[Champion Concept] King Myronn - The Demi-god of Dreams (AD healer/ dream realm champion)
http://i68.tinypic.com/3483e6u.jpg
I walk the path of peace. I bring order and purpose into my followers. Creatures of chaos falls before my incorruptible resolve as i walk my path. Strength in unity and unity is the strength, so follow me into better tomorrow, follow me in the path of order. I am the king, i am the shield against chaos and evil, so i will stand against my enemies and i will never fall for anything, because the king should be the last one to fall and the first one to rise. I am the one who can not be moved by evil, so follow me and fight for peace. Follow me and believe in me, because i believe in you. -- King Myronn's speech before taking over two planes of the dream realm.
Table of content:
- Stats
- Kit
- Unique tools
- Math for abilities
- personal thoughts on the kit
- Lore
- Quotes
- Other
#1. STATS
HEALTH: 641 – 2125 ATTACK DAMAGE: 54 – 130 HEALTH REGEN: 7.7 – 22.4 ATTACK SPEED: 0.625 (+0% – 26.4%) ATTACK RANGE: 155 MANA: 386 – 1452 MANA REGEN: 10.4 – 22.1 ARMOR: 25.9 – 88.8 MAGIC RESIST: 42.1 – 63.4 MOVEMENT SPEED: 335
#2. KIT
.................................................................................................................................................. Passive Aura of Iron Resolve Heal nearby friendly champions (you are not included) for 7/9/11/13/15/17/19/21/23 (+5% of your AD) health every sec. In addition, your basic attacks can not be critical, but your healing can (have same change as your chance to score a critical strike). Critical heals do 200% of normal healing. However, only your abilities can critically heal (so healing from items can't be critical). However, your active heals can not heal single ally for more than 15% of your max health per ability cast. This doesn't limit healing done with your Final Fortress. Range: 400 ..................................................................................................................................................
~~ ~~ .................................................................................................................................................. Q Sacred Land Target an area and bless it with out power for 4 sec. After 4 sec it will trigger:
If there are not enemy champions in the blessed area when it triggers: heal all allies in the blessed area for 80/110/140/170/200 (+80% of AD) health. Healing is distributed evenly between all allies. If there are at least one enemy champion in the blessed area when it triggers: deal 60/85/110/135/160 (+100% of bonus AD) magic damage to all enemies in the area and root them in place for 1.5 sec.
Cooldown: 18/16/14/12/10 sec (after area triggered) Mana cost: 65/67/69/71/73 Range: 650 Range of AOE: 240 ..................................................................................................................................................
~~ ~~ .................................................................................................................................................. W Relieve/ Repent Relieve: heal friendly target (can't be used on yourself) for 40/60/80/100/120 (+50% of AD) (+10% of target's missing health) health over 2 sec while channeling. Cooldown: 8 sec (starts after you use Repent or after 6 sec) Mana cost: 80 Range: 500 (if target moves out of this range, then ability gets canceled)
After using this ability to heal, it will turn into other ability for a single use within 6 sec:
Repent: target an enemy and cause him/her to suffer 60/90/120/150/180 (+50% of AD) (+45% of healing done with Relieve) magic damage over 2 sec while channeling. You can move while channeling, but your movement speed will be reduced by 30%. Mana cost: 30 Range: 565 (if target moves out of this range, then ability gets canceled) ..................................................................................................................................................
~~ ~~ .................................................................................................................................................. E Chosen/ Castling Chosen: buff friendly champion for 140 sec. Only one champion can be buffed at one time. Buffed friendly champion will deal 10/14/18/22/26 (+10% of your AD) bonus physical damage with his/her basic attack and take 20% less damage from neutral jungle monsters. In addition, buffed friendly champion heal himself/herself for 120/140/160/180/200 health whenever he/she kills big/epic jungle monster. Range: 450 Mana cost: 160
When you have buffed any friendly champion, then this ability morphs into other ability:
Castling: increase movement speed of friendly champion affected by Chosen by 30/35/40/45/50% for 3 sec while he/she is moving towards you. If used when he/she is within 600 units of range to you, then you instantly blink to his/her location. Cooldown: 20 sec Mana cost: 55/60/65/70/75 Range: 1200 ..................................................................................................................................................
~~ ~~ .................................................................................................................................................. R Final Fortress Passive: every 30/25/20 sec you generate a charge. Your next basic attack will consume this charge causing you to deal 100/140/180 (+45% of bonus AD) bonus magic to your target and stun him/her for 1.75 sec.
Active: gather all your power into your shield and release projection of your shield into targeted location. This projection will deal 80/130/180 (+100% of AD) magic damage to all enemies it passes through and destroy all artificial terrain created by enemy team. When it reaches its destination, then projection remain in that location for 4 sec radiating healing waves every sec and healing allies for 80/100/120 (+25% of AD) health. After 4 sec or when you reactivate this ability again, this projection will return to you dealing same damage to all enemies it passes through. In addition, its synergies with your other abilities:
If it passes though your Q: then it will cause blessed area to trigger instantly. If you use Repent on enemy who is withing 375 units of range to your shield projection: inflict fear into your target for 1 sec. If your shield projection touches friendly champion affected by Chosen: then projection will stick to him/her increasing his/her protections by 40/50/60.
Cooldown: 120/110/100 sec Mana cost: 140/145/150 Maximum range: 900 Range of healing waves: 295 ..................................................................................................................................................
#3. UNIQUE TOOLS
Whenever you visit your base/fountain, you will be able to build a single shrine (you can destroy old one for free and then start to build new one) for 1k gold. Shrine takes 4 min to be built. You can build only one shrine. Each shrine gives different benefits:
Shrine of Treasure: cause you to gain 6 bonus gold every 5 sec. Also, all other friendly champions will get 1 bonus gold every 5 sec. Shrine of Recovery: increase passive health regen of friendly champions by 25% while they are in base (your base). Friendly champion get fully healed instantly after returning to the base through Recall (if game rules allow healing in the base/fountain). Shrine of Hope: increase health regen speed of towers and inhibitors in your base by 25%. Also, inhibitors will respawn 15% faster. Shrine of Peace: after one of your towers/inhibitors get destroyed, no other friendly tower/inhibitor can be damaged for 3 sec.
#4. MATH FOR ABILITIES
At max level with full build
Build:

Masteries: link
Runes: link
AD: 130 base, 179.6 bonus Health: 4075 Critical strike chance: 20% Cooldown reduction: 25%
All healing increased by 10% from Windspeaker's Blessing keystone mastery. Max healing cap for a single ally per ability (except R): 611.3 Passive healing: 45.6 health per sec; can critically heal for 91.2 health. Q healing: 492.5 health; can critically heal for 985 health. (don't forget that healing will be distributed between all affected allies and single ally can not be healed for more than 611.3). Q damage: 339.6 magic damage. W healing: 302+11% of missing health; each tick can critically heal. W damage if you healed for about 500 health: 559.8 E bonus damage: 57 physical damage. R passive damage: 260.8 bonus magic damage. R damage: 489.6 magic damage. R healing per wave: 217.1 health, can critically heal for 434.2 health. R maximum damage to a single enemy: 979.2 magic damage R maximum healing for a single ally over 4 sec: 868.4 health; 1736.8 if all waves critically heals.
#5. MY OPINION ON KIT
Passive Good early and offers a little extra time in lane for ADC (if you are support). It's negate some of poke damage from poke-heavy enemy team. While it doesn't offer too much healing, but it is still a decent and solid passive. Works well with ADC who have no form of self healing and/or have shorter range. Also, is good against most poke-heavy supports who relies only of their pokes.
Q Decent for retreating or for wombo combo moments. I can be counter-played, but is can be used for many different things. Uses:
- Place in where your ADC is to heal him (better far away from your minions)
- Place where you expect a fight to happen. Counter-plays:
- Move into that area. You will deny huge heal and will receive only low damage. Although, be careful, because it also will root you.
- Move out of this area. It have 4 sec trigger (but it can be triggered with R), so you will have some time to get out. More allies are inside, less healing each of them will get, so try to heal only champions and your team mates with high health should move out of it. Also, you could combo it with R into instant root when you engage into fight or when you are running away.
W I deals more damage the more it healed. Pretty fun and good thing for support. You will not be able to move while healing, so this should be used when retreating or after heavy pokes. Enemies will be able to see when you are healing, so they can use that against you. Chose right time to use this ability, don't use this in the middle of team fight. Also, enemies can break free from damage by moving away and you can't really chase while your movement speed is reduced, but you still can move while damaging.
E Yeah. Game starts -- put it on your jungle. When he/she ganks, then activate it. Simple, effective, unique. It helps your jungle to continue jungling and increase chances of successful ganks. Also, you can put E on yourself, but then second part of it becomes inactive.
R I can't even begin to name how many uses this simple ability have. It is extremely versatile and can change whole team fight in your favor. Jarvan used his R on your ADC? Destroy his artificial terrain. Your jungle is a tank and he engages on enemies, then support him/her with healing and bonus protections. Snipe enemies. Create favorable places to start a team fight. Force enemies to move out of certain location. All these and much much more. Simple ability, but it offers so many uses.
#6. LORE
The first being born in the Dream Realm. He was created by the creators of this realm and was their first living being made there. At first, creators were just curious what they could create, where is the limit in this world of dreams. They didn't care about what will happen to their living creations after they were done. Some were thrown into plane of nightmares, others were put into use to serve some kind of purpose.
Myronn was given a purpose. To observe and keep the plane of kings. Tend to plants, protect the animals and do what was needed to be done. That was his role, his only job. Yet, he wasn't mindless drone and had will of his own from the very beginning. He wished to do great deeds, to serve a greater purpose. His only wish was to stand for something more, something important. Yes, he wished to be the most important being in whole dream realm.
When creators disappeared and realm was left alone, then Myronn become free to do what he wants. He wandered through the plane, met other dream beings, trained and got stronger. Weaker dream being started to follow him, depend on him. He inspired other dream beings, made them into his loyal followers. When Myronn got strong enough, he migrated with all his followers into plane of sanity. There he gather all sane dream ghost, built his empire. From magicians, to foot soldiers, more and more dream beings got under his rule.
But, what to do with army of dream beings? People need a purpose, even in the dream realm. He wanted to give them their purpose, give something they could work hard for. Myronn named himself the king and promised to conquer whole dream realm and rule it, give dream beings reasons to exists. He promised to build this realm into something what it was promised to be. And so, he returned to the plane of kings, convinced other elder dream beings to help his cause.
Two planes fall under his rule. Myronn took them not by force, but by showing a purpose to exist. Sooner or later he would have taken whole dream realm under his rule, but something happened. Golden Stag of the plane of kings shower him a vision of world beyond dreams -- Runeterra. World in chaos, world in war. Something which could know peace under his rule, something which could be united. So, Myronn set his mind on taking real world under his rule, show it his own path.
Myronn gathered strongest dream beings under his rule. They together used their powers in order to open a gateway between two world and Myronn stepped into Runeterra. Yet, he was the only one, because as soon as he entered real world, the gateway closed behind him. Now, king away from his kingdom have to start over. He can rebuild a new kingdom in the Runeterra.
#7. QUOTES
Upon selection -- I will unite this world.
Attacking -- Surrender yourself. -- Don't fight against the order. -- Let me show the path of peace. -- Don't struggle against the light. -- I will purge away the evil in your heart. -- I am the justice. -- I am the king.
Movement -- Follow in my path. -- Against he chaos. -- I will show them my resolve. -- My will can not be broken. -- I am the shield of light. -- Last stand against the darkness. -- Light shines in my path. -- This war will be the last one. -- I will lead them into peace. -- Listen to the call of the light.
Taunt -- Abandon your evil desires and chaotic thoughts. You can't stand against me. -- I am ultimate order and i will bring peace whether you like it or not.
Joke Sings like Robert Palmer -- I am simply irresistible. -- I am simply unavoidable. -- I am powerful force. -- I will make you feel things you never felt before.
Using Q -- No evil allowed.
Using W to damage -- Repent your sins.
Using R -- I will not fall.
Killing enemy champion -- I am sorry this had to happen. -- I wish i could have saved you.
When nearby ally champion dies -- Nooo! -- I acted... too late...
#8. OTHER
Stats overview So, he should be played as support, but what stats really mater. Well, with high AD and crit strike rating he could do massive heals, but his heals are limited by his max health. So, i think this stats order should be followed when building his times: HEALTH>AD>CRIT>AS. Health increase your tankyness (you can take more damage before dying) and increase your maximum healing cap. AD increase your healing and damage. Crit allows some a lot greater heals with a chance, but you should really depend on it. Attack speed is kinda less valuable stat to you, because you should usually be healing people and use your abilities to do damage, not your basic attacks.
Roles overview Well, he was intended to be support, but i think people could also play him jungle or top. His Q would always heal him for maximum power while in jungle and he could add some presence in the pane after putting E other team member. Also, you can buff yourself with your E, but then second part of this ability couldn't be used (you can't move toward yourself). Still, i think that he is most fitting to be support and all other roles wouldn't be very fitting.