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

FlameHalbrdOkido··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

ModEchoing3 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.

FlameHalbrdOkido1 votes

Thank you so much for the review its more than I could ask for. I have been working on weather champ concepts for a LOOONG time hoping to strike true with a gud one (this is my 3rd one? hopefully my best and final), both to create one of quality, and possibly gain some viewership on it. Most of all I value feedback so thank you so much.

Pros thanks for the compliments!

Cons -I get that i overkilled on the effects I have that problem where i tend to over complicate or stuff extra stuff into kits, i do it all the time :( (you wouldn't believe how many effects I pulled back on) -I am really hoping to make this mid thing work after all it is in the title (and through sustain and sustained dmg i think I can) additionally being far away from the fight such as Bot where Myrsky might send a Climate via Jetstream allows him to avoid the Offset stated in the Pros -very true I will work on that -true will rework or remove those

While its tru that I DID overload the kit with effects and those will get removed, i feel like one thing should remain: The interactions btwn the Climates and Allies. The reason why the AoE have the effects that they do is to avoid the classic negative trope of Auras like Sona's. Auras tend to be barely visible as they passively grant their benefits to allies. Sometimes allies can barely notice the effects and thus don't appreciate them. I wanted to give allies an objective with these auras and VERY impactful effects so they wouldn't go ignored. The Q and W Climates offer sort of objectives.

With Q if you hit the enemy enough time you could reduce their resistances to zero, and thats something to pay attention to. With W if you work together within this climate you can slow down enemies.

U see how that makes the aura more than just an aura AoE? I feel that I can change the way it works to make it more straight forward tho.

I toyed with the idea of Drought reducing resistances over time (and nothing else) but I felt that was even more invisible. I settled on dmging champs doubles the DoT for X sec because it was more visible and more intuitive, hit enemy and Myrsky deals more damage, it also follows the troupe taking damage makes enemies more susceptible to succumbing to the heat. It also buffs Solo lane Myrsky in that casting Heat Wave in Drought causes their damages to enhance each other's I decided that Q needed the resistance reduction to buff his dmg so mid could be more viable. Thus Q is a nuke that reduces resistances and within Drought which deals DoT that is increased with dmg the reduced resistances makes the DoT hit harder and on a short CD Q can stack the DoT increases.

I feel like the Q changes reduce the effects and make it simpler, while increasing DMG output. It may start out low but it can QUICKLY ramp up. With the more straight forward nature of the design its less of a burdon of knowledge. And the 2 effects left are more effectual.

Got rid of CC on W Climate, and switched it to something else that causes allies to take a specific action. I really liked at LEAST the slow on allied attack and rejuvenating rains, because it gave Myrsky something more to do and more decisions while w/in the W climate. I also like the idea that rain is more than just healing, it can create huge puddles that slow traversals, and when hard enough it can even be blinding as in Nearsighting. So i just wanted to add an extra effect to rejuvenating rains in Deluge that was more than a heal. it also doesn't help out mid lane Myrsky very much...so i want to put something back

So i added a Magic shield to Storm front to help his survivability in Mid.

Dai Suki da yo2 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

FlameHalbrdOkido1 votes

[{quoted}](name=Dai Suki da yo,realm=NA,application-id=A8FQeEA8,discussion-id=sGKjnkFv,comment-id=0005,timestamp=2017-06-14T14:42:47.563+0000)

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

Thanks a bunch for the view. I really appreciate ur opinion! :D

I took the lack of UP front damage into consideration, heres my solution and u tell me what you think

Myrsky's Drought Climate and Heatwave can become a BRUTAL (in my opinion, pls tell me what u think) lane bullying and lane freezing tool The effects of Q's active and Climate rebound off of each other. Lemme explain:

P-Low Pressure System gives Q a lower CD within Drought. Q also reduces resistances. Drought does DoT. Droughts DoT is doubled when a target takes dmg. So If Myrsky starts hitting an enemy with Q within Drought they will start taking A LOT of dmg over time. The best option for the enemy is to just leave the Climates range (losing CS) or spend a lot of time trying to dodge Q's while their HP gets whittled down the DoT. Myrsky can also use Jetstream to create a zone of control, B/c he can dmg the enemy within that area and that means Myrsky can cut the lane in half and make it easier to land Q's And dont forget Myrsky can still use the Jetstream dmg within Drought, it won't be as much dmg, but it wont cut the Climate of Drought short either and he can wait until the target makes a mistake and then hit them with a couple Q's (cause he can close gaps really fast in Jetstream)

Anyways he can always call on the jg to camp if he needs, b/c he can keep the jg's HP topped up w/o having to leave lane by combining Rejuvenating Rains or Deluge with Jetstream and sending them a heal on the move.

FlameHalbrdOkido1 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

Ýones1 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)

FlameHalbrdOkido1 votes

{quoted}

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)

HEY cool to meet a Finnish person!! (super jelly of ur countries educational system by the way, also Finnish meatballs? Super gud!)

I thought it sounded quite cool and I like grounding my champs back to earth in some way if i can like how I created a champ named Aridus which Greek for Vambrace backwards with "u" switched with i

anyways what did u think about the champ?

And id like to see some of ur concepts!

FlameHalbrdOkido1 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!

Candurill1 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!!!

FlameHalbrdOkido1 votes

{quoted}

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:

I'd like to argue that the Ability - Climate mechanic isnt too complex for LoL because its similar to how Zyra works. And I'd argue that Zyra's pet plants make her MORE complex for coding and gameplay purposes, Myrskys Climates are just passives.

Also: Do these bonus effects trigger when Myrsky is inside the climate

Myrsky does NOT have to be within a Climate for its effects to occur unless otherwise stated. Climates passives are active whether or not Myrsky is there or not. I made Myrsky to be able to support at a distance, so thats how it works out. If Myrsky hit 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. Whether or not Myrsky is within a Climate if he is damage ALL active climates will have their durations reduced.

His Q:

organisms are weakened by high temperature "heat waves have caused, thousands of deaths from hyperthermia (elevated body temperature). Heat exhaustion is caused by Heat Waves and they generally just reduce the effectiveness of all body functions" I could have reduced the dmg done by enemies, but I am not aware of any abilities that reduce enemy dmg thats not shield or resistances. And as a mid laning support Myrsky needs all the dmg he can get as long as its gated to behind certain circumstances.

The extra climate effect

Drought deals DoT, Droughts DoT on ONE unit is increased (doubled) when that unit is damaged. So if Enemy Ryze gets hit by Ally Shyvana, Drought's DoT to Ryze and ONLY Ryze will increase. Dealing dmg to 1 unit will not increase Drought's DoT to ALL units.

His W:

I kept each ability simple for a reason. With all the interactions between each ability you can't have each ability doing too much on its own or you will overload the kit and burden the players with 2 much info. For Ryze and Zyra their basic abilities don't have too much goin on either, thats because their kits focus on the interactions between the abilities.

The extra effect is a bit weird.

Deluge's Heal is instant not constant like Rejuvinating rains the HP regen buff is there, because...well...its supposed to be a passive, and it last for a long time...bt i guess ur right the heal should already be decent i think i'll get rid of it. Anyways i thought it would be nice to have ur HPR be buffed while inside, but it can go. The Bushes were because Nature, ill explain.

I wanted the Climates to do more than just grant stats. Auras have a nasty history of not being healthy for gameplay for numerous reasons: One being that they verge on being invisible and thus lack satifaction of activation. To combat this I wanted to create obvious goals that reward allies for completing them. This way the aura isn't invisble because they players have to act to gain the full effects instead of Myrsky pressing a button they get bonuses for doing nothing. Ive changed it now, it should be exciting.

His E:

As a squishy mid laner (primarily) Myrsky is susceptible to getting jumped on much like A Sol. The knock back is meant to keep Assassins and melee mid laners off of him. U can control which direction you knock enemies. just turn the direction you want them to go. I can see what u mean about not being able to control the timing of it...But weather can be unpredictable is it not? (Tell me what you think) But u can always turn to knock an enemy into the line of a skill shot, or if they are on ur carry you can move next to them and turn away when 100 stacks comes up. (we can work on it) It could be changed to a knock up? Does Storm front have too many effects? He gets a Magic shield and a knock back. The mana regen, and the climate moving mechanic is a separate passive. For now Ive changed it. Tell me what u think?

Also: that shield....is it 5 points of health? Plus 60% AP

He gets 5 HP for a MAGIC SHIELD (+60% AP) for EVERY stack. a\At 100 stacks thats a 500 HP Magic shield (+60% AP). Lulu's shield uses +60% AP. Lux shield uses +20% AP. Karma's shield uses (+50 % AP and +60% AP for Mantra). All of them can solo mid or support. Maybe it should just make it just his MR. (And before u say a 500 is too much for a shield Both Yas and Malz have passives that NEGATE dmg)

His R:

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...If u understand how OP that could possibly get then u understand why I didn't attach anything else.

The ult already does a lot with enough investment so I was unsure if I wanted to add anything else, but I guess if Syndra gets a lesser ult w/o investment I don't see why Myrsky shouldnt as well. Possible Ult change; creates a storm that deals AoE dmg once he enters it or after 3 sec with a loud thunder crack.

Lore:

If u liked the lore u should check out my other concepts, Kaira especially. I'm turning hers into a full length short story, ive uploaded part of it already.

Conclusion:

I am hesitant to put into too many interactions between abilities. While its possible and cool I have to worry about the burden of knowledge on the player and enemies Ex: Ryze is cool, he's got a lot of interactions between his abilities, but he also has a high skill ceiling so u have to be really good to do all he can do. Thats why Ryze has a low play and low win rate. Now one thing I think I can do is have Rains and Heatwave make a cloud...which they do. But i dont see where I could put it in b/c the kit is almost overloaded at this point Now Myrsky isn't as fast paced as Ryze but I'd like to avoid the same problem. Too many effects creates an overloaded kit, and I am known to have a history of overloading my kits.

For example: Make the Heat Wave ability and Rejuvinating Rain ability interact,

Except for Ivern's bush ability Riot is VERY hesitant to make abilities for champs that grant allies invisbility. I can explain if u really want me to. Ivern is ok because he just make bushes that work the way normal bushes do: They dont move, they are small, Iverns bushes are made to look different, and if an enemy sees one they KNOW an champ could be in there. AND most importantly enemies can hide in them too.

thanks for the indepth review it helped a lot, u saw a lot of things I didn't pls tell me if i missed anything or u notice anything else

Candurill1 votes

{quoted}

Now see, exaplain ALL THAT...but in the post :) Your notes gave me a lot more insight to how (and why) his kit works like it works. Maybe add a discussion section to explain :D I hope my reaction reaches you in time for the judges....I'm not from America you see, and its 6:00 in the morning here.

Anyway, like I said, good job explaining it, like to see that in the post somewhere. I also like the way you've cleaned up your lay-out. It's way nicer to read now. Good job!!

His Q: Makes a lot more sense now. Still think a slow or a damage reduction to enemies (like an exhaust or something) would fit here perfectly. The thing with Defence buffs is that they are just as invisible as you say aura's are...They tend to be very sneaky little buffs and are usually replaced with a shield or a damage reduction. So maybe you could go for a damage increase? Or like i said a slow/damage reduction?

His W: I didn't mean to imply that simple is a bad thing :) Simple is good. Like a wise man (Echoing) once told me: You should be able to explain each ability in no more then 2 sentences (maybe 3 if its like REALLY cool). Thats a really nice test that I often apply to my concepts and keeps me from overloading my kit. I like the idea of the slow with the rains, but maybe explain a bit more in detail how exactly the heal becomes stronger when in the climate there.

His E: I understand the ability a lot better now, but I still believe that the knock-back would be a little too whimsical for effective play. LCS players especially like to have control over certain things, Gnar's transformation stretching that a bit. I like the way you've fixed it though!! The knock up when mocing through (or maybe even past) enemies is way more reliable then the stacking mechanic :) Also, yea I get the shield now XD And I had the idea that Myrsky was going to be played as a support, not as a midlaner. When you actually build AP its fine. the 500 points shield is fine too....didn't think I'd say that, did ya? ;P

His R: I GET IT NOW!!! And its fine :) It makes him a true force of climate to be reckoned with!! Since you didn't really add any numbers, I can't say anything about how OP this would be. Other then that it seems like a great ability.

Lastly: I understand that you are hesitant to make your abilities interact and the whole mist idea was just a random thing that popped into my head and was meant as an example of the possibilities. If you think that combining it would make the skill-level rise even more, then you probably shouldn't add that :)

All in all, great champion!!! I fear for Ankh!!! I hope I'm at least in the top 5 XD

FlameHalbrdOkido1 votes

{quoted}

His Q: Makes a lot more sense now. Still think a slow or a damage reduction to enemies (like an exhaust or something) would fit here perfectly. The thing with Defence buffs is that they are just as invisible as you say aura's are...They tend to be very sneaky little buffs and are usually replaced with a shield or a damage reduction. So maybe you could go for a damage increase? Or like i said a slow/damage reduction?

Heatwave already reduces enemy defenses/resistances, its a debuff not a buff (just clarifying but I am sure u understood). Anyways Once an enemy is hit by heat wave they will have their armor and magic resist reduced which means they will take more dmg, that effectively increases Myrsky's and Allies dmg against the effected units. Deluge has a nice interaction with Q b/c if an enemy unit is effected by any allied ability they will leave puddles which slow enemy units. So Heat wave doesn't need a slow. U ok with me sticking with enemy resistance reduction on Q?

His W: I didn't mean to imply that simple is a bad thing :) Simple is good. Like a wise man (Echoing) once told me: You should be able to explain each ability in no more then 2 sentences (maybe 3 if its like REALLY cool). Thats a really nice test that I often apply to my concepts and keeps me from overloading my kit.

thats a nice tip

I like the idea of the slow with the rains, but maybe explain a bit more in detail how exactly the heal becomes stronger when in the climate there.

Well W CD is reduced w/in Deluge's Climate AoE. Additionally W will create 100 unit puddles that slow enemies if they enter its radius. I don't think I need to make the heal stronger b/c it will be on a lower CD. Also allies can self peel to stay within the W's HoT AoE longer.

His E: I like the way you've fixed it though!! The knock up when mocing through (or maybe even past) enemies is way more reliable then the stacking mechanic :)

Im hesitant to do the knock up tho, cause sooooo many wind based champs have a knock up and I want to avoid that so I think ill stick with the shield.

Also, yea I get the shield now XD And I had the idea that Myrsky was going to be played as a support, not as a midlaner. When you actually build AP its fine. the 500 points shield is fine too....didn't think I'd say that, did ya? ;P

Gah I want people to GET IT!! Myrsky IS a support! Why do people think supports HAVE to go to a certain lane. Myrsky's Jetstream grants him SUPER long range, with it he can support allies in bot or top or even jg. He is a support that uses the central position of mid lane to help the ENTIRE team not just the ADC. I want to BREAK the notion that supports are stuck in a rut in bot lane they can do soooo much more. And I want people to get excited about playing support, thus Myrsky was born.

His R: I GET IT NOW!!! And its fine :) It makes him a true force of climate to be reckoned with!! Since you didn't really add any numbers, I can't say anything about how OP this would be. Other then that it seems like a great ability.

I could add numbers to the lightning dmg, would that help. Otherwise ive added more numbers because Supercell just absorbs the other effects.

Lastly: I understand that you are hesitant to make your abilities interact and the whole mist idea was just a random thing that popped into my head and was meant as an example of the possibilities. If you think that combining it would make the skill-level rise even more, then you probably shouldn't add that :)

Im gonna add the list of ability combo effects and we will see if u think theres enough or not! >:)

All in all, great champion!!! I fear for Ankh!!! I hope I'm at least in the top 5 XD

You SHOULD fear for Ankh u better make sure he can weather the storm Myrsky has come to see just how much work he has ahead of him!

Raxistaicho1 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!

FlameHalbrdOkido1 votes

{quoted}

Hey there, review time! My only question is, does this actually cast his abilities or does it only spawn the zones?

His normal ability activations are replaced with Climates. So they will go on CD, and the same amount of mana gets used.

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.

By Randomness you mean the clouds outside of his NEAR range correct? Well within 1200 units he will ALWAYS periodically spawn clouds every few seconds. The random cloud generation only occurs outside of the 1200 range and works like Bards Chimes. Additionally I changed his E to generate clouds now as well. Whats RNG?

Candurill suggested having Rejuvinating Rains hit by Heat wave create a cloud but I dont think I have any space left in the power budget for it :(

Q

edit made. pls advise I am an idea generator not stat balancer.

Cloud-cast makes a dot zone

same as Q (tho I feel more confident about this comparing it to Cass and Singed)

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.

its long but allies have to stand in 1 spot for it. I have edited the cloud cast. U must remember Myrsky does not only support the ADC. Myrsky should be played primarily in the mid lane so he can help JG or Top lane as well as Bot lane.

E - Honestly, I think his E should just stick to the movespeed.

E is set up similar to Yasuo's passive. Yasuo generates a stack of Flow every 59/52/49 units traversed. U must take into account that these stacks build up over time, so that measly 5 M.Shield HP at 1 stack becomes 500 at 100 stacks. I gave him the shield because he lacks the up front damage that other champs can bring to mid lane. Additionally there are other supports that go mid lane that have shields. I have changed the way E works tho, per some comments made by Candurill because the knock back has the potential to be unhealthy. Tell me what u think of the knock back.

Some parts are in E to encourage roaming which a good Myrsky player should do in order to be more effective: the shields from clouds, the mana regen from clouds, its similar to how Bard is encouraged to roam, both gain benefits for doing so.

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.

so u are suggesting, get rid of Low Pressure System, and the do more with the climates? Lets discuss further about this: I created Low Pressure System, because Its a real weather effect and I wanted to pull in as many things as I could from Myrskys theme. "Large-scale thermal lows (associated with Low Pressure Systems) help drive monsoon circulations." Monsoons are basically hot rains. "The stronger the area of low pressure, the stronger the winds experienced in its vicinity" And strong winds bring more weather (I associated the "strong winds" with reduced CD's thus more weather comes faster). Additionally Myrsky IS the weather, naturally, being within his elements makes him stronger, and he gets the most out Climates, while within them because his presence strengthens them. Thats my defense for creating and keeping that passive.

But there's merit in pursuing ur idea as well. But let me ask while getting rid of Low Pressure System, do you see how it effects his Ultimate? Anyways what would u suggest I do to the Climates to make setting up zone more Key to his kit.

R

I created the lighting dashing because I want to hit home that Myrsky HIMSELF if the weather. When playing Myrsky unlike other weather related champions such as Janna, Yasuo, Anivia or Kennen. You should FEEL like ur the weather not using weather related magic. Thats why he becomes the lightning because he IS lighting. Thats why he gets stronger in the Climates because those climates are a part of him and he is a part of those climates. Myrsky is not only the origin on weather, he is the weather.

Additionally Myrsky can't dash outside of the ults radius he can only dash within the radius, and even that is limited by how many clouds and Climates the player invests in putting into the ult. I've changed so he can only dash once to each cloud or climate now.

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 :)

I had to keep the actives by themselves a little on the bland side B/C of all the interactions. Ryze, Syndra and Zyra are the same way. The limitations are burden of knowledge, power budget, and trying not to overload the kit (ive got a history of overloading kits). The focus is on the interaction between the abilities not the separate abilities.

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

lets see what u think now

  • Q is very easy to hit. I'd suggest slowing it down. By a lot.

done

  • Cut the W duration down, maybe think of a different ability for the cloud version.

thoughts change know that unlike most heals the ally has to stay in one spot? changed cloud version tell me what u think

  • 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.

thoughts on E change after knowing he has to move 6000 units for 100 stacks?

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.

thanks, I take pride in my Lores, u should check out Kaira, im turning her's into a full length short story, dont even worry about the kit just enjoy the story!

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

Thanks a BUNCH! :)

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