What if we make an "idea pool" for new runes as a community project?

Lord Desert·6/7/2017, 6:17:19 PM·88 votes·4,574 views

Everybody could suggest ideas for the new runes coming next season. We collect them, finetune them a little so the devs have a place where they can look for new/more ideas. What do you think about it?

It would be really helpful if someone with mod rights could do this, otherwise it will very likely get messy pretty quickly! I would certainly do it myself, and will if no one wants to do it, but I cant make these fancy drop-down menus :/ They would really help to sort the ideas and give some extra info without creating a monstrous wall-of-text, which nobody would read or even understand...

Thanks in advise!


EDIT: Holy moly! Technically this post was only asking if we should try this and to ask the mods if they could do it xD It wasnt supposed to be the post where we already collect ideas, but ok. I cant leave you guys hanging, cant I ? I'm a bit unprepared but I'll transform it, might take a while tho.

@Mods still feel free to do this kind of post too, you can make it miles better than me!

Anyway, you guys want it, so you need to live with it :P This will be a huge wall of text! Prepare yourself. I'll try to structure its as much as possible.


The discussion and the idea pool got moved to ᛈommuniᚾy ᚱunᛊ ᛈollecᚾion, a Community Project come over to suggest and to discuss your ideas!

119 Comments

abdul5696/7/2017, 9:08:13 PM20 votes

Some ideas I had:

Hidden Toll: detecting an enemy with a ward grants who placed that ward 2 gold (30 sec cd per champion when seen)

Open the gates: deal 10% more damage to structures when no other champion is around (including both allies and enemies)

Fortify: your prescence gives structures 20% bonus armour

Agile: Dodging a skillshot increases your ms by 3%, can stack. Resets when hit by a skillshot and/or after a brief period of time

Sniper: Hitting a skillshot on an enemy champion reduces cooldowns by 1%

Overkill: When you kill an enemy champion, gain 1 gold for every 100 of overkill damage (rip 1hp enemies hit by veigar ult)

Yeah some of these may be OP but just giving some ideas.

Chazual Fridays6/8/2017, 4:05:52 AM6 votes

Hey! I like this! I'll throw down:

Clever Warding: When a ward you place dies by timing out, you gain 10 gold. If a ward you place is destroyed by an enemy champion, it explodes in a powdery mist, granting true sight in a small area for a brief period (2-minute cooldown).

Anti-Harassment (Melee Only): Killing a minion grants a small shield (15-100 based on champ level) for 2.5 seconds (8-second cooldown after the shield ends). This effect does not stack.

Onward!: Gain 10 out-of-combat movement speed. Attacking jungle camps does not cause you to lose out-of-combat movement speed bonuses.

Mark-Bearer: Your basic attacks against enemy champions deal 5% less damage (halved for melee champions). Your basic attacks against enemy champions mark them for 6 seconds (18-second cooldown per champion). Allies that hit a marked champion with a basic attack deal 5% more basic attack damage to that champion and gain 5% movement speed for the duration of the mark (movement speed doubled for melee champions).

Substitionary Atonement: If a nearby ally would take lethal damage, they instead take no damage and gain a shield equal to 30% of your bonus health and 100% movement speed decaying over 2 seconds, and 80% of the damage is redirected to you as true damage (this only applies if you would not die from damage redirected this way; 4-minute cooldown).

That's all I got for now! Obviously, I pulled the numbers out of me bum, so don't take them too seriously.

Khadaver6/8/2017, 12:12:04 AM6 votes

All i want is a movespeed boost on spell hit Taliyah

Oelyk6/8/2017, 1:28:05 AM6 votes

Sacrifice: Nearby allies heal for 6% damage you take. (for a 3k tank if you die, allies potentially get 180 health. Small, but interesting.) Tank/Support rune.

Corral & destroy: AOE effects deal 5% more damage per additional champion effected, 15 second cooldown(max 20%, hitting all five enemies, AOE damage amplified. Does not go on cool down if only 1 champ is hit.) Long CD AOE mage rune

Tyrannical tenacity: Increases Armor and MR by set amounts scaling with level, the lower health you are(activates upon taking damage that will make you drop below 40% health). After leaving combat, rune goes on cool down for 20 seconds. Juggernaut rune

Legendary Savior: Heals and shields cast on allied champions below 25% health are amplified by 50%, Allies effected by Legendary Saviors bonus within the last 10 seconds receive half the benefit. Sustain support rune

Recycler: Killing enemy wards reduces the cooldown of trinkets by 70% of the max cooldown. General rune

Sadist: Enemies who are hard CCed receive 10% bonus true damage from you. (maybe a bad Idea for Viegar.) Disruptor rune

Ice Lord's commandment: You and the enemy team deal up to 30% less damage when slowed, Items do not trigger this effect. Lasts 1.5 seconds and cannot effect the same enemy again for 10 seconds. Situational rune

Brazen Charge: Casting mobility spells towards enemy team while being outnumbered grants a decaying shield, scaling with level, amplified by 50% for each additional enemy champion outnumbering you. LCS big-plays rune

Phoenix feathers: Killing a unit grants a feather stack, large monsters and champions grant more. At 100 stacks grants a miniature GA effect, in addition to upon revival it completely resets all basic ability cool downs. Feathers do not stack over 100. Upon revival, all feathers burn up and you must collect once more. GA will trigger first. "Because I don't need a GA" rune

Redundant: Casting a spell successfully gives a small timer(8 seconds), if you cast the same spell within that timer, its damage is boosted, and the timer reset, can stack up to 100% bonus effect(5-6 times?), however casting any other spell(summoners and items excluded) the buff is disabled for 45-15 seconds(scaling with level). If timer expires, CD is not triggered. Spam poke rune

Siege master: First auto attacks on structures do bonus damage and receive bonus range, 8 second CD. "Probably a bad idea because towers are weak as hell already" rune

I'll think of more later.

NextSkarnerNA6/8/2017, 12:08:14 AM5 votes

I'd like a perk similar to the old adaptive armor mastery where 5% of your higher resistance stat was added as bonus to the lower stat. It made tank itemizing feel so much less wonky and unrewarding.

ModWuks6/10/2017, 3:47:04 PM3 votes

Hey everyone,

We'll be looking into moving this discussion into a better home- either in Gameplay or Concepts & Creations. There are a lot of GREAT ideas in here, but unfortunately, it's in the wrong sub-board and isn't getting the visibility from the appropriate people as it should. We'll hopefully be able to work something out with the OP to have this discussion re-posted in one of these two sub-boards, and we'll try to facilitate the discussion using our available resources. If you have any questions, please feel free to reach out to us on the Moderation Discord.

UPDATE: You can now find the re-posted version here: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/nm6rxO3G-ommuniy-un-ollecion-a-community-project

Thanks for your enthusiasm, passion, and ideas.

NickMP6/8/2017, 10:31:04 AM3 votes

Sounds cool, here's a few of my own ideas.

Keystone: Spirit of the Hunter You are followed by a Spirit Wolf, which has 35% of your Max Health, 100% of your Armor and Magic Resistance, 40% of your attack damage, and respawns 45 seconds after being slain granting 35 kill gold, the Spirit additionally lunges at enemy Champions within 500 range when they either attack an allied champion or yourself, or when you apply any form of Crowd Control to an enemy, this Lunge deals an additional 20% AP + 5% of the target's current health in Magic Damage and slows them by 99% for 0.25 seconds. This lunge has a cooldown of 12 seconds.

(>'.')> give devourer wolf though it might overlap too much with what we've seen of Perxie? Might be unique enough considering it can be killed and doesn't shield people, wanted it to feel like you were loosing the hounds on people with the CC-lunge, but also that you have a faithful companion that will fight for you and your allies so he'll lunge at people giving you a hard time.

Major Rune: Stagger When you Slow or Silence an enemy champion, additionally stun them for 0.5 seconds. Cannot occur on the same enemy for 45 - 11 seconds, based on your Champion Level.

This might need to be a Keystone since it's effect might be too "standout" for a Major Rune.

Minor Rune: Arcane Strength Gain Ability Power equal to 10% Bonus Attack Damage, which is then increased by 1% per 1% Crit Chance.

A rune focused around putting a little kick into any AP Ratios an AD Champion might have, or to make an AD/Crit build a little better on a mage. innocent whistle

Minor Rune: Arcane Blade Your Basic Attacks deal Bonus Magic Damage equal to 3(+10% AP) on-hit.

I miss this thing.

Minor Rune: Avarice Begin with 50 extra gold, additionally gain 1 Gold per 10 seconds for each enemy Champion with more Gold then you.

Expands starting options slightly, while also giving some small amount of insurance for when you're behind.

Velzard of Koz6/7/2017, 10:42:03 PM3 votes

Not sure how this one would turn out but something like a rune that gives you certain bonus per your turret down. It may feel frustrating on one hand, that by pushing and getting objectives, you are buffing your enemies, on the other hand people keep complaining about struggling to get back after early unsuccess so this might help it.

Juicyman6/8/2017, 8:40:00 AM2 votes

Just three handfuls of simplistic stuff.

Daredevil. If you engage in combat, alone, against 3 or more champions you gain a temporary shield.

Oiled Up! If you crowd control an enemy champion you gain movement speed when near them and ignore unit collision.

Freight Train. Movement speed increases when you move in a straight line.

Milk Drink. Potions become thicker, increasing their duration by 20%.

Honeyfruit Specialty. Ignore the speed decrease on Honeyfruit.

Honeyfruit Specialty V2. Spawn an additional two Honeyfruit when you bop that plant.

On the Hunt. Dealing damage to a champion reveals them for 1 second.

Wildlife Winner. Clearing two camps in a quadrant of the jungle (i.e Gromp and Blue) grants you a 1 minute movespeed increase until you engage in combat with a champion.

Minute Immunity. When you reach 10% health you buffer for 0.5 seconds and become untargetable (think old LeBlanc passive or Shaco ult).

Savage Rend. Killing a jungle monster causes your champion to pulsate, dealing damage to all nearby monsters (think Tiamat).

Gift of the Thief. Buffs from the enemy jungle last 20% longer on you and successfully killing an enemy camp with smite grants you an increased movespeed that decays rapidly.

Minion Morale. Your attacks mark an enemy champion. Minions deals increased damage to that champion.

Scuttler. You receive the movement speed increase of Scuttle Crab even when enemies have control.

Danyoja6/8/2017, 6:07:04 AM2 votes

Hail Mary: If you lose 40% of you current health gain movement speed and CC immunity (towards enemies only) for 2 seconds. 60-30 second cooldown.

Fade to Shadows: When you kill an enemy gain 1 second true stealth (interrupted by damage/dealing damage, does not stack, but refreshes).

Rallying Standard: Throw a standard of your nation on the ground, allies gain increase move speed running towards it. 2 minute cooldown. has 3 hit health.

Swift Stream: Run 50% faster on water, but your location is reveal every 3 seconds when you're in water (safe in brush).

My Body, Your Shield: (Uses dominion channeling animation) After channeling for 2 seconds (CC interruptible) switch places with an allied target (of your choosing) within range. You will be roote for 1 seconds but taunt nearby foes on swap for 1.5 seconds. 2 min cooldown.

RFPSHBYQl76/8/2017, 2:06:01 PM1 votes

Some of my ideas:

Pickpocket: if you make the enemy miss a last hit, gain 1 gold. 2 gold if it's a siege minion. (60 sec cd) occurs when you hit a enemy champion with a skillshot/autoattack and (s)he misses the lasthit. (the window should be real short tho' so it wouldn't be too easy to pull off)

Blood Cult: Nearby allied champions and minions restore 1 health on-hit.

Feather Skin: Gain 1 movement speed when moving away from an enemy champion. Increases up to 5 bonus movement speed over 5 seconds of moving away from the enemy champion. Bonus is lost if you face the enemy champion again. (10 sec cd)

Crushing Strikes: Autoattacking enemy champions gives you a stack of Crushing Strikes, gain 1 flat armor penetration per stack. Stacks up to 10 times. Works like Jax's passive. As it builds up you start losing the stacks faster if not autoattacking the enemy champion. Ranged champions only gain half the bonus per stack of Crushing Strikes, but they can stack it 20 times.(in the end both melee and ranged champions will gain 10 flat armor penetration when reaching max stacks) (15 second cooldown)

Reinforce: Nearby allied minions gain max health equal to 1% of your bonus health. Siege minion gains double the amount.

Loss of Focus: Nearby enemy champions will miss their every 100th autoattack. There is no counter to be seen and it doesn't reset if your enemy(ies) move far away from you.

Demotivator: Enemy champions lose 5 movement speed when being close to and moving towards your structures and you're near.

Jailed: Your crowd controling abilities last 0.1 seconds longer. 0.2 if it's not heavy cc.

Unpleasant Suprise: Gain 5 ad and 10 ap for 1.5 seconds when an enemy with no vision walks into you.(Either it's walking into a bush or a stealthed champion becoming unstealthed nearby)

Anger of Loss: When walking into a jungle camp which wasn't cleared by your team, gain 15 movement speed for the next 4 seconds. Decreases over the duration. (20 second cooldown)

Whut Thuh 6/8/2017, 1:37:01 AM1 votes

sounds good at first, but then i remembered that the 85 percent or so of all league players are in bronze and silver and i know how bad ppls ideas are down here

kasfas6/8/2017, 2:19:08 PM1 votes

Here's one for you. Rock Hard Abs: While in combat with enemy champions, all healing received is reduced by 5-15%, but all damage taken is reduced by 10-20% (with level).

Good for tanky champions who want to get into a fight and have little means of healing in fight, but good means of tanking during the fight.

This is essentially for the tanks with shields instead of heals.

Another. Executioners wrath: All damage you deal does an additional 1.5% missing hp damage,