homepage

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

homepage

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:

https://www.youtube.com/watch?v=OtiN-CFyCmU*

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

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