Thoughts on every rune/path, in order of trees.

Shepherd o Souls·12/3/2017, 7:50:12 PM·1 votes·357 views

Press The Attack is way too strong. It's a quick burst, and amplifies ALL damage your team does. When I saw this I thought it'd be good on champs like Ashe who are more supportive marksmen than damage. But in reality this rune makes bot lane trading much stronger and makes your team's damage too high in general. The design feels pretty bad and if you ask me this rune would be a lot better if the proc damage was lowered more and the damage amp was only for other allies. I don't get what the point of having a 3 auto burst rune is because it overlaps with electrocute, while it has much more potential as a team oriented rune instead of electrocute copy.

Tempo+Fleet are getting touched right now on pbe. I don't want fleet to be a crit only rune though that's weak on any other champ. I don't think any AP champs are going to take fleet currently because precision doesn't have anything for an AP to use, and they still won't use it even if their is because AP doesn't crit, except for champs like Anivia. Fleet isn't a ludens proc anyway so Anivia wouldn't be able to magic crit and get the increased heal.

Triumph is too strong and makes a feast or famine bad play-style. Rework it into a 4-7 seconds heal over time so that there's still time to kill the target instead of them getting all the health in 1 burst and getting a few extra seconds to melt your team. Good examples are living turret shots or ignites after bad plays. Just nerfing the % number value will keep it too strong still or make it really weak. The gold on take downs is pretty cool though for supports and initiators to get some extra money in their pockets.

Overheal is pretty weak and niche with triumph existing and it isn't in favor of the meta of very damage comps, like mage supports. Nerf the total shield all together to keep other sources of shielding and healing in mind, but make it so you can get the full thing on your own. This way you don't have to rely on a support to make the rune viable at all, and keeps it from being overpowered in a future meta where enchanters would make the shield too big. This could make fleet more viable too. A lot of champs who want to invest in this rune like Darius or illaoi can't because they have missing heals too, and even if they could the shield would be small on itself.

Presence of Mind shouldn't be too bad, it's just outclassed by triumphant so a mana expending champ like kogmaw won't take it over the feast or famine enforcing play-style triumphant gives. This represents play-style instead of just damage damage, which we have enough of already.

Legends Are pretty alright, but lifesteal and attack speed seem like the same people would take them, except you're probably going to take attack speed more often since thorn mail is a common item. AP champs don't have a lot of options outside of coup and triumph/presence, and I think legend could use a replacement for bloodline or addition to the tree so that other champions have more reason than abusing triumph and coup to go into this tree.

The three Combat runes are kind of poorly leveled out at the moment. Coup de Grace is really strong because not only does it give damage and support the press the attack burst play-style, but it can be taken against almost every champion and still be really effective, with the addition of getting even more damage for take downs. Last stand is fine, but it's hard to get the most use out of it because if you're at 30% hp you're most likely getting 100-0'd. Cut down goes good with a tank killing build or helps if you're a squishy, but all together it only works against tanks, and coup does too if you have a standard adc build. Coup de grace also benefits all class types getting the runes so assassins and mages who want the extreme power from Triumph can get even more power with Coup. I think Coup is just strong because all it requires you to do is burst people, which is what mostly happens in league at the moment, while the others are conditional.


What I don't like about** Domination Keystones** and a lot of runes right now in general is the pure power you get from adaptive force. You might not think so but your keystone gives A LOT more damage when it scales with lethality, versus thunderlords or deathfire that was magical damage. This makes things like comet deal way more than you'd expect. I don't think adaptivity is a problem, just that new runes versions of keystones and runes give even more damage while getting harder scalings too.

I think Malice just comes down to if you have cc or a dash, or need some extra healing in your kit. Not too much of an issue except getting extra lethality from Sudden Impact to scale your keystone off of, setting up a lot of 100-0 bursts.

Eyeball collection feels out of place. You get 2 pure utility vision runes, and then you have a rune that gives damage for killing champions. I think tracking should've been 3 pure utility runes because taking eyeball just adds a little bit of stat check and snowball. Maybe it would be better if was rewarded only for taking out vision instead of working by only killing champs and never playing with the vision game, which tracking is about.

Hunter is a really good path. You have 3 sources of power that isn't just damage, and you can take them on most champions. Ability focused champs can take ravenous for juicy sustain later in the game. Ingenious has sprouted a new type of play style of getting a lot of actives and having item strength over flat stat or damage power, like the zzrot banner builds with RSS. Relentless helps with roaming and objective play. The con to Hunter is that it puts more emphasis on early game bot dependence, because going bot CAN, not will, score you two stacks while roaming top will only give 1.


Aery has had some conflict in terms of damage and reliability. I can see aery staying as an option for a champion like Morde who can dps with it, but also use it's primary intended function of shielding allies by using his w. If a champion takes Aery it should be because they utilize both parts of her, not because they can rack more damage and give 0 shielding, but still have better performance than comet. Autos applying Aery makes her offensive much more stronger too.

Phase Rush is alright, but it'd make good early/mid game which it doesn't due to the very low values at the start. I don't know if every Aurelion star counts towards it either, but it could probably give him a little help if it doesn't right now. His stars are like his autos or his Twin fangs, in comparison to Cass.

Null Orb is awful because it's just another source of AD buffing and AP nerfing. If it's a rune to fight against casters killing you, make it block ability damage all together, while making autos penetrate it again. This way you can negate a little bit of AD caster/assassins with it too and make it a more broad rune. Also you can stack this with hex drinker to really hurt AP. Hex is pretty efficient on it's own, adding this really damaged AP.

Execellence is pretty decent. Transcend Cleaver stacking was a thing but you give up item actives, lethality, armor/mr, attack speed, and other stats from items in return for the hp and AD. It's more a trade than being OP, and I think it just makes you weaker since cleaver isn't the cheapest item and the passive doesn't stack. Build path is also pretty horrid for asssassins and most champs who'd abuse it.

Power is poorly leveled just like combat. Scorch gives immediate effects while the others are very conditional, or just never come in at all. Gathering storm is bad because games don't have length, so there's no storm to gather. This rune would get buffed indirectly by fixing damage/turret push creep so games aren't snowballed. Water walking is a great concept, but needs a push forward. It's conditional but doesn't really reward you for playing by it. You can have scorch damage all the time or get barely any stats for being on river. I suggest taking the damage stats away and giving it a green father's gift type energize, that last a few seconds after leaving river so it's more of a roaming power rune, maybe give it 30 move speed if that doesn't put it in line.


Aftershock is too strong. This is probably the only rune that actually gives you armor or magic resist, even though resolve is meant for defense. This compliments initiators but in return gives them a pretty large amount of burst. I think the resistances should be chipped off this and given to the RESISTANCE tree, which gives you nothing currently. Also, instead of making it deal a lot of damage, make the burst just slow people or something. Initiators initiate, stop giving every class more and more damage please, just adds to power creep when your tanks are racking tons of damage too.

Guardian is pretty clunky and weird to me. It has an AP scaling on it too, but I guess that's for enchanters to take? When Aery would probably be a better option, a caster focused shield keystone. Also I don't think tanks need to give allies anymore shielding, given we have locket and FotM. This rune is probably for tank champs with no hard cc for aftershock, and can't make use of grasp, it feels kind of awful to use. Rework this to have a larger AoE and make it so you take the damage the ally would, but at a reduced amount. This fantasy of guardian your ally currently lacks and it's just another shield to stack on the plentiful amount we have. Maybe even make it so if the ally guarded gets cc'd you take the cc instead. This would make tenacity runes much more valuable if you could get tenacity and soak some cc and damage from your teammate. Also lets you benefit more than just the adc, by letting you go in with your bruiser/jugg and take cc off of him so he isn't locked down the whole fight.

Demolish is pretty obvious. Tanks blowing up turrets is in no way healthy for the game, and on a champion like yorick, who already got his Q buffed against turrets and has a plethora of push, this just makes champions end games disgustingly faster. You die once and your turret drops 50% hp by a guy with 0 damage in his build. Also gives chogath another reason to exist. This rune outclasses the other two by a long shot, needs 1 or two good nerfs to keep it in line. You have to keep in mind that there's 5 people and minions who can push, demolish seems more like a 1-3 man team vs 5 rune.

Font is a weakened version of bond. It's not a keystone so it makes sense though. Still, I think it could be a 1.5 or 2% max hp heal, or even just buff that base value to 15-20 so it can have any competition with Demolish.

Unflinching Is really good for junglers who can smite with it, and even then it's just tenacity and less slows so demolish still beats it. Champions who would use this probably aren't going to go into resolve anyway since you can just get tons of feast or famine snowball from Perc/Sorc/Domination.

Resistance is bad. Period. Resolve, the big defensive tree gives you no defense really. Resistance needs to give you that defensive power you need if you're a tank. Being forced to heal to get most of the effect makes it even weaker, and getting 5 armor is just awful. How can you give the other trees 10% damage and then even more stats for getting kills, or give them good scaling stats and early game, but give tanks virtually no early and little late bonuses. Conditioning is risk reward but its bad because you get it for 15 minutes, with games lasting around 25 minutes. You have to choose between getting barely anything early, or getting absolutely nothing early in return for an increase later on. I think The armor/mr versions need to give a flat value, and then add 4% after 10 minutes. Conditioning should give both, but at a reduced effect. This makes it so you can get resistances to help you with their damage comp.

Overgrowth is busted on Shyvana, who is arguably one of the top farming champions in the game, and benefits off this rune greatly since she builds a lot of hp with 1-2 damage focused items. She can rack in A LOT of bonus health with this rune because she can farm lanes/tax and clear jungle very very fast with her kit. Meanwhile, tanks have pretty bad clear compared to her, and supports don't clear at all and actually roam, so they get a lot less effectiveness out of this. Roaming as a support makes you lose even more from this rune because minions are dying while you're on river. This rune should be given a little boost to lane speed but nerfed in jungle to keep certain champs from overtapping power out of this rune.

Revitalize is pretty nice, you get triple the effect on someone who's low. If Soraka invests in this rune she can get a good amount of power to her ult which also doubles heal on low HP targets. However, I don't want to make this rune too strong if damage goes down all together, make it like 4 and then 8% increase.

Second Wind is the same as Revitalize. We don't need healing abundance if damage drops. It has a pretty long duration but items like doran's shield has potential to make a buffed second wind too strong on lane.


Spellbook is a nice concept but basing your keystone off of your summoner spells is only good for cheesing people really. You either make very effective use of it or you fail horribly and have a weak rune. It's not consistent enough to be that enjoyable of a rune.

Augment is nice but not taken a lot of people due to the high damage options in other trees. If people aren't doing tons, then the kiting/lockdown of this will become a more viable option.

Kleptomancy gives a lot of power indirectly, by giving you gold and items which give you a money lead. You can use these items to get gold leads and keep yourself effective with the money you save and gain. I don't like how you can randomly get skill pot elixirs, but I see that riot wanted to keep the quest reward in the game. You also get potion and elixir power for going this tree so everything you get is stronger on its own, but a lot of the consumables have already been nerfed from their first appearance on pbe. The rng is also inconsistent, with things like pulling multiple gold sacks and then getting randomly picked gold out. I think the map of determining what items you get and what affects the chances should be more in depth, with the chance of getting mana pots being based on your % mana missing, and having skill pot guaranteed on your next proc after a certain level or condition to make it more consistent of a rune. If it was consistent with lowered gold gain, I think it would be more enjoyable to play against, I mean no one likes getting RNG'd on.

Contraptions is pretty well made, each being some sort of active, tangible effect. Snacks give much more lane power but take 3 minutes between, which makes them go into the mid game. This isn't that bad though because it's a missing restore value so it'll scale with you. Hex has a variety of uses, which is what inspiration is about: indirect powers and wits to win, cheating the rules. Stopwatch feels much more powerful though because you get early game stasis, then you get gold off the item you want to up it into, and then you get cdr on that item.

Magical Footwear is an awesome design. No option to buy boots, but they're much stronger when you finally get them. It's not that strong though because debt gives you money off your item buys too, even though it costs a little extra it does what footwear does but it lets you get boots early on for roaming and scales later on too. Footwear also reduces off of take downs but this whole tree isn't made around killing really do it feels odd to put takedowns as a requirement, especially when there's a rune in this tree that removes your damage on the same timer as footwear. This rune should be made consistent by making it around 7:30-8:30 but making it so the timer doesn't reduce. You probably aren't going to get it past 8:30 anyway if you're running inspiration, unless you're really snowballing with a different primary tree.

Dematerializer - Riot already said they're doing some work on this rune. It's just pretty lacking, especially how you're getting damage against minions only and it's pretty low, considering it diminishes after the first one. Right now there's no reason to take this over debt or boots which give you much better rewards.

Beyond is balanced. You have a rune everyone can take, and then runes for certain styles you like. Insight isn't over powered or really weak, it feels really nice to have at the bottom of this tree. You'll probably take approach with augment which is in the same tree, which also feels pretty nice to have as an option. Body helps if you're just trying to cs and don't want to fight early game.

Certain classes struggle too like dps mages which are taking phase or Aery since they don't have much of a supported primary option. While having many viable ways to play the game, I think it's important for each class to have a friendly primary option, that also benefits new players who have an easy decision to make until they learn more. I hope the new keystones are made soon, and I hope bruisers get one too. Most bruisers I see just take press since it's high damage on it for autoing, but it doesn't really compliment their melee dps playstyle. Grasp is sustained but not the DPS power a bruiser would want like fervor, and Tempo doesn't provide much of a stat bonus like fervor did to help their abilities out. Unless you're playing a new build, you aren't going to make the most use out of Tempo anyway, so bruisers don't have much of a general friendly keystone to support their play.

Also ADC's still have lots of power from other sources like crit (and on hit in kog's case), so it adds to the problem of damage creep.

0 Comments