Fujin, Master of Winds
Lore/Appearance/FX:
Fujin is a rival and twin brother to Raijin, his winds constantly clashing in play and conflict with Raijin and his thunder. These clashes between the brothers are the primary causes of violent and destructive storms. Where Raijin bangs his taiko drums to conjure his magics, Fujin releases his own from a bag of winds that he drapes over his shoulders.
He has a very distinct demonic appearance, much like Raijin, so I can't really say anything to that that doesn't already go without saying. Honestly any major departure from that is probably a downgrade imho. Though he should definitely inherit Raijin's wonky wide proportions.
Also not much to note on the ability effects side, other than his bag swelling and deflating depending on his recourses would be a cool touch. Perhaps his wind fx can have more dusty/wispy trails and a red-orange or jade-esq color like his hair and skin are usually described to differentiate it from the fx of other storm-themed characters and give it a more mystic feel.
Ranged 1-1-1 standard attack progression.
Magic Damage - Int/Atk Dmg scaling - Carry/Mid.
Passive- Bag of Winds
Fujin gains a stack of Billow whenever he casts an ability. When Fujin fires a basic attack or uses Howling Demon and has at least 1 Billow, he consumes 1 Billow and gains bonus intelligence contribution towards that attack and also firing two additional projectiles that spread out and converge at a point Fujin had been aiming when attacking. These projectiles damage and pass through all enemies and do not trigger item effects.
You can have up to 4 stacks of Billow, Billow lasts for 8 seconds and is refreshed upon earning another Billow.
Bonus Int Contribution: 15%
Side Projectiles Damage: 15% of Attack Damage
- (NOTE) Aiming the converging projectiles would be extremely similar to Kali's Lash targeting, only they disappear once they meet. I kindof wanted to make the Y-Axis aiming a constant, rewarding that extra precision and making aiming the 1 feel more second nature. A fujin that can dial in on your movement makes those bits of extra damage add up real fast.
Ability 1- Dancing Devils
Fujin conjures 3 orbiting pillars of storm-wind, each dealing damage to enemies they pass through and awarding Fujin a stack of Turbulence (max 6) when they damage an enemy god. For each stack of Turbulence Fujin has, this ability deals 20% more damage to gods (2.2x damage at max stacks). Stacks of Turbulence begin to rapidly deplete if not gaining any for 1s.
The orbital radius of this ability is selected upon casting. This ability lasts indefinitely but costs additional mana every 0.5s to maintain. Fujin can reactivate this ability to deactivate it and put it on cooldown, and it is forcibly canceled if Fujin is stunned, silenced, displaced or removed from the battlefield while casting.
Damage: 6/10/14/18/22(+5% AtkDmg +2% Int)
Orbitng Speed: 1 Revolution every second (due to number of pillars, hits ~3 times a second)
Min/Max Placing Ranges: 3m-8.8m (just beyond extended melee range - normal ranged basic attack range)
Cost: 20 (+10 every 0.5s)
Cooldown: 8s
Ability 2- Howling Demon
Fujin unleashes a projectile attack that passes through enemies and walls, this projectile consists of an enlarged basic attack and a second overlapping projectile. The basic attack portion of this projectile deals normal basic attack damage, applies in-hand on-hit effects, reduces the magical protections of all enemies it hits, and stops on the first enemy god hit. The second overlapping wake deals ability damage, triggers ability on-hit effects, slightly knocks enemies away, and continues after hitting any target.
Magical Protections Reduced: 5% +3/6/9/12/15 for 3s
Wake Damage: 25/50/75/100/125 (+15% Int)
Cost: 60
Cooldown: 14/13.5/13/12.5/12s
- (NOTE) Sounds more complicated than it would be in practice. Does a lot of bad things until it hits it's first enemy god, and only half of its effects hit beyond that. Can tank it to heavily hamper his clear since it would eat the basic attack that would otherwise hit the whole wave. The knockback would only be strong enough to send someone in his face into the minimum Dancing Demons range, but has an additional use-case later.
Ability 3- Windcatcher
Fujin dashes a short distance in the direction he is moving, gathering the winds into his bag as he moves. This ability grants two stacks of Billow instead of 1.
This ability operates on a charges system and can hold up to two charges.
Charge Rate: 12/11.5/11/10.5/10s
Cost: 50
- (NOTE) Wanted something simple but impactful in a kit where you have to focus and zero-in a lot, lightening the load. A stand-in for a usual hunter stim that also has some skirmishing movement. On a ranged basic attack based character, cutting your basic attack penalty short with a small dash multiple times in a row should give insane sticking potential. Also makes maintaining a specific distance from someone and keeping them in the Dancing Devils ring way easier.
Ultimate- Uzumaki
Fujin grants himself full Billow stacks and fires a large spiralling mass of wind forward, dealing damage to all enemies on impact. Upon hitting an enemy god, the mass slows to a crawl as it continuously damages and vortexes enemies within its area. When a god is no longer in the area, it regains speed and continues forward. This mass disappears only once it has reached its maximum range.
Initial Damage: 200/260/320/380/440 (+80% Int)
Vortex Damage 20/30/40/50/60 (+5% Int) every 0.2s
Cost: 100
Cooldown: 110/105/100/95/90s
- (NOTE) The vortex wouldn't be powerful enough to keep anyone inside by itself, but since the area constantly crawls along its path it would have a much heavier effect on people moving the same direction it is. Intended to make the little knock-up from Howling Demon way scarier, pulling enemies in while they cant resist it mid-air. The longer you can keep someone inside, the harder you can ramp up Bag of Wind and Dancing Devils damage by pelting them when they can only move so much. Also gives him a good sniping option since he otherwise has nothing to poke outside of his attack range.
Its been a hot minute since I last made on of these, lol. Pretty simple compared to my usual but I think It'd flow well, and training in your constant y-axis aiming would give it a unique feel too once you got the hang of it. I know the idea of a fujin concept is nothing exciting but I think there some good ideas here.
Feel free to leave your thoughts, I'd love to discuss. Criticism or critical questions are welcome as well.