Some Suggestions on Improving the Current Runes

Best Ekko NA··1 votes·1,123 views

Precision Tree

Press The Attack:

Hitting an enemy champion 3 consecutive times makes enemies vulnerable, increasing the damage they take for 6 seconds. (Deals no damage)

Lethal Tempo:

(No change)

Fleet Footwork:

(No change)

Conqueror: After 4 seconds in combat, your next basic attack against an enemy champion grants 6 - 35 AP or AD (Adaptive) for 3 seconds. (Deals no damage) (Cooldown 20 seconds)

Domination Tree

Electrocute:

Hitting an enemy champion with 3 separate abilities in 3 seconds (not including auto attacks) causes your next basic attack to reduce your abilities on cooldown by 15% of their remaining cool down. (Cooldown 20 seconds)

Predator:

Channel for 1.5 seconds (in-combat or out of combat, canceled if afflicted with hard crowd control) to gain 45% movement speed for 15 seconds. (Deals no damage) (Cooldown 90 seconds).

Dark Harvest:

Champions, large minions, and large monsters drop soul essence on death. Collect souls to become Soul Charged. Your next attack on an enemy structure consumes Soul Charged to deal bonus adaptive damage. Soul Charged lasts until used on an enemy structure. (Deals no damage to champions) (No Cooldown)

Hail of Blades:

(No change)

Sorcery Tree

Arcane Comet:

Hitting an enemy champion with an ability hurls a comet at their location, silencing any enemies struck by it. If the comet is on cooldown, it's remaining cooldown is lowered instead. (Deals no damage) (Cooldown 20 - 8 seconds)

Summon Aery:

Casting an ability sends Aery to the nearest ally, shielding them. Additional ability casts reduce the remaining cooldown before Aery can be sent out again. (Deals no damage) (Cooldown 20 - 8 seconds)

Phase Rush:

(No change)

Resolve Tree

Grasp of the Undying:

Every 4 seconds in combat your next attack heals you and increases your maximum health. (Deals no damage)

Aftershock:

After immobilizing an enemy champion, increase your armor and magic resist for 3 seconds. (Deals no damage) (Cooldown 20 seconds)

Guardian:

(No change)

Inspiration Tree

(No changes)

2 Comments

Beatrice falls1 votes

Dark harvest change doesn't really make sense, since it would be picked by stuff like Jax Tryndamere Ziggs but they'd have to sacrify another keystone enabling them to actually fight. Most of the changes are straight up nerfs

Best Ekko NA1 votes

[{quoted}](name=Beatrice falls,realm=EUW,application-id=3ErqAdtq,discussion-id=fuERM9cY,comment-id=0000,timestamp=2018-09-26T18:40:25.927+0000)

Dark harvest change doesn't really make sense, since it would be picked by stuff like Jax Tryndamere Ziggs but they'd have to sacrify another keystone enabling them to actually fight. Most of the changes are straight up nerfs

The damage on the keystones is not needed. Damaging keystones are only beneficial on champions who already have inherently high damage in their kits and it makes them even more powerful for no reason. It seems like a nerf because it is, but only for champions who gained a lot without giving up anything from this new keystone system.

As for the Dark Harvest change, it's primarily to help split pushers. Yes I'm referring to champions like Jax, Riven, Nasus, Tryndamere, etc. Currently Jax is pretty strong, but that's a big thanks to the Keystones having damage. Take away the damage on the Keystones and Jax will still be strong, but he'll be no stronger than he ever was before really. The damage on keystones has really broken a lot of things in the game this season, and the game would simply be better off without damage on keystones.

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