 per attack) whenever you attack!


Attack Range: 500 units Attack Speed: 0.690 +4% per level Movement Speed: 335 units per second Base Attack Damage: Slightly less than average to other marksmen Health: 10% to 20% less health than the average marksman based on level


Duo-Bows (Passive):

Frederick cannot directly target an enemy for his attacks allowing him to freely move while he attacks, attacking the two closest enemies to him for (+100%AD)(+60%AP) magic damage with his duo-bows. If only one enemy is within attack range then both bows will attack the target to deal (+100%AD)(+60%AP) magic damage and heal himself for (+40%AD)(+40%AP) health, cannot heal from enemy structures and non-epic monsters.

~ Frederick's basic attacks cannot critically strike. ~ Minions are dealt true damage and 20% increased damage. ~ Attacks prioritize minions within execution range. ~ Each attack applies on hit effects, unless combined. ~ Gain 10%(+100% per 100%CSC) increased ability power.

Duo-Strike (Q): Cooldown: 16/13/10/7/4 seconds; Cost: 70 mana; Range: 1500 units

Frederick fires two magic arrows in the target direction, dealing 20/30/40/50/60(+100%AD)(+60%AP) magic damage to the first enemy struck and healing himself for (+40%AD)(+40%AP) health as long as the shots hit an enemy.

Sweet Fragrance (W): Cooldown: 10/9/8/7/6 seconds; Cost: 60/75/90/105/120 mana; Range: 900 units

Frederick heals the target allied champion for 35/45/55/65/75(+45%AP) to 70/90/110/130/150(+90%AP) health based on their missing health and grants himself 5/10/15/20/25(+15%AP) to 10/20/30/40/50(+30%AP) bonus magic damage on hit and 10/15/20/25/30% to 20/30/40/50/60% bonus attack speed for 4 seconds based on how much Sweet Fragrance healed for.

Maximum healing against targets below 30% health. Frederick does not gain bonus magic damage or attack speed if self cast.

Flower Energy (E): Toggle: 0.5 second

Sunlight: Take 10% increased damage and gain 10/15/20/25/30%(+5% per 100AP) bonus movement speed for 1 second on hit.

Water: Mana costs are increased by 25% and consume 6/7/8/9/10 mana on attacks. Gain 20/25/30/35/40% additional heal power. All of your damage deals 25% less and reduce the damage of your targets by 10/15/20/25/30%(+5% per 100AP) for 1 second on hit.

Blooming Battle (R): Cooldown: 120/100/80 seconds; Cost: 100 mana; Range: 600 units

Frederick fans out his tail feathers, gaining 15/20/25% additional heal power and increasing his maximum health only by 300/400/500(+100%AP) health for 20 seconds and whenever he takes champion damage will send a magic bolt to the closest allied champion to heal them for 30/40/50(+25%AP) health.


IMPORTANT NOTE: Blooming Battle is not like Nasus or Renekton ultimate, it does not bring up your current health, just your maximum health. So you need to heal yourself after using the ultimate and you can have an increased max health pool temporarily, but you cannot use it as an oh shit button to save yourself since it does not "heal" you like a Nasus, Renekton or Lulu ultimate would do.


UPDATE NOTES:

Duo-Bows: Base / AD Ratio healing reduced to 40% from 80% Ability Power Damage Ratio increased to 60% from 50% Now grants 10% (+100% per 100% Critical Strike Chance) increased ability power

Duo-Strike: Base / AD Ratio healing reduced to 40% from 80% Ability Power Damage Ratio increased to 60% from 50%

Sweet Fragrance: Ability Power Healing Ratios decreased to 45% to 90% from 50% to 100%

Flower Energy: Sunlight good effect changed to 10/15/20/25/30%(+5% per 100AP) bonus movement speed for 1 second on hit from increasing your damage dealt by 8/11/14/17/20%(+3% per 100AP)

Water damage reducing debuff adjusted to +5% per 100AP from +4% per 100AP, duration decreased to 1 from 1.5 seconds


(The changes here is less sustain early by a lot and slightly less later on. Less damage overall and the damage ratio buffs is to compensate for the damage buffing from Sunlight being removed. Ability power healing ratio on Sweet Fragrance is down to compensate for 10% more ability power.)

(Movement speed instead of damage buffing is because I have a passive that is all about positioning yourself to attack only one target for the healing, but then not have anything to actually place yourself in that position, so I fixed that and goes harder on the original concept of lower damage for a bunch of sustain.)

(Gaining increased ability power from critical strike chance is just there to open up the option to buy the completed zeal items [cough, Runaan's Hurricane, cough] and since it is % AP has it as a more balance version of what crit chance does since you need to build flat AP first otherwise you are not gaining benefits since zeal items do not give ability power. Overall, you are losing out on a lot of ability power so do not be fooled by 30% increased ability power for a completed Zeal item since your flat ability power is lowered [limited items you can have]. I made sure there is a trade-off of sacrificing ability power for the attack speed and unique passive of the item over a normal ability power item.)


7 Comments

Rathar Dashing3 votes

That healing is WAY too strong.

Stacona1 votes

Too hard to gauge that. The entire premise is strong sustain, but easily bursted out, so it is survive and kill or be killed.

Needs actual gameplay.

Rathar Dashing3 votes

100% AD +50% AP heal is stronger than 100% lifesteal, and it happens on every auto attack at 0.69 base attack speed?

Plus he has that Q on a 4 second cooldown which heals for that same ridiculous amount, only he doesn't even need to position well for this one, he can just sit back from 1200 range (longer than an Ezreal Q) and dealing huge damage (twice?).

On top of that he has another heal move, one that easily outclasses Nami's heal in both range, cooldown and healing power, and even if he uses it on an ally instead of himself he still gains a huge pseudo-ardent buff which just makes his passive healing that much stronger.

And if all that wasn't enough, he has his passive E toggle which further buffs all healing he does by 20-40%, and reduces the damage enemies deal. Even if you try and say this ability balances it out by reducing his healing received when toggled off, and needing mana to toggle it on, you could always just not level this ability up until you have whatever mana item you're supposed to get on him.

And of course he still has one more ability, so why not tack on another heal buff?

Stacona1 votes

Here is the thing. It is set up for balance since I made everything ratio based.

Remember that you are halving your damage by going for the healing and since you are forced to attack two enemies when within range the opposing team can remove your sustain by being near each other. Kind of like Kha'Siz isolation, but rather than damage it is healing.

I could just remove the sustain healing debuff in sunlight and reduce the healing by 20% (which reduces all of the healing buffs by 20% as well) which is probably better to do.

Stacona1 votes

~ Remember he is a short range marksman, so he can actually be in range to die.

~ I did adjustments to the heal, hitting mostly the early game. The buff is to reward using the heal on an ally rather than self and reward for healing the low health allies to give him his marksman steroid. Nami can nuke 1, heal 2 or heal 1 and nuke 2 - also has movement speed, stun, knock-up, steroids, slows, and multiple nukes. I focused on damage-dealing healer, that is his unique strengths, his weaknesses is being a short range marksman and be easily bursted out.

~ Passive and Q healing has counter play and skill for it, outside of grievous wounds, you can dodge the Q since it is a single target skill shot or stick close together to prevent the healing on the passive since it only heals if the shots hit the same target, if they attack two different enemies then he does not heal. This mechanic of healing only against an isolated target is a lot harder to pull off in-game than you think since you attack truly automatically which helps with dealing damage and kiting, but you want the juicy stuff of positioning yourself in just the right spot to only hit that one target to heal from them and stay alive.

~ Between self damage amp in sunlight and your lowish defensive stats, you end up being easily bursted out. Also crowd control still prevents you from healing, more specifically the kind that prevents you from basic attacking.

~ 50% or less AP is not that high. Especially when you factor in having a low base heal with it. The premise of the concept is having a supportive marksman that heals his team and wins by not dying, if his sustain is very meh feeling then you just have a gimped and short range marksman that offers nothing unique or good for the team. Saying the healing is too strong on a healing marksman and should be destroyed and removed is like saying Ashe has too much utility and crowd control as a utility and CC marksman.

Frederick should be picked as a way to deal with Caitlyn, Zyra, Sona, Xerath, Lux, Jayce, etc. but is weak if you pick something like Zed, Leblanc, Anivia, Annie, etc where they can burst you out and strong vs those that rely on poke and harass since you can quickly heal back up. Also unless you can burst him out, do not 1v1 him as he is guaranteed to get healing on attacks since you are the only target there thus the attacks focus on you for the healing, when the attacks are split his overall damage doubles and loses out on the healing.


Context and scenarios means a lot and means a lot more than just looking at the raw numbers. With that said, I did lower his early game sustain by about half between P+Q healing and by late game his sustain is slightly reduced, but still strong, as the game goes on there ends up being more and more counter play against it so the restrictions does not need to be so big as in the early game.

ZackTheWaffleMan2 votes

You had me at "peacock vastaya."

Stacona1 votes

tl;dr balance update notes: ~ early game sustain down ~ overall healing slightly reduced by mid-late game ~ damage down, but made the damage decrease very minimal with direct damage "buffs" ~ movement speed instead of damage on sunlight for positioning yourself to only have one target in attack range for the healing ~ gain % AP from crit chance for the option to purchase zeal items, overall AP is decreased upon doing so than getting a normal AP item

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