Due to quick games and short laning phases, Overgrowth is getting crowded out by its peers

Frontline Fury··5 votes·1,691 views

Perhaps it could also gain a full stack from takedowns? This keystone is in theory perfect for champions like Sion and Nunu, but in reality both of these champions rarely get to farm more than 160 cs per game (yielding roughly 200 bonus HP from the keystone at the end of the game).

Both second wind and revitalize are preferrable on nearly all champions that SHOULD have been loving overgrowth, because a second doran's shield passive is always handy in early lanes and the 5-15% healing and shield increase benefits nearly all champions more than 100 to 200 bonus HP.

The only champions that can currently utilize Overgrowth to its full potential are marksmen and slayers ( Tryndamere Gangplank ) that often rack up minion kills in the 300s even in the current meta. And these champions rarely buy health in the first place!

8 Comments

Shuyin1782 votes

Overgrowth is a garbage rune.

I did the math awhile ago, for a 4000 HP tank it only gives you like 150 HP.

Just take the one that heals you when damaged, way better.

warpenguin5551 votes

Was that calculated with 0 stacks?

Critmaster Garen1 votes

{quoted}

Overgrowth is a garbage rune.

I did the math awhile ago, for a 4000 HP tank it only gives you like 150 HP.

Just take the one that heals you when damaged, way better.

you get 4% maximum health for 160 minions that died nearby. which is 160 health on a 4k health build. 160 minions near you (not even csing them all) is easy to accomplish even in short and stompy games.

i think my record was somewhere between 12% and 14% max health increase.

i honestly think second wind is overrated in comparison. when youre almost dead and missing 3000 hp, it would heal you 126 health over the course of 10 seconds. IF you manage to stay alive with a couple health points left for 10 seconds.

at above 50% health, the rune does barely anything for you.

i rather take a 10% max health increase at that point in the game upfront, than healing 4% of my missing health over the course of 10 seconds.

Spoofghoul1 votes

Amen

Although in (tough)lane and siege matchups it can be better to grab the healing rune

Critmaster Garen1 votes

{quoted}

Amen

Although in (tough)lane and siege matchups it can be better to grab the healing rune

yea, its an early game rune. thats about it.

Critmaster Garen1 votes

the best i got from overgrowth was 750 bonus health on garen in a 40 minute game. it was actually pretty impressive to get more than 6000 health on the champion (including elixir of iron).

i think the rune is fine. the problem as you said is, that game times are often just too short for it to kick in. this is the problem that should be addressed instead.

SSmotzer1 votes

I've still been in games that reach the 1 hour mark.

You also forgot how in really short games Cassiopia's passive is not only useless it hinders her speed, since she can't buy boots. I mean, the only time her passive is even noticeable is early on when you really want to buy boots, or at the end game when you can finally fill that 6th slot with a useful item. Not to mention the 2 runes she simply can't use because they effect her boots.

Kythers1 votes

the obvious solution is to make turrets stronger, reduce snowball potential and make junglers a bit weaker early game so you actually get a laning phase

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