Champ Concept Semi-global range Mid Support: Myrsky, The Climate of Change
#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.
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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.
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Within Deluge Rejuvinating Rains will slow enemies with Puddles
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Within Deluge any allied ability effecting ANY champ will create the puddle, so allies can self peel.
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Because Jetstream speeds Myrsky's Storm Front passive up he gets his clouds faster.
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If Heat wave is cast and its cone touches Jetstream it will continue to the end.
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If Rejuvinating rains AoE touches Jetstream it will travel to the end
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Myrsky can send Drought down Jetstream and send Heat Waves down it as well Same applied for Deluge and Rejuvinating Rains
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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.
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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
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Any movement be it dashing, or getting displace charges Myrskys Cloud stacks