Lethal tempo

Testlolla·3/27/2018, 4:35:42 AM·10 votes·2,937 views

I love the concept of lethal tempo, to break the limit of the attack speed is definitely an awesome way to fight. However, lethal tempo has been the least used runes in both professional matches. Due to this lethal tempo might get removed, I'm quite worried and do not wish this to happen. Therefore I post some possible adjustment and hopefully it will helped.

original version: lethal tempo: PASSIVE: Damaging an enemy champion begins a 1.5-second timer. Upon completion, you gain 30% - 80% (based on level) attack speed as well as removing the attack speed cap for 3 seconds. Attacking a champion while the effect is active will extend the duration to 6 seconds. Cooldown: 6 seconds

Problem: Lethal tempo takes 1.5 seconds to proc and 6-second cooldown, a long time to stay unimpactful in a team fight. Has a weak laning phase, suffer much from a proc bot lane composition, like Sona + Ezreal. Low survivability compares to Fleet footwork. In a professional team fights, they can very easily bait out lethal tempo and actually starts a team fight when it is on cooldown.


Solution 1 (my favorite) : lethal tempo: PASSIVE: No attack speed cap. Each damage (aoe damage will count as one) on a champion will give 8% - 20% (base on level) attack speed for 6 seconds, duration refresh upon killing a champion. (attack speed reduce gradually if the effect ends). Cooldown: 2 seconds

reflection: This version of lethal tempo remove a lot of burst damage, as we need now need to attack (auto attack & ability) 6 times on a champion to gain the same buff (30% - 80% attack speed) as the old lethal tempo do. However, since the attack speed is uncapped all the time, and cool down is only 2 seconds, players have more choice on when they want to go in, and it's harder for the opposite team to punish them for proc lethal tempo. The laning phase will be better if the trading duration is more than one auto attack since they can get potentially one more auto attack than players with fleet footwork.


solution 2: lethal tempo: PASSIVE: Damaging an enemy champion begins a 1.5-second timer. Upon completion, lethal tempo went to cool down, you gain 30% - 80% (based on level) attack speed as well as removing the attack speed cap for 3 seconds. Each attack will **_reduce the cooldown by 1 second. Cooldown: 9 seconds

reflection: This basically is the old version of lethal tempo, however, it's not punished as hard during landing phase since they can reduce cooldown by attacking. In an ideal situation (where someone can continuously attack), the cooldown will basically be zero at 2.00 attack speed. in a team fight, it still contains that huge burst and it is still baitable but if there are minions then this version is much stronger than the old version.


solution 3: lethal tempo: PASSIVE: dealing 30% of a champion's current health in 2 seconds or loss 30% of current health in 2 seconds will gain 50% - 100% (based on level) attack speed. Attack speed cap is always removed (even during cooldown). cooldown: 6 seconds.

reflection: So, lethal tempo only procs when it is the real deal. This will let players proc as much as they want and do not worry about lethal tempo went on cooldown and get punished. In a team fight, it's harder to proc because dealing 30% of the health of a tank ( (I assume people take this will build damage, not a tank, and not an assassin. WAIT! OH SHIT MASTER YI), in team fight is very hard in 2 seconds, and as a squishy reduce 30% of the health for the effect is extremely dangerous. So this is a "lethal tempo" for both the enemy and you.


Hopefully, this can help.

14 Comments

Snowman Arc3/27/2018, 11:19:17 AM3 votes

The attack speed cap removal should be permanent with this rune, honestly. I don't know if it will help, but I can see an ADC with hurricane melting enemies after a point. Stand still, have Morgana shield you and melt everyone.

Sire Hippington3/27/2018, 12:23:16 PM2 votes

I think the most important thing is that the AS cap should be removed permanently, it's the one thing that makes the rune attractive and feel awsome. Asides from that, i think the AS boost in early levels needs to be higher, orprocing it should double your total AS for 2attacks so it's a bit more powerfull in short trades, as it right now just is WAAAAY behind other runes for laneing. The uptime also is something that migh need some boost, though some sort of burst impact and permanantly uncapped AS already solve that issue to an extend. An other issue i see is that PTA is working VERY similar, it usually gets proced in ~1.5 sec aswell, has some upfrobnt burst unlike lethal tempo, and then a good % damage amp that also boosts allies. So for leathal tampo to be better than PTA, you need a pure AA champ and it eeds to boost you dps by more than 12%, and since you lack the burst and alliy-amp, it shoulc be noticeably more than the 12% to really be worth it. Imo Press the attack could get reworked into a more team focused rune, giveing you and nearby allies a brief ms boost and either a small shield or a brief damage reduction instead of the flat damage on proc, so it helps you and your team to run down a focus target while lethal tempo helps you to have overall high dps.

Also, i think lethal tempo(and basically all other AA related runes) could use a small melee only effect. Melees have a really har time conistently AAing, especially in teamfights. If lethal tempo gave melees ~6% slow resist and tenacity for each nearby oponent, it woul hardly be different 1v1 but really help melees useing it in teamfights.

C9 Squeeky 3/27/2018, 5:00:50 AM2 votes

1st solution still doesn't help laning phase, you will not hit 2.5 attack speed until 2-3 items (unless you're rageblade trist) but u get the point. Attack speed cap doesn't matter in lane because the attack speed just isn't there.

Here's my solution (Solution 4). I think gradually gaining attack speed over 3 seconds/ 3 AAs might be an improvement instead of having to wait for 1.5s to feel ANY effect at all. Like 1st AA grants 15% AS, gaining 5% AS per second (or 5% per AA) until reaching 30% after 3 seconds/AAs. Then as you gain levels, the base goes up. Maybe at level 9 or 10 your first AA grants 30% (up from 15%) and you gain 10% per second/AA stacking up to 3 times, just as an example.

I actually kinda liked Solution 2 though.

XxDRAGONsAK47xX3/27/2018, 2:14:18 PM2 votes

I always take lethal tempo when I play ADC.

Twitch I take lethal tempo. Xayah I take lethal tempo. Every ADC I play I take lethal tempo.

Good rune, but it needs a few buffs :/

RainXBlade3/27/2018, 4:06:58 PM2 votes

Lethal Tempo feels too underrated. One solution that I may think off is that the wind-up time be reduced by level (think something like 1.5 sec at lvl 1 to .75 sec at lvl 18). Another thing I may suggest is to allow its cooldown or duration to be reset from champion takedowns (kills or assist) so that it has a bit more up-time.

Killer of Night93/27/2018, 12:45:28 PM1 votes

The option 1 and 2 are good but the 1 solution should be rewritten because it will get refreshed by AA and Takedown so maybe it should be stayed out of combat for more than 5-6 s will fall off one/all the stack. 5% stack is too low compared to the actual (30% early game with 1,5 cast time) it should be 8%-20% because getting 6 auto for 2 s cd mean you need 12 s to get the same atk speed (and the Team fight woould be alredy endend) with this change it will take 4 auto for 2 s for get the sane stats. The n 2 is more early game relevant but i think it will make it even bad (only 3s) I would like the n 1 choice but with better value (maybe with 1,5 from 2 s cd). Just for curiosity the actual lethal tempo work on azir but this two version you think they should work? Also there will be a melee split (EG master yi/Udyr/Irelia?).

Rìveń3/27/2018, 4:04:27 PM1 votes

Honestly, I think the concept of LT is great, and it's probably strong enough, thing is, everything else is perhaps, too strong.

So rather than changing the numbers or reworking LT, which would most likely only end up with more damage creep, I suggest that we look at the other keystones first.

Great ideas though, if it were to ever be changed.

O Fallen Scholar3/27/2018, 12:40:20 PM1 votes

There is another rune in precision tree that is basically lethal tempo and doesn't force u to take that keystone. That shows how bad LT really is.

Lunar Lunacy3/27/2018, 12:42:22 PM1 votes

I wanted it to be my go-to pick on jinx, and while yes it has worked for me before (it's insane what you can do in late game team fights and the tower shred potential with all that attack speed) but it is lacking in the early game especially in my opinion. Needs buff for sure