Cost: 150 credits
*insert gif description
C - [Chime Wire] (players might call it: bell or ding)
Stat
Reset after
Charges
Audio Range
Duration
Max length
Value
4 seconds
2
30 meters
0.8 seconds
16 meters

Description: Equip a tiny silk-wrapped bell trap on a
thread. Fire to place it on any surface like a
wall, floor, ceiling, door frame. It is invisible except for an
extremely faint silk thread outline barely visible at close range.
When an enemy crosses the trigger thread, the bell sounds to
teammates and enemies alike. It does not deal damage. It
does not reveal the triggering player on the minimap.
It simply rings, once, loudly enough for anyone nearby to hear.
The trap resets after ringing and can trigger again after a
4-second cooldown. It persists until destroyed
Cypher trips (closest visually) can be seen here https://youtu.be/OtiN-CFyCmU?si=0gm8i3pu7EnvFXr6&t=552
Design Intent The both-teams-hear-it rule is the unusual design choice that makes Chime Wire distinct from
every other sentinel trip. Cypher trips reveal. Killjoy alarms reveal. Chime Wire just makes a sound and both
teams hear it. This means Fir's team gets a clean audio cue that movement is happening at that location. But
the enemy team also hears it, which tells them that Fir knows about their push.
This creates mind games: does the enemy team push again knowing Fir is watching? Does Fir rotate knowing her
flank is moving? Does a lurker bail because they've been acoustically spotted without being revealed? The trap
rewards whoever acts faster on the information. It also punishes Fir's team if they're not listening, the bell rings
for everyone, but only the team that was waiting for it gets real value from it.
The 4-second reset makes it a persistent presence rather than a one-time alarm, a held position can trigger
it multiple times across a round, keeping both teams alert.
Counterplay: shoot it before passing (it's fragile) or move through it and accept the ring if the timing is right
a bell ringing at a weird moment can be misinformation and baiting the ring could be interesting
Cost: 8 orbs
*insert gif description
X - [Floare] (Ultimate)
Stat
Orb Cost
Nearsight
Duration
Diameter
Value
8 orbs
3m
8 seconds
18 meters

Description: Fir raises her hand and releases a dense wave of woven flowers that sweeps forward from her position in a wide, slow-moving front roughly 18 metres wide and travelling at a steady walking pace across the map. The flower storm moves in a straight line in whatever direction Fir is facing when she activates it, passing through walls and terrain. Any enemy caught in the front as it passes through them is nearsighted (severe vision reduction to about 3 metres, similar to Reyna's Leer) and slowed to 40% movement speed for 4 seconds. Allies are not affected. The storm itself is visible and lasts for 8 seconds as it travels before dissipating, covering roughly 25–30 metres of map distance at its travel speed
nearsight effect can be seen here
https://youtu.be/OtiN-CFyCmU?si=JEjFFdZdGX0zn3P5&t=1434
Design Intent: Floare is a map-wide herding tool. It creates a slow, unavoidable wall of disorientation that moves across the map as enemies can try to outrun it (if they know it's coming and start moving immediately), duck into a room it passes by, or get caught in it and be blind and slow for 4 seconds. The key design decisions are the travel speed (slow enough that it feels ominous, fast enough that you can't just walk away casually) and the width (wide enough to cover most corridors and open sites, not so wide it covers the entire map).
On attack it functions as a post-plant pressure tool: send Floare toward the retaking team's approach path and they arrive at the spike blind and slow. On defense it can push an entrenched enemy off an angle or flush a lurker out of position. It rewards Fir for knowing the map geometry, understanding which direction to fire it in is everything. This ability aimed down a long sightline into the enemy's likely path is devastating. One fired into a wall or toward empty space is wasted. There is genuine skill in the cast direction, which gives it a higher ceiling than a simple AoE activation
Counterplay: run perpendicular to the storm's travel direction (it moves in a straight line, not a dome); retreat quickly into a room or corner it can't cover; listen for the activation sound and pre-rotate before it reaches you
Cost: signature so free
*insert gif description
E - [Stitched up] (players might call it: mat, carpet) (Signature)
Stat
Cooldown
Charges
Toss range
Diameter
Tether duration
Value
40s
1
16m
8m
3.8 seconds

Description Equip a bundled silk weave. Fire to toss it onto
the ground in a short arc, it unfurls into a 5-metre disc of
thread, barely visible to enemies as a faint ground-level
shimmer. The weave sits dormant until Fir activates it
with the same input key. On activation, silk threads erupt
upward and lash around any enemy standing on it, tethering
them in place for 2.8 seconds. Tethered enemies can shoot,
look around, and use abilities, but are slowed to a slugish
movement speed.After the tether expires the weave dissolves
Tether effect can be seen here https://youtu.be/OtiN-CFyCmU?si=JEjFFdZdGX0zn3P5&t=1434
Design Intent: The two-step activation is the entire design. Unlike Deadlock's cage which is fire-and-forget, Stitched up rewards Fir for reading the moment as she places it early in the round and activates it when an enemy is mid-rush, mid-peek, or mid-plant animation. Timing the press is a skill with a high ceiling. The faint visibility is intentional counterplay baked into the design: a careful enemy who's watching the ground can see it and step around it or just not step in it at all. A rushing enemy or one baiting angles won't notice until the threads hit them. This also means Fir has to place it somewhere plausible and not in the open where it's obvious and she has to be alive to activate it, which keeps her on the map rather than abandoning her setup. The 40-second cooldown means she gets it back most rounds but not every round if she uses it early.
Counterplay: watch the floor on entry and look for the shimmer, step over or around it before or after Fir activates, kill Fir before she can press the activation, flash or smoke the area forcing Fir to guess on the activation timing
Description Equip two silk anchor points. Place the first anchor
on any surface, then place the second up to 8 metres away. Once
both anchors are placed, press the ability again to raise the
curtain which is a woven silk veil that pulls upward between the
two points, reaching about 3 metres tall and conforming to the
terrain between them. The veil blocks all sightlines through
it (complete visual block, like a thin opaque smoke) but does not
block movement and players can run through it freely. It lasts
4 seconds before dissolving. After it dissolves, the anchors remain
on the surfaces and Fir can raise it again with the same input but
it takes 18 seconds to recharge between raises
Cost: 250 credits
*insert gif description
wall effect can be seen here https://youtu.be/OtiN-CFyCmU?si=77VL-DXGq-n0nzLg&t=1579
Design Intent Sleeve is a contextual wall that Fir sets up in advance and deploys in the moment. Because placement
is separated from activation, she can pre-position the anchors in a smart location at round start and pop the veil at
exactly the right time as she could block a defender's sightline as her team pushes through, or cut off a crossfire
angle for 4 seconds while she repositions. The 4-second duration is intentionally very short: this is not a Sage wall.
It buys a moment, not a hold. But the recharge means she can raise it again 18 seconds later in the same spot, which
makes the anchor placement persistent value.
The passable veil is what separates it from a wall. A Sage wall is a barrier. Sleeve is a screen and allies can run
through it as cover, but there's nothing stopping an enemy from running through it too. In a retake, this is
powerful: Fir's team can move through their own screen while defenders are blind. But it cuts both ways and a bold
enemy can charge straight through it
Counterplay: push through the veil aggressively as it doesn't stop you or time the push for when the recharge
is mid-cycle
Q - [Sleeve] (players might call it curtain)
Stats
Cooldown
Charges
Range
Duration
Value
18s
1
up to 8 meters
4 s

AGENT OVERVIEW
Agent Name: Florentina Brumă
Codename: Fir
Country of Origin: Moldova
Role: Sentinel
Archetype: Lockdown site/occasional lurker
DESIGN PILLARS
1. Patience over reaction Fir's kit is built around setting traps before she needs them and choosing the exact
moment to spring them. Stitch sits dormant until she decides the time is right from info. Loom anchors are placed
early and raised in the moment. She is not a reactive agent she is a patient one, and her value comes from reading
the round before it happens
2. Sound as a weapon Bellwether makes noise for both teams. Bloom is visible and audible as it travels.
Even Stitch's activation has a distinct audio sting. Fir plays the soundscape of the map as much as she
plays the map itself as she creates audio events that force both teams to make decisions, and her team wins by
playing well around that information
3. Soft control, not hard denial Fir does not hard-block entries, does not instakill, and does not permanently
seal space. Everything she does creates a sense of friction. A tether that roots for a few seconds, a curtain that
blocks sight but not bodies, a flower storm that slows and blinds rather than kills. She makes the enemy's plan
cost more than they budgeted for, and gives her team the window to capitalize. She is at her weakest when her
team does not act on the windows she opens
LORE & BACKGROUND
Tone: frustrated but still young and full of hope
Motivation: still trying to find her place in the world as a mutant / can't accept it but will use it for her own sake
Flaw: will follow others blindly especially if she thinks she owes them something
Relationships: tries to be very close to Deadlock as she saved her and they both knew each other while working
for Kingdom, but Deadlock looks at her with suspicion as she lost an arm in a Radiavore-linked accident.
Goes along alright with everyone despite being shy, except Cypher, as she finds his whole orientation towards
spying on her life before Valorant extremely irritating
Visual Design References (placeholder -> swap with final art)
Personality & Voice
Origin Story: Fir worked for a long time for Kingdom Corporation as a specialist agent that escorted high
ranking officials to and from wherever they needed to go. One day on one of these escort missions a Radiavore
silkworm that was being held as a pet by one of the officials escaped containement and crawled into one of the
ships bedrooms and lodged itself under Fir's skin. After a hard night of fevers and her body trying toi reject the
parasitic silk worm they flew her back to the masinlanmd where she desperatly tried to find help. She spent two
days alone trying to find someone who could help her while being feverish, barely coherent, the silkworm deeper
in her skin each hour before VALORANT Protocol found her first. It was Deadlock who made the call. They'd
crossed paths briefly during Fir's Kingdom years and Deadlock recognized something in the situation worth saving.
She brought her back to headquarters, got her stabilized, and stayed closer than strictly necessary during the
recovery. The silkworm never came out. At some point Fir's body stopped rejecting it and started incorporating it.
The radianite silk became something she could feel, then something she could move, then something she could use.
Alpha version quote:
bla bla bla
Omega version quote:
bla bla bla
ABILITY ROSTER
AGENT SYNERGIES & COUNTERS
PLAYER USAGE GUIDE
agent silouhette holding an operator

ABILITY COMBO FLOWCHART (default use)
Attack Side
Round starts -> Place [C] Chime Wire on the flank or rotation path to protect the push -> Place [E] Stitched Up on site entry and hold activation -> Duelists begin the push -> activate Stitched Up the moment enemies step onto it -> Pop [Q] Sleeve between the two anchor points you pre-placed to block the crossfire sightline while enemies are tethered -> Save [X] Bloom for the post-plant, sending it toward the retaking team's approach path
Defense Side
Round starts -> Place [E] Stitched Up on the primary entry and hold activation -> Place [C] Chime Wire behind it on the secondary choke -> Wire rings, confirming the push is live -> activate Stitched Up to tether the entry player mid-push -> Pop [Q] Sleeve to cut off the second wave of the execute while your team trades the tethered enemy -> If site is lost, send [X] Bloom down the retake path before your team swings
Balance Levers
Synergies
Agent
Raze
KAY/O
Reason
Fir activates Stitched Up on a tethered enemy Raze walks up and drops a Blast Pack grenade at
their feet. They can't move and it always connects
ZERO/point suppresses a defender mid-site. Fir activates Stitched Up on them immediately
no dash, no ability, no escape. A suppressed and tethered enemy is a free kill for anyone holding
the angle or KAY/O could throw his molly there
Counters
Agent
Sage
Yoru
Reason
Slow grenade punishes grouped pushes through Sleeve and her wall overlaps Fir's site-sealing role
Decoys trigger Chime Wire and bait Stitched Up activations, Fir blows her signature on a
clone and Yoru walks in behind it or fakes because of it
Target Benchmarks
The primary tuning knobs for this agent are:
[E] Stitched up Tether duration and weave visibility
intensity
[C] Chime Wire Audio range and reset cooldown
[Q] Sleeve Veil duration and recharge time
[X] Floare Travel speed and nearsight duration
This agent's value should appear in more coordinated high skill pro-play then casual ranked gameplay
Metric
Target pick rate
Target win rate
KDA
ACS
Target
~11 to 14%
~50% will probably be lower
0.9 - 1.1
165 - 195
All balance numbers are design targets subject to iteration. Visual elements (gifs, concept art) are placeholder and all final
assets can be dropped in at any time
costume and color palette
cultural references
designer's note
This project is a personal portfolio piece and is not affiliated with, endorsed by, or created in collaboration with Riot Games.
All work presented is independently produced and intended solely for demonstration purposes
*Credits for the clips of gameplay go to Syrekx on youtube from this video:
Don't
Place Sleeve anchors in obvious spots at round start,
enemies who spot them early will destroy them and
deny the recharge all round
Activate Stitched Up when only one enemy is barely
clipping the edge of it, wait for the enemy to be fully
committed onto the weave before pressing
Waste Bloom on a round your team is already winning
comfortably it is a comeback and pressure tool, not a
cleanup one
Place Chime Wire somewhere you cannot rotate to or
act on a wire that rings on a flank you've already
abandoned gives your team nothing
Activate Stitched Up without telling your team, this is
the single most common way Fir's value gets wasted, a
tethered enemy with no one holding the angle is a free
kill on Fir
Use Sleeve as a panic button mid-duel, both anchors need
to already be placed for it to raise, it cannot be deployed
from scratch in a reaction situation
Do
Place Stitched Up at the start of the round and
hold the activation because the longer it sits
dormant, the more likely an enemy rushes
over it without checking
Pre-place both Sleeve anchors before the execute
begins so you can raise it instantly when the
moment comes rather than fumbling the
placement under pressure
Listen for Chime Wire actively every round it
is only useful if you act on it immediately, and
so is your team
Communicate Stitched Up activations to your
team before you press it so someone is already
holding the angle when the enemy is tethered
Use Bloom offensively on attack as a post-plant
tool rather than saving it purely for defense,
a retaking team caught in it on a long corridor
cannot reach the spike in time
Play close to your Stitched Up placement so you
can capitalize on the tether yourself if no teammate
is nearby
Things to do still ->
ability gifs and agent drawing, link to video to showcase ability
make the moodboard and cultural references board