Create-A-Keystone

k wìx··2 votes·259 views

Kinda like build-a-bear - lets theory craft some Keystones! you know Riots going to add more eventually, maybe they'll add one that comes from this very thread!! :D :D :D

1.) Sorcery - Everburn When you hit a target with an ability that deals magic damage, you also 'Mark' them. The mark lasts for 5 seconds, during that time, the next time they are struck with a magic damage spell from any source, they take an additional 3% max health damage over the next 3 seconds. (This effect can only trigger once every 5-20 seconds, based on level.) _Basically, an anti-tank keystone that starts off pretty weak, but scales pretty hard late game, has very little effect on squishy targets, unlike comet. Requires multiple spells to hit to proc. _

2.) Inspiration - Vision Angel Every 50-70 seconds, a ward will randomly be placed around you. This ward does not count against your maximum ward amount. It lasts for 60 seconds.

_Basically, a vision keystone in the inspiration path, mainly for supports who struggle on the vision front. _

5 Comments

Dope Solo2 votes

Keystone - Toxic - Ban an extra champion Yasuo Zed Zoe

xPhantomDancerX2 votes

I would make a slight adjustment to the second one. Make it so that it only gets prompted if there are aren't anything else static in your vicinity that also shows vision - other wards, traps, towers, inhibs, ect...

Imagine just randomly placing a ward in your inner base for no reason while the towers and inhibs are up.

Kaìju1 votes

Fuck You That's Why - Converts a percentage of all damage you do into the opposite type. 10% of all AD is dealt as AP, 10% of all AP dealt is AD.

k wìx1 votes

{quoted}

Fuck You That's Why - Converts a percentage of all damage you do into the opposite type. 10% of all AD is dealt as AP, 10% of all AP dealt is AD.

Not so sure on the name, but the effect is pretty awesome, You could really encourage some AD or AP-heavy teamcomps.

zlumpy1 votes

Sorcery Mage echo- after casting your ult gain a ghost that follows you around for 8 seconds and shoots magic missles for 10% of the damage you do. So a 100 dmg spell does an additional 10 damage based on the skill used. The ghost goes on cooldown for 160 seconds afterwards. Takedowns reduce the cooldown by 10 seconds.

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