New Sorcery keystone idea: Supernova

FlashnFuse·5/30/2018, 3:59:27 PM·33 votes·13,396 views

Intended users: Champions that mix spell weaving and diving such as Diana, Akali, and Elise.

Effect: After landing a spell on an enemy champion, charge up with arcane energy and gain a supernova stack. Landing multiple spells gains additional stacks (max 4). 3 seconds after landing the first spell, release a burst of arcane energy from your champion (think a radius (the size of randuins omen) that deals 15-80 (based on level) (+15% AP) (+25% bonus ad) adaptive damage per stack.

Cooldown something like 35-10 based on level.

Thoughts?

69 Comments

ClumsyFerret5/30/2018, 4:21:43 PM20 votes

I dunno much about the numbers, but that sounds like a really cool idea. Gives assassins more to choose from other than Electrocute.

HonestJohnTheCon5/30/2018, 6:43:55 PM10 votes

More sorcery keystones are always nice, and this one looks like it could have some potential.

flibitydoo5/30/2018, 5:41:08 PM7 votes

Sounds like a mixture of electrocute and aftershock.

hard to tell if any of these assassins would use it over electrocute given that 3 seconds is a lot of time to stay near an enemy champion and if they are covered by their teammates they might die.

I know for a fact that most elise players will immediately rappel after combo'ing so she's probably out of there before the supernova can go off.

Also I just feel like everyone else would rather run electrocute anyways.

FurriesAreHot5/31/2018, 4:33:40 PM4 votes

I see assassins, potentially even zed, but especially Fizz and Leblanc abusing the hell out of this.

Mokuto Bunshi5/30/2018, 10:32:13 PM2 votes

Good idea for the champs you mentioned, but seems like it would also be good on others like a kayn for example.

Metallikaiser5/30/2018, 11:12:18 PM2 votes

Mordekaiser Yes.

ZackTheWaffleMan5/30/2018, 11:15:44 PM2 votes

I just imagined Ryze with this.

Then I saw the "max 4" and it got a lot less busted.

Yordle Xayah5/30/2018, 11:20:19 PM2 votes

I thought it was gonna be something like...

If a game reaches 60 mins, you reach the end of your champion's life. Execute Super Nova to get an instantaneously Penta Kill and any Neutral Objective (Excluding Towers) in the map for your team but you will remain dead for the rest of the game.

DeathBurst5/31/2018, 5:13:13 AM2 votes

That's basically the same thing as Electrocute, but easier to proc and with a lower cooldown. Not gonna happen...

FilDaFunk5/31/2018, 6:32:11 AM2 votes

Could also work for mages if they're vs melee.

Fondling Gems5/31/2018, 8:13:53 AM2 votes

Two worries: 1 is pushing champions taking this and poking the enemy to get the burst and using that to push in the wave, especially with a 35 second CD. That could be fixed by making it champion only though.

The second one is that it prompts you to not want to poke your opponent because you lose out on all in potential. Electrocute for example requires 3 damage instances, meaning that you can poke without losing your burst. Meteor on the other hand comes up more the more you do poke, and is meant as a poke one in the first place.

I also just generally feel like it is a more niche version of Electrocute. The champions you mentioned generally want to take out a single target as quickly as possible, Akali for her R reset, Diana because she is focused on trying to burst someone down in a very short amount of time. None of them have much use for doing damage in a large AOE at the cost of single target burst, and post laning phase if their kill time takes 3 seconds then they are already going to be dead anyways or their damage is so low that this keystone wont make up for their lack of burst.

What I do see happening is J4 and other similar divers focused on AOE taking this, although most of them can just take aftershock for less damage in a smaller area, but with the resistances to actually live long enough to kill their opponents. Of the people you listed I could see Elise taking it purely because her mid-late game teamfight is a bit weak and it helps her provide some more damage for the team, and even then she would only be able to take it because spider form E lets her survive that long in a fight.

BobaFlautist5/30/2018, 9:39:50 PM2 votes

The numbers are hilariously high (at most it should do ~20-30% more damage than electrocute at max stacks), but I like the concept. Could be too strong in early trades and all-ins like the recent defensive one that's escaping my mind, the counterplay of "let it proc and back off" isn't always available in the first few levels.

ZackTheWaffleMan5/31/2018, 2:49:18 PM2 votes

Would Kassadin W hitting an enemy count as a spell?

Linna Excel5/31/2018, 5:08:59 PM2 votes

I could see some tanks and divers abuse this, in addition to assassins.

Vi Sejuani Amumu Shyvana Tryndamere Akali Irelia Jax JarvanIV

Fourth Shot IV5/30/2018, 9:48:13 PM2 votes

it would be nice to have a new sorcery keystone for champs who rely mainly on abilities both AD and AP, we have too many keystones for auto attack based champs its kinda unfair

Chembaron Yamada5/30/2018, 10:18:09 PM2 votes

I would like to use that on Elise, she needs help. Take my upvote. [slayer-pantheon-thumbs]

Opius6/1/2018, 7:23:06 AM1 votes

so is the effect like leona's w?

Hibeki5/30/2018, 11:12:49 PM1 votes

They will still take electrocute for the upfront burst damage so they can delete someone in less than a second.

Vekkna5/30/2018, 11:25:11 PM1 votes

You might be able to simplify it with something like this:

Wild Magic: Ranged aoe abilities apply a rune to enemies for 5 seconds, dealing X damage per second. Melee and single-target abilities detonate the rune, immediately dealing the rune's remaining damage in a large area and triggering all runes within the blast radius. Abilities will only detonate a rune every 60-40 seconds.

The idea with this is twofold:

  1. Bring back DFT in some form, so we're talking a pretty small dot on the rune marks.

  2. Give melee/hybrid mages a little extra for going balls deep. We're talking like an arcane comet worth of damage in a larger aoe and possible multi-hits in exchange for user restrictions, a timing restriction, and a much longer cooldown.

In the alternative:

Critical strikes increase your attack speed and move speed, heal you to full, proc on-hit effects twice, shred enemy armor by 35%, and release an EMP pulse that disables all wards and traps in a 2000 radius. Any mages caught in the EMP become affected by True Death and will not resurrect, but their corpses can still be looted by spamming emotes or dancing on their graves.

Oh, wait...that sounds like 8.11 patch notes. Sorry.

bigtendie5/31/2018, 4:14:19 PM1 votes

Yeah, I think the game needs more damage :)

ModKnightsKemplar5/31/2018, 6:07:15 PM1 votes

Very cool idea, might compete pretty heavily with Phase Rush, but would be better on champs with dashes (all the ones you mentioned).

Demonblade Talon5/31/2018, 8:43:42 PM1 votes

Akali rune You are a beast<3