Champ Concept Semi-global range Mid Support: Myrsky, The Climate of Change

FlameHalbrdOkido·5/29/2017, 5:30:06 AM·5 votes·1,464 views

#Myrsky, The Climate of Change

https://i.imgur.com/YU1JLkz.jpg

https://www.youtube.com/watch?v=6tYdS4y6O-s

“What is nature's most terrifying song? That of a sweeping thunderstorm, billowing through the stoic mountains and ancient forest, leaving behind a trail of quivering silence.” - musicalbasics

Myrsky is the climate incarnate, old as the first rays of light that expanded the air and stirred the first winds. In his age he shaped and directed the progression of the world's species. A compulsive agent of progress that feared the extinction of creatures of this world, he sought to make them into stronger beings through extreme weather, and cultivating those that survived, that when cataclysm came those that tread the ground would be ready.

“This world has sat content and stagnant for far too long. In my absence it has grown weak and ignorant. Now that i have begun to regain my consciousness, Its time it be woken again as well with the sound of progress. I’ll have them prepared even if it kills them. Better a strong world than a weak one. Brace yourselves. If you can’t survive me, you didn’t deserve to have made it this far!”

Myrsky uses the extreme range of his abilities and roaming potential to help those around the map. He brings an ever shifting kit that will keep him unpredictable and those around him on their toes. Myrsky is designed to use the central position of Mid Lane to support anyone on his team, and challenge enemies from almost any location. Myrsky gives up pure damage threat for the extreme range and versatile utility within his kit.

Support Mage

#KIT

Myrsky has TWO Passives: Passive - Weather Wrangler: CD (static): 18 sec ( - 0.66 per lvl) Near Range: 1200 Clouds periodically spawn near Myrsky and randomly on the map forming over 1 sec, lingering for 5 min. Clouds have a 200 unit radius.

Clouds hit by abilities are displaced by them. Abilities can be cast targeting a Cloud within 1200 units creating instead a Climate AoE lasting 12 sec.

Q - Climate: Drought Radius: 750 unit Magic Damage: 1/2/4/6/8 (+6% AP) per sec Total Magic Dmg: 12/24/48/96 (+72% AP) Myrsky bakes the ground dealing DoT. Drought's DoT on a unit is doubled for 3 sec each time that unit is damaged.


W - Climate: Deluge Radius: 750 unit Heal: 20% (+ 1% per 100 AP) allies missing health Puddle Slow: 15/20/25/30/35% (+ 25% AP) Myrsky floods the area with rain, healing allies. 100 unit puddles form around champs affected by allied abilities slowing enemies.

E - Climate: Jetstream Range: 6000 Width: 500 Bonus MS: 30/35/40/45/50% Magic Dmg: 40/80/100/120 (+30% AP) Knock Back: 25-400 units (based on distance traveled) Myrsky creates a channel of gale winds granting allies MS in the target direction. Abilities, Clouds and Climates traverse Jetstream with bonus 750 MS. While inside Storm Front’s passive charges 4x as fast and releases a blast of wind through the Climate that damages and knocks back enemies by every time Myrsky moves enough units.

Passive - Low Pressure System: If Myrsky enters a Climate the ability connected to that Climate will have its CD significantly lowered. Casting the ability within the Climate, will halve the remaining duration, causing it to shrink. Damaging Myrsky reduces active Climate's durations by 1 sec for each instance of damage.

Q - Heat Wave: Range: 750 Angle: 60 Speed: 0-600 units - 1000 MS/ 600-800 units 700 MS Cost: 60 Mana CD: 8 sec Magic Dmg: 70/120/160/200/250 (+ 65% AP) Myrsky releases a wave of heat in a cone reducing enemy resistances by 25% (+30% AP) for 8 sec.

W - Rejuvenating Rains: Range: Self - Radius - 350 Total Heal: 50/100/150/200/250 (+ 50% AP) CD: 10 sec After a short delay Myrsky causes it to rain leaving a HoT AoE at the cast location that increases effectiveness over time over 8 sec.

E - Storm Front: Range: Self - Radius 375 Active (Climate) CD: 28/24/22/18/16 Passive: Clouds and Climates gain 150 MS in the direction Myrsky faces within a windy AoE. Each Cloud within range increases Mana Regen by 25% for 7 sec and grant 70 (+60% AP) Shield HP once. Every 60/50/40/30/20 units traversed Myrsky generates a stack of Storm Front indicated in the ability icon. At 100 stacks Myrsky creates a Cloud consuming the stacks.

R - Supercell: Range 1000 Radius: 600 (+ 50 per Cloud or Climate) Duration: 8 sec (+0.66 per Cloud or Climate) Dash Magic Dmg: 90/120/150 (+ 40% AP) Target Dash CD: 5/4/3 Myrsky creates a massively destructive storm Climate sending it to a target location. Clouds and Climates within range are absorbed having their radius reduced to 100 and rotate within Supercell. Climate’s effects are granted to Supercell. Within Supercell Myrsky can dash to Clouds and Climates by clicking on them; becoming lightning and damaging units he passes.

Notes: W - Rejuvenating Rains is considered a “Climate” for the purposes of E - Storm Front. Storm Front's passives does NOT move Jetstream. Jetstream cannot be absorbed by Supercell Myrsky’s Storm Front passive takes precedence over Supercell and Jetstream directional code in terms of moving Climates and Clouds.

#Playing as Myrsky

Myrsky IS the weather. Playing as him should convey the fact that Myrsky is more than a mage throwing out spells. Weather travels long distances, cover vast areas, and its effects are devastating and lasting. Once Myrsky has combined the right elements of weather in the right conditions he will do just that. Sending potent AoEs that change the Climate of a fight, and using their versatile effects to their maximum potential from within.

Most supports in the current meta stick to bot lane and their ADC. Myrsky has more range than most supports and should take advantage of that from mid lane. Using his vast reach to help any ally at almost any distance.

Being of weather Myrsky's abilities bring a variety of effects that are decent on their own but MUCH more power when he combines them. He can create Climates but his presence and action within them makes them stronger

Climates to do more than just grant stats. They create obvious goals that reward allies for completing them. Players have to act to gain the full effects.


#Strengths

Myrsky is like a storm on the horizon he takes a while to build up but once he does there's no denying his effectivness

Myrsky has huge ranges, but also exceptional roaming potential. Riding his winds along Jetstream Myrsky can traverse sections of the map in a jiffy pushing ahead or bringing along a change of forecast with him. The clouds around the map, help set up his entrance giving him some resistances and mana regen. Additionally it doesn' hurt that staying on the move brings even more clouds.

With enough investment Myrsky's effects will start to build to monstrous proportions. His Thunder and Lightning would be Heat Wave and Drought. Being Primarily Support Myrsky lacks the upfront damage of other midlaners. But catching almost any opponent within Drought primes Myrsky's withering onslaught of Heatwave after Heatwave. On the other hand Myrsky stack heal after heal and slow after slow within Deluge. And if Myrsky builds up his resources for Supercell it will be the storm to end all storms.


#Weaknesses

Myrsky straddles the squall line between Battle Mage and Enchanter, but over all has a Unique gameplay style.

Myrsky requires a good deal of investment in time and effort to be able to unlock his full potential. He needs access to clouds to unlock his climates, which keeps him on the move, and may force him to roam.

Both his damage potential and utility gated gated behind obvious build up and requirements. Depending on what he wants to do he needs allies and enemies in certain positions and for them to stay there. Myrsky will have to rely on allied cooperation to achive this

While Myrsky has the skills to stand toe-toe with most mid laners given enough set up, even he faces a headwind dealing with more than one on his own. As a squishy mid laner (primarily) Myrsky is susceptible to getting jumped on much like A Sol. Myrsky gets the most use out of his abilities with the help of allies who multiply his effect on the battlegrounds

While Myrsky is able to use his abilities more often, the effort reduces the length of time he can maintain a climate. So players must choose carefully how they act within climates. Whether or not Myrsky is within a Climate if he is damage ALL active climates will have their durations reduced.


#Lore Myrsky used to be obsessive compulsive force of change in Runeterra; Recently awakened to the distress that his work is aggravatingly far from over. Always in a constant shift Myrsky has used his natural vast and far reaching powers to shape the way the Runeterra’s creatures have progressed. Completely obsessed with the pursuit of progress Myrsky has tirelessly tested those that tread the globe in it early ages with blistering droughts, flooding rains, and devastating winds.

Those that survived were rewarded with clear days, gentle growth encouraging rains, and enriching weather patterns to help them grow. Myrsky knew that creatures were weak and that one day a disaster would come and wipe them out. It’s Myrsky’s goal to avoid that.

Eons passed and one such disaster did almost occur, the almost complete destruction of a region through the use of a World Rune. None of the beings had reached an acceptable stage to survive such an event and Myrsky collapsed his entire being and powers to compress the blast. The effect blew him to pieces and scattered his essence across the world settling into the air and ground and blessing it and future generations with abundant natural energy, giving birth to the climates of different regions, in some places the energy was so rich it imbued the residents there with it.

Still more ages past, and the natural winds gathered bits and pieces of his conscience, until he reached the edge of consciousness. Though barely awake and still weakened, he was vividly aware of the changes that had taken place.

And they were frustrating minute!

Had all his work been for nothing? Had the creatures of the earth grown content and lazy? They were unacceptably unresistant, they were still not up to par, and wouldn’t be able to survive another disaster.

It was time for the Climate of Change to resume his mantle once more.


#Quotes

I am a Force of Nature I am not just the lightning, I am not just the wind, I am not just the storm. I am the weather incarnate. You try to control my aspects one at a time. I am unrestrained! A good attempt at emulating a part of my being There is NO order to weather, it is unpredictable I am a brewing storm, a storm unlike any other You cannot withstand me I am the weather The weather is not a tool you can bend to your will Weather is not easily controlled Weather is unpredictable, uncontrollable Weather it can be a destructive force, or soothing atmosphere A storm is nothing without my power. If you don't know what is coming, you won't be able to prepare Do not hesitate, go forth at full power A foolish man hides from a storm. A strong man survives it You cannot stop a driving force Those beneath should fear what comes from above This place has changed much since I have been gone I’ll split the sky You haven't seen the storm's fury yet You cannot even begin to imagine how much you need to grow That was just a breeze! And you topple? Is my work never done? Ooh a tornado, Ooh some lightning, how about some of all of that at the same time? Too much? You creatures require so much hand holding. Hurry you don’t have much time to prepare, and you think I’m bad? Come now you have a lot of progress to make. Your progress is so so disappointing. Guess I’ll have to get back to work. Sigh, thought you’d be further along by now Don’t you just love the smell of ozone The air has a nice feel after a good rain I savor the way thunder rolls off the tongue If you can't stand the heat get out of the - Oh you already succumbed?...Is my work never done! Congrats you passed the test with dragging colors. Now get ready for the next one

https://www.youtube.com/watch?v=NyZnvH-GfnA

What is the ovation upon the daunting song’s resounding end? That of the gentle rinsing rains. Flowing in the storm’s wake, a soothing whisper of an echo to those left to enjoy the silence. They quietly offer condolences and encourage growth and a chance to withstand the next song

Bonus: Weather can have A LOT of different effects when different elements are combined differently. Here's some of the many things Myrsky can do.

  • Drought and Heat Wave due to their effects create a multiplicative damage echo as Heat Wave reduced resistances and Drought's Dot on single units is doubled every time a unit is damaged. Combine that with and Low Pressure System and Myrsky cooks opponents.

  • Within Deluge Rejuvinating Rains will slow enemies with Puddles

  • Within Deluge any allied ability effecting ANY champ will create the puddle, so allies can self peel.

  • Because Jetstream speeds Myrsky's Storm Front passive up he gets his clouds faster.

  • If Heat wave is cast and its cone touches Jetstream it will continue to the end.

  • If Rejuvinating rains AoE touches Jetstream it will travel to the end

  • Myrsky can send Drought down Jetstream and send Heat Waves down it as well Same applied for Deluge and Rejuvinating Rains

  • If Myrsky hits an enemy with an ability and IS NOT inside a climate the effects still apply BUT the duration of the Climate will NOT be reduced.

  • R absorbed climates AND their effects granting them to Myrsky and allies. Additionally since R as a climate doesn't have a normal ability... you can cast Q and W at low CD's w/o having to worry about the Climate duration running out especially since R's duration can keep on increasing. Both Deluges and Droughts effects will last as long as Supercell does

  • Any movement be it dashing, or getting displace charges Myrskys Cloud stacks

15 Comments

ModEchoing6/1/2017, 5:39:12 AM3 votes

I'm gonna guess this is your future CCOS entry?

I'm going to give a try at an experimental format for giving feedback so I don't spend an impractical amount of time, while ensuring you get some feedback to avert the deadly issue of not getting any feedback in a contest where you desperately need someone to point out your flaws.

Pros: -Awesome theme -Good variety of effects - very important for a support -Offsets large AoEs with counterplay - hit squishy support, end effect faster -Ultimate rewards clever play and set-up

Cons: -Actually overkills on the effects - everything has a different effect whether it's on the cloud or on a person -Poor damage output - mid is suicide -Huge burden of knowledge on everyone figuring out what to do with all these effects -Most of those effects, especially on the Q, are relatively low-powered and ineffectual

Suggestions:

Since each ability has essentially two parts - one on cloud cast, one otherwise - you should generally limit them to a single effect, maybe two, and make sure the two effects relate to each other. Taking the Q for instance, I'd recommend dropping the resistance shred and just making it clear it's a cone nuke that, when cast on a cloud, creates a DoT field - and that's it. No added stuff like permanently shredding resists on hit or reducing heals. With all the clouds around and the different interactions, Myrsky's kit needs to be kept simple to avoid overwhelming the player. With that example, there's a clear connection - it's either damage now, or a damage field. No ambiguity there.

Same deal with the W: if its focus is healing, it doesn't need to have a slow or grounding effect also attached to it. You want to specialize and make it clear when you should be hitting each cloud with each ability.

I'd also suggest optimizing around bot lane, not mid. The un-clouded basics are pretty decent for a bot lane support, if a little slack in CC outside of RAMMING SPEED, but if you field Myrsky in mid with this kit, you're liable to get torn up by most mages since they just flat-out hit harder than you do. The ultimate works just as fine in bot lane as it does in mid.

This looks really cool and I hope you enter it in the next CCOS. I'm keeping an eye on this.

Dai Suki da yo6/14/2017, 2:42:47 PM2 votes

I really liked it in my opinion. It was the best of all CCOS champion concepts to me. I think it should pass throught some tests and actually to see if goes effective agaisnt other midlaners or supports for example otherwise he might be knocked out from other meta-champions and thats a problem... but for a beginning u have true creativity i really have to congratulate on u because this one i gotta say the whole idea to be a weather champion looks really good with the raining and cloud thing. But i think he may need some other damage tool or to balance it out i feel like the whole thing would be good with some adjustments when actually put in game... even if his kit does not end working i am sure a lore like this would be really interesting and may need some changes to better fit the game but in general some refinement on it would totally make it a champion ! Congratulations

FlameHalbrdOkido6/11/2017, 3:52:05 AM1 votes

Man i have been trying to make a successful weather champ for over a year starting more than 12 month ago with A True Storm Embodiment post

I've tried a total of 3 times, this makes the 4th. Here to hoping ive learned something and that this one works!

Candurill6/14/2017, 10:42:09 PM1 votes

Hey there :D I'm here to give my honest opinion on your champion ^^

First of all I'd like to say that its very clear that you've worked a long time on this champion. There's a lot of passion in there and its palpable :) But there are also some things that might need a little bit of your attention...

Passive:

First of all, It took me a while to figure out just how this whole climate thing worked. I must have missed it in the passive at first and though that the climate effect was simply an extra effect on the normal ability while in a certain "climate"...Maybe describe that part of the passive in more detail, or make it more clear. You could for instance place the bonus effects within the passive in a list. HOWEVER!! I do like the idea :D It may be a bit overcomplicated for in the actual game, but it seems very interesting to work with. Another thing, I wouldn't have placed the Cooldowns, Ranges etc. next to each other on one line...it makes it hard to read and is not very pleasing for the eye. You may think that that's trivial, but judges are only human and if something doesn't read easily, it will get less points... Also: Do these bonus effects trigger when Myrsky is inside the climate, of when the ability's target is in the climate?

His Q: Nice ability :) nothing all that special about it but does the job and does it will. I do think that a defence reduction seems a bit....random....unless your thought process behind it is the enemy taking off their armour because its too warm...

The extra climate effect is a bit unclear to me...does the area deal damage and when an enemy affected by the damage is damaged by another source, the damage triples? If so then its definitely pretty strong, bordering on OP, depending on what kind of damage it will turn out to be doing...Maybe try and describe it more clearly. It's really hard to get a read on the power of this ability without clearly defined damage counts.

His W: Nice ability, healing rains, again nothing toooo special but gets the job done :) Again, I'd like to see some numbers here for me to truly see its potential...

The extra effect is a bit weird. It heals for an extra bonus of missing health, which is fine to me, makes him useful in a fight...but then you increase Health regen too....and double it in bushes...this is pretty much redundant since the heal is already going to be pretty good. Health Regen really does VERY little (unless you are a tank building health regen items) and increasing it will do nothing unless you increase it A LOT...which makes it akin to a normal HoT....which it already has...Additionally, the in bush doubling makes no sense to me...I'd like to know your thought process behind that one.

His E: Thats a big passive...It does way too much for one ability, and some don't even make sense. The stacking passive is fine (stacks for movement with a wind themed ability, perfect, don't change it) but then with 100 stacks you randomly displace people? Thats a very iffy effect for a support to have no control over...You might cause the enemy to be pushed towards your ally when you want to escape, or away from them when they want to hit a skillshot... Also: that shield....is it 5 points of health? Plus 60% AP? Why even have the 5 flat points XD thats like, hardly anything...Might just be a typo, I don't know...plus, as a support you wont be building that much AP, so 60% of nothing is still nothing... You should really tone it down to one, maybe two effects that maybe interact with other abilities. Make sure that the CC you dish out stays controllable to a certain degree!!

His R: Again, I find it really hard to understand exactly what you are doing with this ability...So this ability absorbs other climates and clouds to...do what? Deal damage? CC? It just says that "it sends an AoE to a target location". An area of effect what?

Lore: LOVE THE LORE, PLEASE GIVE ME MORE!!! At first I thought he was going to be a serious and primal force kind of type...but a perfectionistic spirit that wants to prime organisms for survival...and is very hissy about it... LOVE IT. As a Biologist I can really appreciate the will to change beings for survival and it makes sense too!! And the way you write about it just makes me smile (as in, its funny, very funny). I can see where the most work has gone into!!

Conclusion: All in all a GREAT theme and character, but a lacking kit...I'm sad to say that I was a little disappointed with it. There are soooo much possibilities with this theme, but some abilities (especially the E) just seem like randomly thrown together jumbles of effects...make the effects logical, thematically fit.... For example: Make the Heat Wave ability and Rejuvinating Rain ability interact, creating a Mist Bank that hides allies as if they were in a brush....then, using the Jetstream ability, you can move the Mist Bank and have like a sneak attack!!! Sounds amazing!!! This theme lends itself so much for a combining mechanic!! And I know you can do it because you came with SUCH great ideas when reviewing Ankh!! Another tip I'm going to give you; Rewrite the whole thing with the same care you wrote the lore with...The lore is grammatically and spelling wise perfect, but you make mistakes in the rest of the post...Thats just a shame, because the lore is proof that you can do it right, and it might cost you points!!! Be clear, reread it, let someone else reread it and make sure you have the perfect post for when the judges come and take a look.

Anyway, I'd like to end with this: I only give feedback through what I know and think :) I love you concept and love your work and you should take my feedback with a grain of salt. I'm not saying I'm right, this is just how I feel about it and if my suggestions would change the way you see your champion, then by all means disregard them...We all make champion concepts for our own pleasure and each one of them has a special place in our hearts...I wouldn't want to come between you and Myrsky :) I hope my feedback was helpful and I wish you all the luck in the CCOS!!!

FlameHalbrdOkido5/29/2017, 6:25:56 PM1 votes

I wish u guys would leave comment along w/ the vote rather than just down/up vote the post. I'd like to know what you liked or didn't like so the next one can be better and I can make changes, i spent a lot of time and effort on this

Raxistaicho6/15/2017, 4:39:58 AM1 votes

Hey there, review time!

Passive - TWO PASSIVES? D:

Nah I'm kidding. Honestly you could put them together, as they're connected.

So basically, part one spawns clouds, part 2 lets him create weather zones by targeting them with his abilities. My only question is, does this actually cast his abilities or does it only spawn the zones?

Only issue with this is that I don't like the randomness. RNG usually isn't the healthiest thing in a competitive game. I might suggest having his abilities or something similar periodically leave behind a cloud after cast.

So far he sounds like a zoning type champion, let's see how right I turn out to be.

Q - 3000 MS may as well be instant. For comparison, Ezreal's Q is very fast for a skillshot and it's less than 2000 movespeed. I really need to see a cooldown and mana cost on this thing. What I don't like is "high damage" on a respectable-length cone.

Cloud-cast makes a dot zone. Can't compare this against his Q first part because no numbers :(

W - 8 seconds is very long for a heal. That said, a healing over time effect is one of the healthiest ways to implement healing, and I like the idea of a rain to do it. I kinda wish you'd think of something more creative for his cloud-cast though, since you take one form of healing over time and turn it into a nothing. % missing health is pretty huge for beefier allies and pretty bad on squishy ones, though. That part won't be very useful for a support since he'll only have his adc to use it with.

E - Just wanted to let you know, 60 (let alone 20) range is tiny in League. Your movespeed is how many units you travel per second, so even at rank one he generates 5 stacks per second unless he's got rock-bottom movespeed, which I doubt. At rank five he generates ~15 ever second. I think the idea of building momentum while traveling and using that wind to knock enemies away is interesting, though. The magic shield is tiny but I'm not sure why he really needs it. Honestly, I think his E should just stick to the movespeed. His cloud-casts should be more about setting up zones, not supercharging his normal actives. This would give his controller meaningful decisions to make on whether or not to use his normal abilities.

R - Honestly, I absolutely love the idea behind this ultimate. Absorbing his previous-cast abilities and placing them into the ultimate is very creative and really peaks his different teamfight aspects. The dashing feels a little tacked-on, but appropriate given his thematic. Still, Myrsky's ranged and his ult cell will already give mobility thanks to his E so he doesn't need a bunch of dashes. Maybe just make lightning arc between them?

In general, I think his kit's very interesting and creative. His actual actives by themselves are a little too standard stuff for my taste (my biggest issue is he kinda feels like Sona in that he's Jack Of All Trades support) but the way they work together is pretty creative and I like it. Also, League doesn't have any weather champions yet :)

It's hard to judge some of these ideas without numbers, but my thoughts on the some of them:

  • Q is very easy to hit. I'd suggest slowing it down. By a lot.
  • Cut the W duration down, maybe think of a different ability for the cloud version.
  • E's mostly fine, just tone down the stack gen speed and remove the boosted E from the cloud active. The fact that it buffs movespeed in a direction already improves the base E.
  • R Like I said, you can just have lightning bounce between the clouds in his ultimate. He doesn't really need extra mobility.

His lore's actually very interesting. It's a neat look into the mindset of an anthropomorphization of the weather, and would logically explain how it can be so moody and unpredictable. He's kind of a legend like Bard or Kindred. Those types don't tend to make for the longest of lores, but it's usually interesting at the least.

This is a really creative and well thought-out concept, you should be proud :)

When you have time, could you please review Emma?

You looked her over once before but didn't review XD

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/VAf7aEt2-champion-concept-emma-the-hexsteel-sentinel

thanks!

Ýones5/31/2017, 4:02:10 PM1 votes

It's quite obvious you named him Myrsky because it means Storm in finnish BWAHAAH BUSTED

(It's cool I name my concepts after finnish words too because I'm finnish and nobody understands them)