Rework idea for Electrocute
The base damage of Electrocute makes poking with certain champions early extremely overbearing to the point where lanes are lost because of 1 combo. I want to change that and also unhook the idea that it takes 3 abilities to trigger. I think Electrocute should be a strong pick for poke champions but also an option for sustained damage via multiple spellcasts or attacks.
When I talk about sustained damage, I'm talking about champions like
heck even some ADCs like
or 
The NEW Electrocute would be as follows: Deals 10-50 adaptive damage (+25% of the damage dealt by attacks and abilities) after 3 seconds of not damaging your target (180 second cooldown). The maximum damage would be 150-400, based on your champions level.
The premise here is the harder you hit your target or longer you hit them, the more potent Electrocute will be. Also periodic damage from things like
would only be calculated based on the damage dealt per tick in case it gets dispelled. The base damage there is if the rune gets used by someone like a support. The damage cap is there to prevent certain champions items from becoming a balance nightmare with the rune. This rune is meant to be a sort of "last word" after a fight not some godly lightning bolt that does 60% of somebody's hp because of poorly balanced items or mechanics.