A Rune concept for Burst Mages, as requested by RiotStashu:

Shinjusuke·8/25/2017, 11:45:25 PM·1 votes·535 views

I was reading a thread regarding the new Runes, and in there RiotStashu asked what people would want as a Rune targeted for Burst Mages.

I had an idea, and hoped it might get more viewership here than in a couple-day-old thread:


What I want, which would work for Burst Mages (most effectively), but isn't so targeted it's useless to other champion classes:

Additional burst damage (or a percentage drop in cool-downs) for landing your entire combo.

The rewards are higher for skillshots, and lower for abilities that cause CC.


For example:

"After hitting an enemy with X abilities (X being variable, based on how many offensive abilities the champion has) within a Y second window, enemies hit by all X abilities receive +5% damage based on the amount of damage dealt by the abilities landed.

-3% per ability which applies CC +2% per skillshot

Minimum 2 abilities must be landed in order to receive the bonus (So Taric for example would get no benefit from this Rune)"


So, for example, if a Morgana landed her Q -> W -> R, the person hit by all 3 would receive 4% (Q = 5-3+2) + 7% (W = 5% + 2%) + 2% (R = 5-3) bonus damage after R lands, for a total of 13% of the damage dealt by the QWR combo.

Comparatively, the most extreme case I can think of would be Ezreal, who if hitting with an R->E->W->Q combo would receive +7% bonus damage for each, resulting in the enemy receiving an additional 28% of the damage dealt by the combo if he connects with the Q at the end.

An alternative is rewarding the caster with a reduction to all their cool-downs when landing a full combo.

So the same reward system, just with a percentage reduction to all cool-downs provided instead of an increase to damage.


I wasn't spending much time fine-tuning numbers as the general concept comes across, I think.

But hey, just a pitch for a Rune that..

  • Most benefits burst/combo mages,
  • is easily balanced by numbers tweaks,
  • rewards player skill,
  • has a clear impact,
  • would feel good to land (plus I mean you can't really call "bullshit" if you get hit by the enemy's entire combo, they obviously did something right)

Anyway, just my input. The CD reduction obviously has the potential for some possibly OP fringe cases that might need looked at, but I don't think the idea is exactly terrible.

3 Comments

Hungry Cancer9/2/2017, 2:26:30 AM1 votes

Yeah this is way too convoluted and inconsistent, I think most burst mages would prefer the new T-Lord's, Stormraider's, or even Meteor or Freezeray (if they're looking to supplement their own lack of reliable CC and want to make it easier to land their combos like Ori, Ahri, or Vik who could seriously fuck shit up with a reliable slow in their kit from lvl 1) due to reliability.

Riot also wants most of the runes to be usable on champs from any class and to reflect the player's preferred playstyle more than a particular meta or some idea that certain champs or classes are bound to a particular tree; a keystone for burst mages should feel great on burst mages but shouldn't be limited to them/ useless on everyone else and this just appears to be too focused on burst mages without really changing how they play and simply making their burst combos more powerful without any extra interaction required from the player and no clear downtimes/uptimes for enemies to play around.