Myrmidon's allegiance to the Legion was always tenuous at best; the sharkman's joy in the carnage of combat left many suspicious. It was not until a Legion sorcerer uncovered that Myrmidon was himself a member of a shadowy race of deep-sea daemons that true panic set in, but by then it was too late. A trail of blood and devastation marked Myrmidon's escape to the ranks of the Hellbourne. Now, wielding the destructive might of a tsunami, he wreaks havoc among those who once claimed him as an ally.
The Myrmidon is a powerful hybrid support and ganker. His abilities are highly reactionary depending on his opponents. Continuous and paired usage of Magic Carp and Weed Field forces his opponents to be on their toes.
Abilities[ | ]
Weed Field
[ Q ]
Cast Time: 0.1 / 0.4 seconds
Target Position
Enemy Units
Type - Magic
Myrmidon calls forth a line of seaweed from the ground to entangle and bind his enemies.
Range: 1000 Mana Cost: 100/105/110/115 Cooldown: 11 seconds
Line of 1000 length in target direction. After a 1 second delay, the line binds any enemies foolish enough to still be standing in it, applying Weeded to them for 1/1.33/1.66/2 seconds.
Ya'll are in a weed field.
Weeded Effects
Stunned and taking 125 Magic Damage per second. Revealed
Notes
Deals a total of 125/166/207/250 Magic Damage.
Magic Carp
[ W ]
Cast Time: 0.2 / 0.3 seconds
Target Position
Enemy Heroes
Type - Magic
Myrmidon unleashes his underwater companion on his enemies! The magical carp will chase down Myrmidon's unfortunate target, impacting them with tremendous force and even stunning unprepared foes.
Range: 750 Radius: 300 Mana Cost: 95/100/105/110 Cooldown: 11 seconds
Deals 100/150/200/250 to enemy heroes in the target area and applies 30% Movement Slow for 0.6 seconds. Otherwise, the targets are Stunned for 1/1.5/2/2.5 seconds if they are moving at the time of impact.
Grants 800 day and night Clearvision around the Carp; lingers for 3.34 seconds after it disappears if it validly impacts.
Magic Carp, use Splash!
Notes
Magic Carp moves at 600 speed.
Wave Form
[ E ]
Cast Time: 0.1 / 0 seconds
Target Position
Enemy Units
Type - Magic
Myrmidon manifests the sea's rage and turns into water, surging forward with incredible speed and slowing everything in his path.
Range: 850 Radius: 200 Mana Cost: 70/75/80/85 Cooldown: 24/20/16/12 seconds
Surges to target location, using pathing. Enemies that Myrmidon passes through with Wave Form have Splashed applied to them for 6 seconds.
Kowabungaaaaa
Splashed Effects 15/20/25/30% Movement Slow -1/-2/-3/-4 Magic Armor
Notes
Myrmidon travels at 1500 speed and has Unitwalking during Wave Form.
Forced Evolution (Mutant Evolution)
[ R ]
Cast Time: 0.3 / 0 seconds
Self (Toggle)
Type - Magic
Myrmidon can transform himself at will into a terrifying monstrosity, capable of besting even the hardiest warriors in melee combat.
Mana Cost: 100/150/200 Cooldown: 60 (4) seconds
(Toggle on to) Applies Evolved(Mutant Evolution) (to self for 20 seconds). Attacks while Evolved apply Waterlogged to the target (in a 250 radius) for 3 seconds.
What? MYRMIDON is evolving!
Evolved (Mutant Evolution) Effects +150/300/450 Max Health +3/5/7 Magic Armor Attacks at melee range. Attacks deal 125/175/225(140/190/240) + (70% of excess Attack Damage) Magic Damage in a 250 radius area instead of normal Physical Damage to organic, non-Magic Immune units.
Waterlogged Effects 25/30/35% Movement Slow
Notes
Your attacks are turned to Melee with 150 Attack Range during Forced Evolution.
Attacking a Magic Immune unit, including Buildings, will cause Myrmidon to deal his normal Physical attack damage instead.
With Staff of the Master, Myrmidon has 100% Cleave in a 250 radius, which applies his normal attack damage to Magic Immune units as well.
With Staff of the Master, the Cleave behaves the same as other Cleave sources, and can have Critical Strike damage applied (against Magic Immune units).
While Forced Evolution is active, Myrmidon's attacks gain 70% of his excess Attack Damage above the static Attack Damage values.
For clarification: each point of Attack Damage Myrmidon has above 125/175/225 will grant 0.7 bonus Attack Damage (instead of granting 0 bonus Attack Damage).
Myrmidon was initially a Legion hero, and was changed to a Hellbourne hero in Version 2.0.16.
Myrmidon's original lore:
A denizen of Newerth's uncharted depths, Myrmidon has arisen to check the Hellbourne advance before it reaches his beloved seas. Like the ocean whose form he can take on, Myrmidon is powerful, fickle, and at times even cruel. With his ability to transform into a monster of terrifying strength and power, some question where his loyalties truly lie, but his might is certainly a welcome aid to the Legion in the war against the daemons.