A Bruiser Rune Tree I made cuz I felt like it.

Z3Sleeper··9 votes·921 views

I don't truly think any of this is balanced lol. Just thought it was a cool concept as a Juggernaut main and enthusiast.

EDIT: I LIED! THIS IS APPARENTLY A JUGGERNAUT TREE LOL. I mean, divers already have Domination right?

#Wrath | +80 Health, +8 AD or 13 AP (Adaptive)

#Keystones

Rage

  • Gain a free Rage item. On activation, gain 30% movement speed for 1 second and cause your next basic attack within 3 seconds to deal 100%-200% base AD bonus physical damage based on level. 25 second cooldown.
  • Melee champions have this cooldown reduced by 1 second when striking an enemy champion with a basic attack or ability and when damaged by a enemy champion's basic attack or ability.
  • Upon acquiring boots, this item fuses into them. This item cannot be sold (when you sell your boots, it stays).
  • ######Psst, it's basically old Guardian's Horn.

Unrelenting

  • Basic attacking a champion grants up to 1-5 AD or 1.2-6 AP (adaptive) based on level for 3 seconds, stacking up to 3 times. Each stack's strength is increased by up to 300% based on your missing health. Multiplier is reduced to 200% for ranged champions.
  • ######Max effect at 25% health. At max effect, grants 15-75 AD or 24-120 AP for melee champions, 10-50 or 16-80 for ranged champions. Stacks remain at their current power when obtained. After acquiring 3 stacks, the next attack, if done when lower on health, will overrule the weakest stack.

Clinging Souls

  • Killing a unit causes its soul to rise from its body then fly towards the nearest visible enemy champion within 1000 units, slowing them on hit by 30% for 2 seconds (12 second cooldown, 15% slow for ranged champions). Champion takedowns will always spawn a soul. On death, your soul flies out as well.
  • ######Can be intercepted by other champions. Indicates its travel path via VFX magics before flying.

#Tier 1 - Retaliation

Break the Chains

  • Gain 5% Tenacity. Upon being inflicted with a crowd control effect, gain an additional 5% Tenacity for 4 seconds, stacking up to 3 times.

Slay the Strong

  • Upon taking damage, deal 10% of the damage taken in the last 3 seconds on your next basic attack against champions. (6 second cooldown).

Vengeance

  • Upon taking damage, heal 10% of the damage taken in the last 3 seconds on your next basic attack against champions. (12 second cooldown).

#Tier 2 - Determination

Final Effort

  • While below 40% health, gain +10% movement speed towards enemy champions.

If I'm melee, you're melee

  • Gain 5% movement speed towards ranged enemy champions.

Endless March

  • Gain 15% slow resistance when moving towards an enemy champion.

#Tier 3 - Might

Inherent Strength

  • +5% Base AD. Increased to 10% when below 40% health.

Against all Odds

  • Gain +8% increased damage and healing effects 2 seconds after being in combat while outnumbered. Lasts until you are out of combat or no longer outnumbered.

Trample the Weak

  • Killing a unit grants a 22-40 health shield for 3 seconds (10 health shield for ranged). (8 second cooldown)

Not gonna lie, I started using Sion quotes when I ran out of names.

17 Comments

LostFr0st3 votes

and Baked Beans? Where are they OP?

Many of the ideas are interesting, but a lot of them break the counterplay for a bruiser. Notably:

Rage against the Ranged

Contrary to being tagged as an anti-ranged item, it's probably extremely effective vs melee, especially since the CD reduction effect is for "damage taken" and not projectiles.

Slay the Strong VS Vengeance

Having trouble wanting to take Vengeance due to how huge the CD difference is between them :/

No seriously, screw the ranged

This literally is opposite to the counterplay of at least the kiteable bruisers if not all of them.

Break the Chains

Same as "No seriously, screw the ranged"

Unrelenting Basic attacking a champion grants up to 5-25 AD or 8-30 AP (adaptive) for 3 seconds, increased by up to 300% missing health based on level. Multiplier is reduced to 200% for ranged champions. Max effect at 20% health. At max effect, grants 15-75 AD or 24-120 AP for melee champions, 10-50 or 16-80 for ranged champions.

Mixed feelings on this one. It's basically "are your ratios high? Yes? Then take this."

Clinging Souls Killing a unit causes its soul to fly towards the nearest visible enemy champion within 1000 units, slowing them on-hit by 30% for 2 seconds (20-8 second cooldown, 15% slow for ranged champions). Champion souls will always fly out. On death, your soul flies out as well. Can be intercepted by other champions. Pauses briefly before launching in a straight line with Jayce EQ levels of speed

Not sure how adding more slowing flying poke improves the situation :/

Final Effort While below 40% health, gain +10% movement speed towards champions.

I think this one is cool.

Inherent Strength +5% Base AD. Increased to 10% when below 40% health.

Stat buffs; passable I guess, but not very exciting.

Trample the Weak Killing units grants 5 +5% armor and mr for 5 seconds.

This is like a pseudo Doran's shield. Intriguing but not sure if % AR and MR is best since that might be too strong. Since the rest of the tree gives accessible stacking AD, building tank with this rune might be quite effective.

Against all Odds Gain +10% increased damage 2 seconds after taking damage while outnumbered.

More relatively free damages. Depends on the distance of outnumbered (range).

Endless March Gain 15% slow resistance when moving towards an enemy champion.

Similar to "final effort," has potential.

Z3Sleeper1 votes

The soul thingy in my head was "you kill one champ, it slows the next so you can kill them" and so on.

And then when you die in the teamfight it slows another dude so your allies can pick em up.

LostFr0st1 votes

I get what it's trying to accomplish, but making it so that one catch can snowball the fight creates a pubstompy mechanic that is less usefull at higher ranks, particularly since "getting the kill" is required so teammates can actually deny this rune.

Since it's "a unit," one can effectively rarely approach a champion who runs this rune in lane. It's glacial augment tied to lasthitting (ranged champs aren't gonna let us last hit for free :P)

Z3Sleeper1 votes

Oh oops I meant for it to say on champion takedowns.

Also the effect is supposed to spawn the soul, have it sit there for a split second and indicate which champion it is about to fly at, and then fly off. Possibly even show a red line indicating its travel path.

Basically, it's supposed to be dodgeable via sidestepping and only useful when either chasing someone to keep them moving in a straight line or locking them down so the soul latches on more easily.

LostFr0st1 votes

{quoted}

Oh oops I meant for it to say on champion takedowns.

LOL; yeah that changes it quite a bit.[sg-miss-fortune]

Also the effect is supposed to spawn the soul, have it sit there for a split second and indicate which champion it is about to fly at, and then fly off. Possibly even show a red line indicating its travel path.

Basically, it's supposed to be dodgeable via sidestepping and only useful when either chasing someone to keep them moving in a straight line or locking them down so the soul latches on more easily.

Kinda like Xerath E with his Q indicator then I guess. Got it. Thanks for the additional context.

The Yetii Rider2 votes

Might as well be a juggernaut tree. There's nothing here a diver would want. Most of it is move speed, and divers get plenty between Relentless Hunter and Trinity Force. Divers don't need chasing power, they need burst when they get there. Nothing here is worth giving up Electrocute for.

Z3Sleeper1 votes

You're not wrong.

Woodakoodashooda1 votes

Black Beans Matter

Z3Sleeper1 votes

Black Beans have no voice in these matters.

DragonShea1 votes

The Movement Speed runes should be in the same tier because that would just give bruisers too much MS and likely breakHecarim The runes should be sorted into Might, Retaliation and Mobility.

Retaliation:

  • Slay the Strong
  • Vengeance
  • Break the Chains

Mobility:

  • Final Effort
  • Endless March
  • No seriously Screw the ranged

Might:

  • Against all Odds
  • Inherent Strength
  • Trample the Weak
Z3Sleeper2 votes

Holy common sense. It was like 6 am ima blame that lol.

Btw stealing this ty.

DragonShea1 votes

{quoted}

Holy common sense. It was like 6 am ima blame that lol.

Btw stealing this ty.

You're welcome, besides I am happy you like my suggestion.

Raven Redeemed1 votes

Nice. I thought up a rune (similar to your “break the chains”) that I thought would be neat:

Gain MS for 2 seconds after being CC’d. Magnitude of the MS is determined by the magnitude/duration of the CC.

AS I LAY FEEDING1 votes

i wonder where is the real bruiser runes? But we all know that adc's will ruin it anyway Ezreal. Here take my upvote

zero3561 votes

Tl;DR but upvoted anyway because a separate bruiser tree is probably the best option

Tychusfindlay9181 votes

I agree that this is definitely a juggernaut/heavy-diver (think aatrox or camille) oriented tree.

Only thing I'd really change is "Against all Odds" because you'll be amazed at how ridiculously limiting the rune is with the outnumbered clause. You basically go into a shitty 1 v whatever fight thatll probably get you fucked or you waste a rune slot.

I think a better version of against all odds would be something like

"gain 3% bonus AD or AP and 2.5% healing after being in combat for 2 seconds. This effect doubles after being in combat for 4 seconds, and triples after being in combat for 8 seconds."

The outnumbered clause gets removed, and the upfront effects get weakened but the rune has a ramp up the longer you stay in the fight. I prefer bonus offensive stats over "increased damage" because a lot of champions that would like to dip into this tree deal true damage and typically have their true damage scale with one of their stats. Three prime examples of this would be camille, darius, and olaf.

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