New Rune Page that would be sure to spice up League of Legends

Eagleone Fox2·10/6/2018, 4:32:56 PM·1 votes·807 views

Okay fellow League players, with preseason getting closer, we need to start brainstorming some cool ideas for Riot to check out. This Rune page I thought of is pretty crazy, but I think it has it's own unique theme, and would help a lot of champions that weren't to crazy about the current Runes available. This tree is focused around CC reduction, positioning, and enhanced specialized damage. I hope you guys enjoy, and criticism would be great. I know the keystones are pretty crazy, but check out the whole tree before you decide if its trash. Thanks guys.

Deception - Grants 12 AD or 20 AP Adaptive, or 8 AD or 14 AP Adaptive

  • Keystones

Illusionist - Stealth and Illusion effects last 20% longer. While under the effect of stealth, you gain 5% increased movement speed, and upon exiting stealth gain 5% increased damage for 4 seconds. Champions with an active illusion gain 5% movement speed, and deal 5 percent increased damage for as long as the illusion persists.

(Some of the possible things that could count as an illusion. Shaco and Leblanc clones, Zed Shadows, Mordekaiser ghost) (Extending stealth would not extend other aspects of a stealthing ability, such as Rengar's ult would not continue to grant him vision, the ability to leap from anywhere, or the increased movement speed provided by his ult even though he is still stealthed by his ultimate.) (Extending the duration of a clone would extend the effects of the clone, Zed being able to have his abilities copied, and being able to travel back and forth from his shadows for a longer duration, and Shaco's clone dying past it's usual timer would still explode leaving boxes behind.)

Mirror Image - When you take damage that would reduce your health below 50% you vanish and become untargetable for .5 seconds. Upon returning gain a controllable clone of yourself that lasts for 7 seconds. This clone shares your current health, and can attack with a power of 5% of your AD, while also sharing your attack speed. If the clone is dealt a killing blow by an enemy champion, upon its death you take 7% of your max health as true damage. If this damage kills you, the killer of the clone gains the kill credit. 4 minute cooldown.

(Becoming untargetable by this keystone does not break tower agro.) (Clones will take priority over minions from towers)(Clones mirror on hit effects, but these effects deal no bonus damage.)

Searing Acid - After 4 seconds in combat landing a single target spell onto an enemy champion grants you 10-56 AP based on level, for 5 seconds, and burns the target for 3-30 (0.10 AP) bonus magic damage based on level every second for 3 seconds. Dealing spell damage to an enemy champion refreshes this buff, and applies 50% of the burn damage to all champions hit. Damage over time spells apply 25% of the burn damage, and only refresh this buff on the first instance of damage from the DOT

  • Tier 1 Etheral Charm - After exiting stealth, becoming targetable after an untargetable effect, blinking, or teleporting activate a stack of Etheral. Etheral stacks cause your next instance of damage against an enemy champion to deal 4-20 bonus true damage based on level each second for two seconds. You can store 3 stacks of Etheral. Store a stack of Etheral every 45 seconds when available.

(You start the game with one stack of Etheral, and dont begin storing more until 1:30)

Energy Flow Band - Every 30 seconds your next Energy consuming ability will be refunded. After refunding 1000 energy gain Energy Flow Band. Energy Flow Band causes your energy to regenerate 50% faster, and begin regenerating 1 second sooner.

(Not sure on the 1000 energy mark, but it sounded like a nice fair round number)

Maximum Agility - When you take physical damage that would reduce your health below 30% gain Maximum Agility. Maximum Agility gives you a 50% chance of avoiding physical damage for 6 seconds. Cannot dodge damage from towers. Cooldown 120 Seconds.

  • Tier 2 A Focused Mind - Upon moving after not moving for 5 seconds gain A Focused Mind. A Focused Mind grants 50% slow resist, and 25% Tenacity for 5 seconds. Cooldown 60 seconds.

Eyes of the Serpent - When spotting an enemy champion within your vision mark them with Eyes of the Serpent. Eyes of the Serpent lasts for as long as that champion remains in vision. When a champion marked with Eyes of the Serpent leaves vision they consume the mark and glow red in fog of war for 4 seconds. Entering a brush removes all marks and effects of Eyes of the Serpent. A Champion can only be marked with Eyes of the Serpent once every 15 seconds.

Determination - After scaling terrain gain 20% increased movement speed for 3 seconds. Cooldown 30 seconds.

  • Tier 3 Dualist's Stance - You gain adaptive force the closer you are in proximity to an enemy champion. 1-12 AD or 2-20 AP based on level within 600 units, or doubling this amount within 300 units. The amount of adaptive force gained becomes 5-36 AD or 8-60 AP if within 600 units of 3 or more enemy champions. Melee champions receive 50% benefit from Dualist's Stance.

Unphased - Passive - Silences and Fears have their duration against you cut by 35%. This does not stack with tenacity. After the effects of silence and fear fall off you, or having a channeled spell interrupted makes you immune to all crowd control effects except displacement and knock ups for 4 seconds. Cooldown 120 seconds.

Spiked Boots - Once you buy tier 2 boots gain Spiked Boots. Once you touch the ground after being knocked up or displaced, you cannot be knocked up or displaced again, and you gain 50% slow resist for 6 seconds. Selling your tier 2 boots removes Spiked Boots. Cooldown 120 seconds.

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