More Rune Concepts (part 2)
Again, numbers can be changed, it's the concept/design whether these runes should be a thing or not. Other than the obvious Keystone row, I have not put in the time to determine which row/runes each of these should compete with. Just judge whether they would be healthy for the game as well as fun/satisfying.
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Inspiration/Sorcery: Aerodynamic - Every 30 seconds, gain 10 - 20 (based on level) movespeed for 1.5 seconds. (Alternatively, increase your next dash range by 100). (For those looking to get in range for an all-in/engage)
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Inspiration: Swift Retreat (Strategic/Tactical Retreat) - Gain 10% movespeed when running away from enemy champions but running toward ally champions or ally tower. Range: 500 (For disengaging, outrunning gank)
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Resolve: Courageous Spirit - Gain a shield when dashing toward an enemy champion. Medium - Long CD (30 - 45s?). Keystone? Possible shield strength increases with a ratio or depending on # of nearby enemies. (inspired by
ult. Encourages aggression, mainly for divers). Range: ? -
Sorcery (Keystone) : Double Cast - After every 10 spell casts, the next basic ability you cast can be recasted instantly within X seconds (not a free cast, still has resource cost). (Periodic window of double dmg, double CC, utility, etc.)
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Sorcery/Domination (Keystone) : Power Surge - After every 10 spell casts, your next basic ability's damage is increased by X%. (Periodic burst damage before committing to an all-in kill)
rocket jump got that extra range. She'd be way too safe at just about all stages of the game.
who have a horrible laning phase, but god tier roam.
having two E's in the middle of a fight or two
Q's for rapid healing or being wedged between an Ice rock, a wall, and another Ice rock with
or
.

