Lethal Tempo

ManBearPig916··2 votes·1,059 views

You wanna know why Lethal Tempo isn't doing well on most champions? It's not because it was doing 30-80% instead of 40-110% attack speed during its duration before the patch. It's because it takes 1.5 seconds to activate after damaging an enemy....

On paper it sounds good, but in reality, damage is too high ALL AROUND, and nobody is alive 1.5 seconds after damaging anybody. Either you or your target is dead already.

In today's environment, lethal tempo would only be good on an adc who has a robust tank or bruiser and their team isn't getting insta-deleted when being breathed on, which is too rare.

P.S. My dream scenario is that you offer some nice defense options and tweak the game to be less bursty and less snowbally like it was several seasons ago. In that scenario, the game will feel better, like it did long ago, and lethal tempo would actually proc in more situations.

1 Comments

kaironen1 votes

Imo, lethal tempo should be probably get a buff to it's 1.5s activation. I think it should get changed to either 1.25s, or 1s (1.25s for starters). The issue with lethal tempo is mainly on what it competes against. Lethal tempo competes with press the attack, conqueror, and fleat footwork. Conqueror is generally going to be used on the split pushers because of the ad and the tank killing part. Fleet footwork is generally always going to be used on adcs due to how It helps them bypass their weak early. Press the attack is used for teamfighting bruisers and certain champion synergies like Lucian. Lethal tempo just doesn't have a huge niche case which leads other runes to get taken over it. Imo, it's a good rune, it's just that some champions like jinx would rather go fleet than lethal tempo due to helping her in lane. Fleet also helps her be able to poke the enemy before teamfights start. Lethal tempo should be the teamfight king of those keystones but it currently has too much of a competition to succeed and the time it takes to activate is slightly too long.

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