Raise a Floppa - The Loop
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List of champions
|5|| Perfect Execution|
Dashes in a line towards the most enemies, dealing 275 / 375 / 2000 (× AP) magic damage as she passes through and marking them for 7 seconds. When a marked target drops below 15 / 20 / 90% health, she dashes through them, executing enemies below that health threshold and dealing 275 / 375 / 2000 (× AP) magic damage to all other enemies she passes through.
|4|| Vault Breaker|
Slams his vault door into the ground, creating a fissure towards his target. Enemies within 2 hexes of him and those struck by the fissure are stunned for 2 / 3 / 6 seconds and take 100 / 200 / 600 (× AP) magic damage.
|1||Ace in the Hole|
|4|| Zap Dose|
Injects himself with "medicine", healing 35% of his maximum health and becoming energized for 5 seconds. While energized, he heals 25 / 35 / 100% his maximum health over the duration and deals 80 / 125 / 300 (× AP) magic damage to a random nearby enemy every second. At the end of the ability, he expels a burst of electricity that deals 15 / 20 / 50% (× AP) his current health as magic damage to all enemies within 2 hexes.
|5|| Colossal Entrance|
Critical strikes slam the ground, dealing 70 / 100 / 1999 (× AP) bonus magic damage to enemies around his target.
Becomes invulnerable and leaps into the sky before crashing down on the largest group of enemies. Enemies within a large radius take 200 / 300 / 9001 (× AP) magic damage and are knocked into the sky for 1.5 / 1.75 / 9.5 seconds. The lower the enemy's maximum health is compared to his, the longer they are knocked up. At 3-Star, the ability radius is larger.
|1|| Decisive Strike|
Shrugs off all crowd control effects, empowering his next strike to deal 200% AD (+ 15% (× AP) of his missing health) bonus physical damage. This ability can be cast while stunned.
|1|| Smoke Grenade|
Launches a smoke grenade towards his current target. The grenade explodes on impact dealing 150 / 250 / 400 (× AP) magic damage to nearby enemies and disarms enemies who remain within the smoke cloud for 2 / 2.5 / 3 seconds.
|5|| To the Skies! / Shock Blast|
While in melee form, gain 40 bonus armor and bonus magic resistance.
While in ranged form, gain 45 / 70 / 1000 bonus attack damage and increases his attack range to 4 hexes.
Melee - To the Skies!: Overcharges himself, becoming unstoppable and gaining a 375 / 550 / 3000 (× AP) shield for 3 seconds. He then attacks twice, cleaving enemies in front of him for 160 / 170 / 1000% AD physical damage before leaping to the skies and slamming down on his target. Enemies within 2 hexes take the same damage and have their armor and magic resistance reduced by 50 / 50 / 70% for 5 seconds.
Ranged - Shock Blast: Summons an acceleration gate, granting allies within the same row 20 / 40 / 1000% (× AP) bonus attack speed for 5 seconds. He then replaces his next 3 attacks with orbs of electricity that deal 170 / 180 / 500% AD physical damage in an area around his target. The 3rd orb has an increased area of effect.
|4|| Curtain Call|
Has a fixed attack speed of 0.9 / 0.9 / 1.4 and converts every 1% of bonus attack speed into 0.8 bonus attack damage.
Transforms his weapon into a powerful sniper rifle for his next four shots. Each shot deals 150 / 200 / 300% AD physical damage, reduced by 50% for each target they pierce through. The fourth shot is guaranteed to critically strike and deals (× AP) more damage.
|5|| Super Mega Death Rocket|
Rides her rocket into the sky, then comes crashing down near the center-most enemy, dealing 425 / 650 / 8888 (× AP) magic damage to enemies around the epicenter, and 50% to all other enemies in in a large area. The epicenter burns every unit except her for 5 seconds, dealing 2 / 3 / 4% of the target's maximum health each second as true damage, and applying Grievous Wounds for the duration.
She then swaps to her rocket launcher for the rest of combat, causing her basic attacks to explode for 200 / 210 / 888% AD physical damage in a small area around her target.
|3|| Iron Maiden|
Encases her target in an iron maiden, dealing 250 / 325 / 550 (× AP) magic damage to enemies within 2 hexes and stunning them for 1.5 seconds. If she is below 50% health, she encases herself instead, dealing damage to surrounding enemies and becoming untargetable and invulnerable for 2 seconds. Damage from this ability reduces attack damage by 30% for 4 seconds.
|2|| Wild Growth|
Enlarges 1 / 2 / 3 low health allies, granting them 325 / 350 / 375 (× AP) bonus health and knocking up enemies near them. If the ally is already enlarged, they are healed instead.
|3|| Make It Rain|
Rains 4 waves of bullets down around a random enemy, dealing 275 / 375 / 600 (× AP) magic damage to enemies in the area and applying Grievous Wounds for 6 seconds.
|4|| Command: Shockwave|
Sends out her ball towards the largest group of champions, then commands it to release a shockwave. Allies within 2 hexes gain a 100 / 150 / 400 (× AP) shield for 4 seconds, while enemies within the area are briefly knocked up and dealt 350 / 550 / 1200 (× AP) magic damage. Enemies adjacent to the ball are drawn in and stunned for 1 / 1 / 4 seconds.
|2|| Disarming Assault|
Sends Valor out at the target with the highest attack speed, dealing 200 / 300 / 700 (× AP) magic damage to the target and nearby enemies. Enemies hit are also disarmed for 2 / 2.5 / 3 seconds.
If a target is adjacent to her, she slashes with her blade in a cone towards them dealing 175 / 180 / 190% AD physical damage to all enemies within and reducing their armor by 10 / 15 / 20 (× AP). This armor reduction can stack.
If no targets are adjacent, she fires an empowered shot at her target with the same effects and refunds 20 mana.
Dips into the shadows, briefly becoming untargetable. His next attack is empowered to deal 90 / 110 / 130 (× AP) (+ 185% AD) physical damage, and is guaranteed to critically strike against targets below 50% health.
Devours his target, storing them in his belly and dealing 850 / 1350 / 30000 (× AP) magic damage over 3 seconds. During this time, the target is invulnerable to other sources of damage and he gains 30% damage reduction. If they die while inside, he either spits out a random item component they were holding, or the cost of the unit in gold. Otherwise, he spits them towards the farthest enemy, briefly stunning targets they impact. If the target is immune to crowd control, they take 35% damage instead.
|1|| Piercing Bolt|
Fires a powerful bolt towards his target that pierces through enemies hit, dealing 25 / 50 / 75 (× AP) (+ 125 / 135 / 150% AD) physical damage and applying Grievous Wounds for 5 seconds.
|3|| Personal Space|
Shields herself for 525 / 675 / 850 (× AP) over 4 seconds. When the shield expires, it deals 100 / 135 / 175 (× AP) magic damage to all enemies within 2 hexes and 100 / 135 / 175 (× AP) bonus damage if it wasn't destroyed. If it was destroyed, the ability becomes 15% stronger this combat. This effect can stack.
|5|| Chaos Rays|
Basic attacks reduces the target's armor by 70% for 6 seconds.
Summons 3 / 4 / 12 singularities to fire death rays that cut across the battlefield in a line and melt enemy defenses. To enemies caught in its path, death rays deal 360 / 420 / 1500 (× AP) magic damage and destroys 25 / 35 / 100% of any remaining shields.
|5|| Final Chapter|
Detaches from an ally and then launch 3 / 5 / 33 waves toward the farthest enemy, each dealing 45 / 80 / 247 (× AP) magic damage per wave and stuns enemies for 1 second. She then attaches to the nearest ally.
|1||Mini Inferno Bomb|
|1|| Time Bomb|
Places a bomb on the closest enemy, stunning them for 1.5 / 2 / 2.5 seconds. When the stun ends, or the target dies, the bomb explodes dealing 250 / 350 / 700 (× AP) magic damage to adjacent enemies and reducing their attack speed by 25 / 35 / 50% for 4 seconds.
|2|| Grasping Spines|
Summons vines in the row with the most enemies, dealing 325 / 450 / 675 (× AP) magic damage and stunning them for 1.5 / 2 / 2.5 seconds.