Let's Discuss/Brainstorm Dark Harvest
Preface:
Dark Harvest has seen a recent increase in pickrate, partially due to Electrocute's upfront damage being nerfed. Additionally, it was broken on ARAM and Nexus Blitz before the map specific nerfs on it, due to the greatly increased rate of soul acquisition.
While Dark Harvest is set for adjustment on PBE (base damage reduction), it won't fix the rune's issues. Simple number tweaks are not enough, and frankly I believe the can of worms has been opened, in that people have begun to realize how absurdly strong this rune really is, and will continue to be taken despite the love tap nerf.
The Keystone is very snowbally and binary, it adds upfront damage on auto attack, and scales infinitely, giving it absurd one-shot potential, making it incredibly feast/famine.
It pairs too well with auto attack modifiers / spells that apply on hit affects. For example:
Assuming the champion is level 11, with 150 stacks of Dark Harvest and 2 finished items:
- Build:
/
+
- 115-120 bonus AD + ~ 100 base AD.
- Damage from the basic attack: 215-220
- Damage from Duskblade 100
- Damage from Dark Harvest (40-60 base damage + 150 from stacks + 24 from scaling) 214-234. (Varying base damage to account for nerfs)
- Added up this gives us 529-554 damage, which is roughly 250% of the damage of an unmodified auto attack, and this is without any auto attack modifying abilities!
It is incredibly versatile, despite how binary it is, since it only requires you to auto attack while having a soul:
![]()
![]()
![]()
![]()
were the biggest users of Dark Harvest on SR using it prior to the Electrocute nerfs, Miss Fortune using with her Q deals a ton of damage, and the others having strong power farming and upfront damage.
![]()
have started taking it after the Electrocute nerfs, and
using it to due to his versatility as a jungler.
![]()
![]()
![]()
![]()
![]()
![]()
![]()
all have the potential to use Dark Harvest, but currently have either more favorable runes or have simply not become meta with it yet.
More ARAM specific uses, generally taken since laning runes are irrelevant:
Grasp and Conquerer are much less effective due to their in combat for 4 seconds requirement
Fleet Footwork isn't needed to survive aside from ADCS
Aery for poke really isn't noticeable in ARAM compared to Dark Harvest
Electrocute isn't as optimal as Dark Harvest, since Electrocute has a cooldown and doesn't scale as hard
Kleptomancy is borderline useless, with gold generation being substantially higher.
The biggest abuser in my eyes:
he synergizes so incredibly well with Dark Harvest that I am incredibly surprised that is not frequently taken on him in Summoner's Rift.
AD champions that use it, generally paired with Triforce or Duskblade, or taken as ADCs to simply hit much harder:
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
AP champions that use it, generally paired with Lich Bane:
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
These champions can take it to substantially increase their damage to both champions and turrets, with the poke heavy mages sacrificing some poke damage in favor of teamfight damage by taking it instead of comet. If you doubt its strength, watch this: https://www.twitch.tv/videos/318165023
I might have missed some uses, and some of the champions use it more for cheesy builds or simply take it for free damage while building normally, but the picture is clear, it simply outclasses many of the other Keystones in ARAM.
The underlying problems with this rune are numerous:
- It has pitiful uptime before you reach 150 stacks. Before you reach this point, it lasts for 20 seconds, which is a tiny window of opportunity. However, once you've reached 150 stacks, it essentially has a 100% uptime with it lasting for 5 minutes. This is incredibly binary and is in general bad design.
- Souls are almost non-existent for laners, as you only get souls from cannon waves and kills / assists. This punishes laners that want to have stronger trades through their keystone.
- Souls get dropped for ally deaths. This makes no sense, why should you be rewarded for the other team killing your teammates or minions.
- It has low AD/AP scaling but has infinite stacking damage. This reinforces how binary this keystone is, if you get a lot of stacks, it does a ton of damage regardless of whether you're actually building damage items. On the other hand, if you don't get a lot of stacks, it does pitiful damage regardless of how much damage you've built. This is one of the key reasons why it is so strong on ARAM, you're pretty much guaranteed to get a lot of stacks, which allows tanky oriented champions to do a lot more damage without having to build damage items.
If Riot wants to do an update rather than full rework to Dark Harvest, I have a couple of ideas on how to make it healthier:
- Give non cannon minions and lesser jungle monsters "mini/weak/faint souls." These souls only give one soul stack, and do not activate the on hit effect. Additionally, these souls are only gained by killing said minions/monsters. This allows laners to have a lot more access to Dark Harvest, without giving them essentially 100% uptime.
- Add additional check points that extend the time Dark Harvest is available. At 25/50/100/150/300 stacks, Dark harvest lasts for 30/45/60/90/120 seconds respectively. This would give junglers a much better window of opportunity for ganks, while also reducing the absurd uptime it has at 150 stacks.
- Increase the AD/AP scaling to .4 Bonus AD/.3 AP, decrease the damage bonus of stacks by 50%. This would reduce the feast famine aspect of the rune by reducing how much infinite scaling damage it has, while rewarding those who build damage and limiting tanks' access to the rune on ARAM/Nexus Blitz.
- Remove souls from ally deaths and neutral monsters killed by the enemy. Pretty straightforward, you should not be rewarded for things that benefit the enemy. A possible exception for this could be that ally cannon minions drop a soul if it is not killed by an enemy champion, but only if you are within 1000 units of an enemy champion. This would reward you for denying the enemy from killing cannon minions. Additionally this would remove the ability to track enemy junglers without wards, currently if you go into the enemy jungle while the opposing jungler is killing their camps, you can see the souls dropping from the monsters.
- Add large souls to Epic monsters that are worth 10-15 souls, these would only drop if you kill or assist in killing the epic monster. This would reward you for good objective play.
- ARAM specific: Reduce/remove the ability for Dark Harvest to damage structures. Damage from stacks is reduced further to 25%. This would reduce how
OPpowerful Dark Harvest is on ARAM.
All in all, I think these changes would make Dark Harvest much more accessible to champions that would want to take it, without making it too powerful on everyone. This also would give certain champions a good alternative or counter to Kleptomancy, which is currently an incredibly passive Keystone. The numbers might not be perfect, but I believe the general ideas I've listed would help push Dark Harvest into a much healthier direction.
However, it is very possible that Dark Harvest needs a complete rework, or a different set of changes; and I'd like to hear any ideas/input that the community or developers have.
Note to moderation team: I'd like this thread to be more of a community discussion rather than a discussion with solely the developers, which is why I am reposting a slightly modified version of this thread rather than posting it in Meddler's gameplay thoughts.
/
+
- 115-120 bonus AD + ~ 100 base AD.
were the biggest users of Dark Harvest on SR using it prior to the Electrocute nerfs, Miss Fortune using with her Q deals a ton of damage, and the others having strong power farming and upfront damage.

have started taking it after the Electrocute nerfs, and
using it to due to his versatility as a jungler.
all have the potential to use Dark Harvest, but currently have either more favorable runes or have simply not become meta with it yet.
he synergizes so incredibly well with Dark Harvest that I am incredibly surprised that is not frequently taken on him in Summoner's Rift.




These champions can take it to substantially increase their damage to both champions and turrets, with the poke heavy mages sacrificing some poke damage in favor of teamfight damage by taking it instead of comet. If you doubt its strength, watch this: