Following my first champion Idea uploaded here (Ghora), this is my second one: Filona.
Let's start with the Background/Lore idea
Background
Lore Idea: The Isle of Ionia is a small patch of land located in the east of Runeterra, covered with the oldest forests still existent in Runeterra. Ionian people worshipped balance over all other attributes, and a monastery in the southern area of Ionia was focused on finding the balance between humans and nature. They magically adapted themselves to the forest to reach the state of enlightenment. After Ionia officially refused to participate in the League when it was founded, Noxus decided to capture areas beyond the League's jurisdiction, and their eye soon fell on Ionia. Under the cover of night, Noxian forces invaded the southern areas of Ionia. Being surprised by the attack, the order sent out Filona and Niro, two members of their monastery, to negotiate with the Noxian forces. But when they reached the Noxian territory, they were captured in an ambush. Instead of being brought to the Noxian commander, they were brought to a camp of Noxus' ally in this war, Zaun. The mad scientists made horrifying experiments, torturing and slaying Filonas brother, Niro, with a variety of poisons. After that, they turned on to Filona. In the face of death, Filona unleashed a hidden magical power, turning her body into a mixture of human and tree. She showed to be resilient against all kind of poison, in fact, the scientists even noticed that she grew a little bit with every dose rate. But they noticed it to late. Filonas unleashed magical power destroyed the entire camp and she later fought together with the Ionian resistance to clear Ionia from Zauns mercenaries. Seven years later, when Ionia joined the League of Legends, Filona volunteered to fight against the Noxian forces on the fields of Justice.
I apologize for insanely bad grammar and vocabulary in this section, used google translator^^.
Now, we move on to the classification/purpose of Filona
Classification
Filona is an AP Tank that excels at disabling the enemies’ movement with the help of powerful AoE CC, while offering utility for the team by means of area vision, fast engagements and poke.
At the same time, her lategame damage is fairly low and she has no strong initiation tool besides mere movement speed, which makes her vulnerable to Crowd Control. She also suffers a slight lack of mobility while using her ultimate.
She can be played in solo top lane, jungle or as poke-type support to use her full potential.
Now, let's move on to the stats:
stats
Her stats are comparable to Rammus (Less Mana and Armor, more base MS for mobility):
Health: 450+82 Health Regen: 7+0.55 Mana: 240+32 Mana Regen: 7+0.5 Range: 125 (Melee)
Passive (Wooden Skin): Filona gains an additional 10/14/18/22/26/30 bonus armor, magic resist and movement speed while she is inside a brush. The buff remains active for 1 second after leaving the brush.
Purpose
This gives her strong sustain and speed in the jungle, as well as in the lane brushes. On higher levels, the movement speed bonus is comparable to another pair of boots in a brush.
Q (Leaf Shot):
Sends out a razor sharp leaf, damaging all enemies in a line for 50/90/130/170/210 (+40% of ability power) magic damage. If the leaf crosses a brush, damage and speed are increased by 50% and Filona heals for 25% of the damage done. Range: 800, Cooldown: 9/8/7/6/5 seconds, Cost: 50/55/60/65/70 Mana
purpose
This is Filona's poking and farming ability. As it penetrates multiple targets, it can be used to clear jungle camps or minions waves quickly. However, it should always be fired through a brush, otherwise the damage is really low and it is quite easy to dodge. When fired through a brush, this also heals a little bit of health, so it can be used for brush-checking (If an enemy is in the brush, you will get healed if you hit him).
W (Seizing Rootage): Passive: If Filona doesn’t move for a second or longer, roots are spreading from her location with a speed of 200 up to a maximum range of 600. Spreading speed is increased to 300 if Filona is inside a brush. Roots are not visible to enemies and grant vision of the covered area. They are removed upon moving.
Active: Roots become visible and instantly expand as if Filona stood still for 2 seconds, slowing enemies inside their range for 25/27.5/30/32.5/35%. After 3 seconds, the roots converge, dealing 60/90/120/150/180 (+25% of ability power) magic damage to all enemies within the radius and snaring them for 1-1.5 seconds (the closer to the center, the longer the snare) Cooldown: 24/22/20/18/16 seconds, Cost: 80/90/100/110/120 Mana
purpose
This is one of your main tools for escaping and one of your most powerful teamfight spells. In lane, you can stand still and let your roots expand to foresee enemy ganks with their vision. Its active is devastating in teamfights if used correctly, yet requires you to stand still for a while to gain maximum effectiveness. If casted while moving, the covered area will only have a range of 200 (300 if you were inside a brush). The high cooldown and mana cost on this ability also requires careful use.
E (Untamed Nature): Filona unleashes the power of nature to grow an area of brush in the chosen path (maximum length: 800/850/900/950/1000) for 5 seconds. Your team’s vision is not affected by the brush, enemies inside the brush are revealed. During that time, the movement speed bonus from her passive is increased to 150/175/200/225/250. Cast Range: 1000, Cooldown: : 14/13/12/11/10 seconds, Cost: 80/90/100/110/120 Mana
purpose
This is Filonas defining skill. It might seem rather useless in the first place, as it doesn't do any damage and is a fairly unreliable gapcloser. Nevertheless, it has so much uses. You can simply use it for the passive buff, or you can use it to grant area vision over a wall or in brushes. In lane, you can simply cover yourself or your minions in the brush so the enemy can't see what's going on. You can also use it for juking by creating a brush path to hide you, while secretly escaping through another brush. In addition, it can be useful to activate it for the enhancement on your Q or W. It can even be used while ganking to sneak through enemy wards (they can see the brush, though, if they are paying attention). In team, pop up the brush in between your 2 teams so the enemy can't see whether you are escaping, engaging or just poking. You can grow a path of brush under buffs, dragon or baron to prevent the enemy from smite-stealing them (No vision - no steal). You see, though the skill is unconventional and doesn't offer any damage, it is extremely versatile. As the brush grows in the path of your mouse, it can gain any shape, but is also hard to use appropriately.
R (Power of the Woods): Filona teleports to the chosen location (briefly knocking back nearby enemies) if the location was covered with roots (elsewise, she will stay in place). She is transformed to tree form for 10 seconds, disabling movement (therefore also immune to knocks). During that time, her armor and magic resistance are increased by 40/50/60 and her basic attack range is increased to 600. She drains energy from nearby spells to slow enemies inside a radius of 600 by 4% for 5 seconds (stacks up to 5 times) and to heal nearby allies by 10/15/20 (+3% of ability power) for every spell used within a range of 600. Her basic attacks deal an additional 50/70/90 (+20% of ability power) magic damage and can either pull enemies towards her or knock them back for a distance of 300. Clicking R again while casting switches between pull and knockback, a single target cannot be affected more than once every 3 seconds. Starts with pull effect on basic attacks. Range: 600, Cooldown: 160/130/100 seconds, Cost: 150 Mana
purpose
This ultimate is a real gamechanger if used correctly. It offers insane sustain with resistances and heals nearby allies for every spell casted within a certain range, aswell as slowing enemies in range. On top of all that, it fills in the missing damage and hard CC of your kit, by enhancing your autoattacks in a unique way. If used skillfully, you can choose which enemies to pull and which enemies to knockback, which is an insane way of peeling as well as picking the important targets right in your team. Grabbing an enemy ADC while knocking back their assassins and tanks in a teamfight can win the game. Nevertheless, a quick enemy can easily escape her grab by using Flash or a dash/jump-ability. On her own, she cannot even hold an enemy in place with this for more than 4 seconds before he walks out of range, so the skill is also very team reliant. Little negative side effect: You cannot move at all during your ultimate, which means if your allies are attacked outside of your range, you're screwed.
Suggested Build:
Build
Masteries
For masteries, go 9/0/21, with 9 points in offense for Arcane Knowledge , and 21 in utility for insane speed, mana regeneration and 9% CDR right at the start of the game. You can also go 9/21/0 for more tankiness, but your passive, ultimate and tank items usually make you tanky enough, at least in endgame.
Runes
I suggest MPen Marks for additional damage on your abilities, Armor Seals and Scaling MR Glyphs for increased resistances as well as MS Quints for faster engagements and escapes.
Summoner Spells Flash for chasing, engaging, escaping, or for positioning for a perfect ultimate. Ignite makes up for your lack of damage and adds a little bit of killing power.
Items Mercury's Treads will greatly help you against kiting, as it reduces CC time. It also makes you tankier. Randuin's Omen is a must-get item. While getting extra armor and health is always nice, you primarily need the active. With the active slow together with your W, you can keep enemies in range for more grabs with your ultimate. Warmog's Armor gives you a huge chunk of hp, as well as awesome regeneration. As you get insane tanky stats with your ultimate, getting health is the best option to get tanky. Liandry's Torment gives you a lot of damage, as enemies in your range will always be slowed by your W or your ult. Also gives you health and more damage with MPen. Spirit Visage gives more MR, health and increases regeneration. As your damage and utility is very cooldown reliant, you also need the 20% CDR. Abyssal Mask gives you insane MR, as well as increasing your damage to all nearby enemies by reducing their MR.
Time to summarize
summary
Filona is an insanely mobile AP tank (with a brush, speed runes, speed masteries and Tier 2 boots at level 18 she can get to 460 movement speed, even without her E), providing powerful AoE CC and utility. In lane or jungle, she can self-sustain with her Q. She can escape or set up ganks with her W (For full effect you need to stand still a while, though). Her ganks don't provide much killing potential pre 6, but can get much stronger once she hits level 6.
She offers unique utility with her E, yet suffers a lack of damage and is therefore reliant on her team to be effective (weak 1v1 power).
If used correctly, her ultimate can turn the tides of a teamfight, but it also involves a high risk of failing it as it can't be cancelled. Filona is hard to dive thanks to her ultimate, and also excels at peeling for her carries in a defensive position.
One last question: Why is she female?
When I had a look at the tanks in LoL, I found a lack of female characters in that role. Besides Sejuani, who just looks tanky because of her Boar, there is no female tank. I made Filona a female character for 2 reasons: I had a lack of creativity when it came to fitting names for male characters, and I wanted a character where you can't instantly see the tankiness just from his shape, but are surprised about how resilient she is when you encounter her.
[quote=Isolanporzellator]Following my first champion Idea uploaded here ([url=http://www.mobafire.com/league-of-legends/forum/theory-crafting/ghora-the-dreadful-ad-bruiser-tank-idea-24712]Ghora[/url]), this is my second one: Filona.
[rule]
[h2][color=#808000]Let's start with the Background/Lore idea[/color][/h2]
[rule]
[spoiler=Background]
Lore Idea: The Isle of Ionia is a small patch of land located in the east of Runeterra, covered with the oldest forests still existent in Runeterra. Ionian people worshipped balance over all other attributes, and a monastery in the southern area of Ionia was focused on finding the balance between humans and nature. They magically adapted themselves to the forest to reach the state of enlightenment. After Ionia officially refused to participate in the League when it was founded, Noxus decided to capture areas beyond the League's jurisdiction, and their eye soon fell on Ionia. Under the cover of night, Noxian forces invaded the southern areas of Ionia. Being surprised by the attack, the order sent out Filona and Niro, two members of their monastery, to negotiate with the Noxian forces. But when they reached the Noxian territory, they were captured in an ambush. Instead of being brought to the Noxian commander, they were brought to a camp of Noxus' ally in this war, Zaun. The mad scientists made horrifying experiments, torturing and slaying Filonas brother, Niro, with a variety of poisons. After that, they turned on to Filona. In the face of death, Filona unleashed a hidden magical power, turning her body into a mixture of human and tree. She showed to be resilient against all kind of poison, in fact, the scientists even noticed that she grew a little bit with every dose rate. But they noticed it to late. Filonas unleashed magical power destroyed the entire camp and she later fought together with the Ionian resistance to clear Ionia from Zauns mercenaries. Seven years later, when Ionia joined the League of Legends, Filona volunteered to fight against the Noxian forces on the fields of Justice.
I apologize for insanely bad grammar and vocabulary in this section, used google translator^^.
[/spoiler]
[h2][color=#808000]Now, we move on to the classification/purpose of [color=#008000]Filona[/color][/color][/h2]
[rule]
[spoiler=Classification][color=#008000]Filona[/color] is an AP Tank that excels at disabling the enemies’ movement with the help of powerful AoE CC, while offering utility for the team by means of area vision, fast engagements and poke.
At the same time, her lategame damage is fairly low and she has no strong initiation tool besides mere movement speed, which makes her vulnerable to Crowd Control. She also suffers a slight lack of mobility while using her ultimate.
She can be played in solo top lane, jungle or as poke-type support to use her full potential.[/spoiler]
[h2][color=#808000]Now, let's move on to the stats:[/color][/h2]
[rule]
[spoiler=stats]Her stats are comparable to [[Rammus]] (Less Mana and Armor, more base MS for mobility):
[columns]
[color=#008000]Health: 450+82 [/color]
[color=#008000]Health Regen: 7+0.55 [/color]
[color=#0080ff]Mana: 240+32 [/color]
[color=#0080ff]Mana Regen: 7+0.5 [/color]
[color=#ff8000]Range: 125 (Melee)[/color]
[nextcol]
[color=#ff0000]Attack Damage: 54+3.4[/color]
[color=#ff0000]Attack Speed: 0.65+2%[/color]
[color=#808000]Armor: 18+3.5[/color]
[color=#808000]Magic Res.: 30+1.25[/color]
[color=#800080]Mov. Speed: 345[/color]
[/columns]
[/spoiler]
[h2][color=#808000]Her abilities:[/color][/h2]
[rule]
[spoiler=Abilities]
[b][u]Passive (Wooden Skin):[/u][/b]
[color=#008000]Filona[/color] gains an additional [color=#ff8000]10/14/18/22/26/30[/color] bonus armor, magic resist and movement speed while she is inside a brush. The buff remains active for 1 second after leaving the brush.
[spoiler=Purpose]This gives her strong sustain and speed in the jungle, as well as in the lane brushes. On higher levels, the movement speed bonus is comparable to another pair of boots in a brush.[/spoiler]
[rule]
[b][u]Q (Leaf Shot):[/u][/b]
Sends out a razor sharp leaf, damaging all enemies in a line for [color=#ff8000]50/90/130/170/210 (+40% of ability power)[/color] magic damage. If the leaf crosses a brush, damage and speed are increased by 50% and [color=#008000]Filona[/color] heals for 25% of the damage done.
[color=#ffff00]Range: 800[/color], [color=#ff0080]Cooldown: 9/8/7/6/5 seconds[/color], [color=#00ffff]Cost: 50/55/60/65/70 Mana[/color]
[spoiler=purpose]This is [color=#008000]Filona[/color]'s poking and farming ability. As it penetrates multiple targets, it can be used to clear jungle camps or minions waves quickly. However, it should always be fired through a brush, otherwise the damage is really low and it is quite easy to dodge. When fired through a brush, this also heals a little bit of health, so it can be used for brush-checking (If an enemy is in the brush, you will get healed if you hit him).[/spoiler]
[rule]
[b][u]W (Seizing Rootage):[/u][/b]
[b]Passive:[/b] If [color=#008000]Filona[/color] doesn’t move for a second or longer, roots are spreading from her location with a speed of 200 up to a maximum range of [color=#ffff00]600[/color]. Spreading speed is increased to 300 if Filona is inside a brush. Roots are not visible to enemies and grant vision of the covered area. They are removed upon moving.
[b]Active:[/b] Roots become visible and instantly expand as if Filona stood still for 2 seconds, slowing enemies inside their range for [color=#808000]25/27.5/30/32.5/35%[/color]. After 3 seconds, the roots converge, dealing [color=#ff8000]60/90/120/150/180 (+25% of ability power)[/color] magic damage to all enemies within the radius and snaring them for 1-1.5 seconds (the closer to the center, the longer the snare)
[color=#ff0080]Cooldown: 24/22/20/18/16 seconds[/color], [color=#00ffff]Cost: 80/90/100/110/120 Mana[/color]
[spoiler=purpose]This is one of your main tools for escaping and one of your most powerful teamfight spells. In lane, you can stand still and let your roots expand to foresee enemy ganks with their vision. Its active is devastating in teamfights if used correctly, yet requires you to stand still for a while to gain maximum effectiveness. If casted while moving, the covered area will only have a range of 200 (300 if you were inside a brush). The high cooldown and mana cost on this ability also requires careful use.[/spoiler]
[rule]
[b][u]E (Untamed Nature):[/u][/b]
[color=#008000]Filona[/color] unleashes the power of nature to grow an area of brush in the chosen path ([color=#ff8000]maximum length: 800/850/900/950/1000[/color]) for 5 seconds. Your team’s vision is not affected by the brush, enemies inside the brush are revealed. During that time, the movement speed bonus from her passive is increased to [color=#00ffff]150/175/200/225/250[/color].
[color=#ffff00]Cast Range: 1000[/color], [color=#ff0080]Cooldown: : 14/13/12/11/10 seconds[/color],[color=#00ffff] Cost: 80/90/100/110/120 Mana[/color]
[spoiler=purpose]This is [color=#008000]Filonas[/color] defining skill. It might seem rather useless in the first place, as it doesn't do any damage and is a fairly unreliable gapcloser. Nevertheless, it has so much uses. You can simply use it for the passive buff, or you can use it to grant area vision over a wall or in brushes. In lane, you can simply cover yourself or your minions in the brush so the enemy can't see what's going on. You can also use it for juking by creating a brush path to hide you, while secretly escaping through another brush. In addition, it can be useful to activate it for the enhancement on your Q or W. It can even be used while ganking to sneak through enemy wards (they can see the brush, though, if they are paying attention). In team, pop up the brush in between your 2 teams so the enemy can't see whether you are escaping, engaging or just poking. You can grow a path of brush under buffs, dragon or baron to prevent the enemy from smite-stealing them (No vision - no steal). You see, though the skill is unconventional and doesn't offer any damage, it is extremely versatile. As the brush grows in the path of your mouse, it can gain any shape, but is also hard to use appropriately.[/spoiler]
[rule]
[b][u]R (Power of the Woods):[/u][/b]
[color=#008000]Filona[/color] teleports to the chosen location (briefly knocking back nearby enemies) if the location was covered with roots (elsewise, she will stay in place). She is transformed to tree form for 10 seconds, disabling movement (therefore also immune to knocks). During that time, her armor and magic resistance are increased by [color=#ff8000]40/50/60[/color] and her basic attack range is increased to 600. She drains energy from nearby spells to slow enemies inside a radius of 600 by 4% for 5 seconds (stacks up to 5 times) and to heal nearby allies by [color=#00ff00]10/15/20 (+3% of ability power)[/color] for every spell used within a range of 600. Her basic attacks deal an additional [color=#ff8000]50/70/90 (+20% of ability power)[/color] magic damage and can either pull enemies towards her or knock them back for a distance of 300. Clicking R again while casting switches between pull and knockback, a single target cannot be affected more than once every 3 seconds. Starts with pull effect on basic attacks.
[color=#ffff00]Range: 600[/color], [color=#ff0080]Cooldown: 160/130/100 seconds[/color], [color=#00ffff]Cost: 150 Mana[/color]
[spoiler=purpose]This ultimate is a real gamechanger if used correctly. It offers insane sustain with resistances and heals nearby allies for every spell casted within a certain range, aswell as slowing enemies in range. On top of all that, it fills in the missing damage and hard CC of your kit, by enhancing your autoattacks in a unique way. If used skillfully, you can choose which enemies to pull and which enemies to knockback, which is an insane way of peeling as well as picking the important targets right in your team. Grabbing an enemy ADC while knocking back their assassins and tanks in a teamfight can win the game. Nevertheless, a quick enemy can easily escape her grab by using [[Flash]] or a dash/jump-ability. On her own, she cannot even hold an enemy in place with this for more than 4 seconds before he walks out of range, so the skill is also very team reliant. Little negative side effect: You cannot move at all during your ultimate, which means if your allies are attacked outside of your range, you're screwed.[/spoiler]
[/spoiler]
[color=#808000][h2]Suggested Build:[/h2][/color]
[rule]
[Spoiler=Build]
[u]Masteries[/u]
For masteries, go 9/0/21, with 9 points in offense for [[Arcane Knowledge]], and 21 in utility for insane speed, mana regeneration and 9% CDR right at the start of the game. You can also go 9/21/0 for more tankiness, but your passive, ultimate and tank items usually make you tanky enough, at least in endgame.
[u]Runes[/u]
I suggest MPen Marks for additional damage on your abilities, Armor Seals and Scaling MR Glyphs for increased resistances as well as MS Quints for faster engagements and escapes.
[u]Summoner Spells[/u]
[[Flash]] for chasing, engaging, escaping, or for positioning for a perfect ultimate.
[[Ignite]] makes up for your lack of damage and adds a little bit of killing power.
[u]Items[/u]
[[Mercury's Treads]] will greatly help you against kiting, as it reduces CC time. It also makes you tankier.
[[Randuin's Omen]] is a must-get item. While getting extra armor and health is always nice, you primarily need the active. With the active slow together with your W, you can keep enemies in range for more grabs with your ultimate.
[[Warmog's Armor]] gives you a huge chunk of hp, as well as awesome regeneration. As you get insane tanky stats with your ultimate, getting health is the best option to get tanky.
[[Liandry's Torment]] gives you a lot of damage, as enemies in your range will always be slowed by your W or your ult. Also gives you health and more damage with MPen.
[[Spirit Visage]] gives more MR, health and increases regeneration. As your damage and utility is very cooldown reliant, you also need the 20% CDR.
[[Abyssal Scepter]] gives you insane MR, as well as increasing your damage to all nearby enemies by reducing their MR.
[/spoiler]
[color=#808000][h2]Time to summarize[/h2][/color]
[rule]
[spoiler=summary]
[color=#008000]Filona[/color] is an insanely mobile AP tank (with a brush, speed runes, speed masteries and Tier 2 boots at level 18 she can get to 460 movement speed, even without her E), providing powerful AoE CC and utility. In lane or jungle, she can self-sustain with her Q. She can escape or set up ganks with her W (For full effect you need to stand still a while, though). Her ganks don't provide much killing potential pre 6, but can get much stronger once she hits level 6.
She offers unique utility with her E, yet suffers a lack of damage and is therefore reliant on her team to be effective (weak 1v1 power).
If used correctly, her ultimate can turn the tides of a teamfight, but it also involves a high risk of failing it as it can't be cancelled. [color=#008000]Filona[/color] is hard to dive thanks to her ultimate, and also excels at peeling for her carries in a defensive position.
One last question: Why is she female?
When I had a look at the tanks in LoL, I found a lack of female characters in that role. Besides [[Sejuani]], who just looks tanky because of her Boar, there is no female tank. I made Filona a female character for 2 reasons: I had a lack of creativity when it came to fitting names for male characters, and I wanted a character where you can't instantly see the tankiness just from his shape, but are surprised about how resilient she is when you encounter her.[/spoiler][/quote]
Feel free to have a look at one of my champion Guides:
Let's start with the Background/Lore idea
Now, we move on to the classification/purpose of Filona
Now, let's move on to the stats:
Her abilities:
Suggested Build:
Time to summarize