New Official Runes Have Finally Been Revealed
No one else has seemed to make a discussion about the new runes yet so far so I thought I would take the jump on them and give both the overview of what the new runes so far do (for those too lazy to head over to the page and see for yourself). With that said let's start:
#Precision - Become a Legend (improved attacks and sustained damage)
Major
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Press the Attack - attacking the same enemy champion grants endless stacking attack damage (1.5 - 4 AD per stack, doubled for melee). Duration 4 seconds. Keep half when switching to a new target.
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Lethal Tempo - 1.5 seconds after damaging an enemy champion, gain 30-80% (based on lvl) for 3 seconds, extended to 6 when attacking a champion. 6 second cooldown. (Allows temp. exceeding of Attk Spd Limit)
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Attacking and moving builds up energy stacks, up to 100. At max your next attack is energized, healing you for 5 - 50 (+.10 bonus AD, +.20 AP) and 30% increased MS for 1 second. (No damage to monsters)
Minor
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Overheal - 50% of overhealing becomes a decaying shield, up to 30 + 8% of max health. From allies, 50% is converted instead
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Triumph - Takesdowns restore 15% of missing health and grant 25 more gold
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Presence of Mind - when below 60% mana, attacks against champs build focus, up to 5. After leaving combat, focus is converted to mana, energized attacks build more.
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Legend: Alacrity/Tenacity/Bloodline - Gain 5% attack speed or tenacity +3% for every stack of Legend or gain 1% lifesteal for every stack of_ Legend_. (Max 5) Stack every 30 points (+20 for champ or epic monster takedowns, +4 for large monsters, +1 for minions)
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Coup De Grace - 5% more damage to champs below 40% health
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Cut Down - Up to 8% more damage to champs based on how much more health they have than you
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Last Stand - 5% more damage to champs when you're below 80% health
Secondary Tree Bonuses
Domination, Sorcery, Resolve - +12% attack speed
Inspiration - +18% attack speed
#Domination - Hunt and Eliminate the Prey (Burst Damage and Target Access)
Major
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Electrocute - Hitting an enemies with 3 unique attacks or abilities deals bonus adaptive damage. Damage: 60 -220 (+.50 bonus AD, +.3 AP). CD: 50-25 seconds
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Predator - Boots have 'Predator'. Channel 3 seconds oustide of combat for 45% more MS for 15 seconds. Damaging attacks/abilities end effect and deal 60 - 140 (+.2 bonus AD) (+.3 AP) bonus adaptive damage. 180 cooldown. Start game on CD and goes to CD if interrupted while channeling.
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Dark Harvest - Champs, large minions and monsters drop soul essence on death. Collecting them causes net attack within 20 seconds to enemy champ or tower to deal bonus adaptive damage. Damage: 60 - 100 (+.15 bonus AD) ( +.2 AP) + souls collected. (Champs grant 10, monsters grant 2, minions grant 5)
Minor
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Zombie Ward - Killing a ward spawns a zombie ward in its place, replacing your current ward if it's already in brush for 30 seconds. They are visable, last 180 seconds and don't count towards ward limit.
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Ghost Poro - Entering brush to summon ghost poro after brief channel (damage and casting spells interrupt). It stays there giving you vision until you summon a new one. If enemy enters the brush with it, it runs off scared and puts this ability on 30 second cooldown.
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Eyeball Collection - gain +2 AP/1.4 AD (adaptive) permanently on champ takedowns, half with ward takedowns.
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Cheap Shot - Damage to champs with impaired movement/actions causes 12-30 (lvl based) bonus true damage. (4 second CD)
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Taste for Blood - Heal for 18-35 (based on level) (+.2 bonus AD, +.1 AP) health when damaging a champion. (20 second CD)
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Sudden Impact - Gain 5% additional damage to champs for 3 seconds after using a dash/leap/blink/teleport
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Ravenous Hunter - Heal for 2.5% from damage by your abilities, +2.5% per bounty hunter stack. Stacks gained by first time takedowns on enemy champions. 1/3 healing on AoE abilities.
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Ingenious Hunter - Gain 1% item CD, +6% per bounty hunter stack (includes trinkets). Stacks mentioned above.
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Relentless Hunter - gain 8 MS out of combat, + 8 per bounty hunter stack. Stacks mentioned above.
Secondary Tree Bonuses
Precision, Sorcery, Resolve - +10 AP or +7 AD (adaptive)
Inspiration - +15 AP or +10.5 AD (adaptive)
#Sorcery - Unleash Destruction (Empowered Abilities and Resource Manipulation)
Major
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Summon Aerie - Attacks/abilities send Aerie to damage enemies for 10 - 40(based on lvl) (+.1AP or .15 bonus AD) or shield allies for 40 - 100 (based on lvl) ( +.25 AP or .25 bonus AD). "Spirit" cannot be sent out again until it returns to you.
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Arcane Comet - Damaging a champion with an ability hurls a comet at them, dealing 40 - 100 (based on level) (+.2 AP or .35 bonus AD) adaptive damage. (20 - 8 second CD)
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Phase Rush - Hitting an enemy with 3 unique attacks or spells within 2 seconds grants 30-60% bonus MS (based on lvl) for 3 seconds. Melee champs gain 75% slow resistance for the duration. (15 second CD)
Minor
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Nullifying Orb - At 30% health, gain a magic shield that blocks 30 -120 (based on lvl) (+ 10% AP or 15% AD). (60 second CD)
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Manaflow Band - Every 60 seconds your next ability has its mana/energy refunded and restores 10% of your missing mana/energy.
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The Ultimate Hat - Your Ult CD is reduced by 5%, increased by 2% each time it goes on CD stacking up to 5 times.
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Transcendence - Gain 10% CDR when you reach lvl 10. Each % exceeding the limit grants either +2 AP or 1.4 AD (adaptive).
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Celerity - Gain 3% bonus MS and add 8% of your bonus MS to your AP or AD (adaptive) based on lvl.
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Absolute Focus - While above 70% health gain either up to +40 AP or +28 AD based on lvl (adaptive).
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Scorch - Your next ability against a champ sets the on fire, dealing 10 - 40 bonus magic damage, based on lvl. (20 - 8 second CD)
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Waterwalking - Gain 25 MS and either up to +30 AP or +21 AD based on lvl (adaptive) when in the river.
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Gathering Storm - Every 10 minutes, gain either AP or AD (adaptive). (Numbers at site link)
Secondary Tree Bonuses
Precision, Domination, Resolve - +15 AP or +10.5 AD (adaptive)
Inspiration - +22.5 AP or +15.8 AD (adaptive)
#Resolve - Live Forever (Durability and Crowd Control)
Major
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Grasp of the Undying - Every 4 seconds in combat, your next attack against a champ will deal bonus damage, equal to 3% of your max health, heal you for 1.5% of max health, and increase your health by 5. (Ranged: damage and heal halved, health increase 2 instead)
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Guardian - Right click and allied champ to guard that champ for 3 seconds. Before either of you would take damage, both gain a shield for 2.5 seconds, equal to 110 - 250 (+.15 AP) (+10% bonus health) (45 seconds CD, 6 if shield doesn't activate)
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Aftershock - After immobilizing a champ, increase armor and MR by 10 + 30% for 2.5 seconds. Then afterwards deal 40 - 140 (+3.5% of your max health) (adaptive) to nearby enemies. (20 second CD)
Minor
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Perseverance - After casting a Summoner Spell gain 25% tenacity and slow resistance for 10 seconds and increase bonus armor and MR by 7% for each Summoner on CD.
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Demolish - Charge a powerful attack against towers for 4 seconds when near 600 units of them. Charged attack deal 375 (+20% max health) bonus physical damage. (60 second CD)
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Font of Life - Impairing movement of enemy champs marks them for 4 seconds. Allied attacks against marked targets heal for 5 + 1% of your max health (reduced to 1/3 with your own attacks).
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Iron Skin/ Mirror Shield - Gain 3 armor/ 3 MR. When you heal at least 20 health or from a consumable's effect, increase your armor/ MR by 5% for 3 seconds.
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Conditioning - After 10 minutes, gain 6 armor and MR and increase your total armor and MR by 5%. (range 800 units?)
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Overgrowth - Every 10 monsters or enemy minions that die near you permanently increase your max health by 0.2%. (Range 1400 units)
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Revitalize - Heals and shields are 5% stronger, increased by an additional 10% for targets below 40%.
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Second Wind - After taking damage from an enemy champion, heal for 4% of your missing health over 10 seconds.
Secondary Tree Bonuses
Precision, Domination, Sorcery - +70 health
Inspiration - +105 health
#Inspiration -Outwit Mere Mortals (Creative Tools and Rule Bending)
Major
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Glacial Augment - Basic attacking an enemy champ slows them for 2 seconds (6 - 3 second per unit CD) Slow increases in strength over duration. (Ranged: Slows up to 25-40% || Melee: Slows up to 35-50%) Slowing the champ with active items shoots a freeze ray through them, freezing the ground nearby for 5 seconds and slowing all units in it by 50% (max 3 rays per item use).
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Gain 15% Summoner CDR and swap out a Summoner for a different on for a shard at the shop. Gain one shard at 2 minutes and every other after 6 minutes (max: 2). (Buying smite won't grant access to smite items and you cannot have two of the same Summoner Spell)
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(Unknown for the moment)
Minor
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Hexflash - When flash is on CD, gain Hexflash: channel for 2.5 seconds to blink to new location. (20 second CD, 10 when entering champion combat)
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Biscuit Delivery - Gain Total Biscuit of Everlasting Will every 3 minutes, until 12 minutes. Biscuits restore 15% of missing health and mana and increase mana cap by 40 permanently. Champs without mana restore 20% missing health instead.
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Perfect Timing - Gain Commencing Stopwatch at start of the game that transforms to Stopwatch after 6 minutes. Has a one time use stasis effect. Reduces Zhonya's, GA, and Gargoyle's CD by 15%.
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Magical Footwear - Cannot buy boots but gain Slightly Magical Footwear for free at 10 minutes. Give additional +10 MS and upgrade for 50 gold less.
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Future's Market - Can enter debt to buy items. Amount for borrow increases over time. (Debt limit: 150 +5/minute) (Lending Fee: 50 gold per item)
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Minion Dematerializer - Start game with 6 Minion Sojouners taht kill and absorb lane minions instantly (On CD for first 155 seconds of game). Absorbing a minion increases damage by 4% to that minion type permanently, +1% for each minion of that type absorbed.
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Cosmic Insight - +5% CDR, Max CDR, Summoner Spell CDR, Item CDR.
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Approach Velocity - gain 10% MS towards CC'd allies or enemies that you CC'd. (Range: 1000)
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Celestial Body - +100 health permanently for -5% damage to enemy champs until 10 minutes
Secondary Tree Bonuses
All - +20% potion and elixir duration
Precision - +10% attack speed
Domination - +15 AP or +10.5 AD (adaptive)
Sorcery - +12 AP or +8.4 AD (adaptive)
Resolve - +56 health
(p.s. this took me roughly an hour and a half to make)