New Keystone Ideas
With the Runes Reforged announcement, Riot is asking for feedback on their brand new Keystone system! I like the idea of multiple investments so I'll be making two new keystones for each role in the League.
Vanguards - Ride of the Valkyries - Whenever you dash to a target champion or area, you arrive in a flurry of Pegasus feathers. Immediately after all other CC from the ability resolves, all champions hit by the ability are charmed to attack your champion for 0.25/0.5/0.75/1 second.
Here Comes the Doom - Whenever a champion is affected by hard CC, you gain a 25/30/35/40% speed boost when moving towards them for 1 second.
Wardens - You are Safe Now - When an enemy champion dies near the warden, he and the nearest ally gain a shield for 30% of the warden's max health that rapidly decays over 2 seconds. (Will save against lingering damage after you win a fight like minion autos, turret shots, Ignite, DoTs)
Final Vow - When the warden dies he returns as a ghost. The ghost has full health, but loses health every second and dies after 5 seconds. While in ghost form the warden deals no damage, but can CC targets and shield/heal allies.
Marksman - I'm Not Useless Guys, I Promise! - The marksman gains 10 bonus AD, which scales up to 40 bonus AD at level 9. After level 9, the AD boost rapidly decreases, until it hits 0 at level 18. ((Idea is for marksmen to have a somewhat more helpful mid game while receiving no help late when they should be gods anyway)
Just Let Me Clear This Last Wave... - The marksman gains 1% MS when they kill a unit. This stacks with itself and increases by 1% per stack with each unit killed, up to 10% per stack at 10 stacks (100% bonus MS). Stacks fall off and reduce in value every 3 seconds (so 81% at 9 stacks, 64% at 8, 49% at 7, etc).
While at 10 stacks, the marksman has Empowered Recall.
Disruptor - Scrurry, Weaklings! - The disruptor deals 20% additional damage to all champions hit with an AOE ability that affects two enemy champions. This damage is increased by 10% for each Champion struck beyond two, to a maximum of 50% additional damage to champions with an AOE effect that hits all 5 enemy champions.
No Escape - Hitting 2 champions with an AOE effect reduces the cooldown of the effect by 20%. 25% for 3, 35% for 4, 40% for 5.
Burst Mage - HEXPLODE!! - Casting a spell gives you a stack of Hexplosion. If you cast a spell while you have 3 stacks of Hexplosion, your stacks are consumed and your ability does true damage instead of magic damage (spells that deal physical damage can neither stack nor consume Hexplosion).
Output 120% This is the Power of Magnetism! - The burst mages' ultimate consumes all of their remaining mana when cast. For every 2% of their max mana consumed this way, it deals 1% additional magic damage.
More later!