Evolution Rune ( mastery tree concept )

Iron Jarvis·12/16/2018, 10:55:50 PM·1 votes·1,352 views

Unlike normal runes , this rune is unique and is only meant to be used as secondary runes in the mastery tree , with only 2 effects , lets dive into it


Coursing genes : completely overrides and heightens the offense , flex , and defense runes giving you 50% more the normal stats they usually give

Primordial Evo : upon reaching lvl 6 , mutates the primary keystone of choice from your current primary runes , the effects are as follows


Resolve Tree " Grasp of the undying " + " Primordial Evo " = Grasp of Tartarus : deals 25 % more magic damage , heals you , and get 25% more permanent health than normal and bleeds them half of the magic damage dealt from this rune over 3.5 secs

" After shock " + " Primordial Evo " = Cataclysmic Shock : After immobilizing an enemy champion gain defences and later deal a burst of magic damage around you that slows enemies and gives you a 25% decaying damage reduction

" Guardian " + " Primordial Evo " = God Guardian : Guard allies you cast spells on and those that are very nearby . if you or a guarded ally would take damage . you're both hasted but your ally wont receive a shield instead , any damage done to your ally will be redirected to you for 2.5 seconds


Precision Tree

" Press the attack " + Primordial Evo = Evolving attacks : Hitting an enemy champion 3 times makes them vulnerable , dealing bonus damage and causing them to take more damage from all sources for 6 secs , and in the last remaining 3 seconds all damage you do will be mutated to type of damage the opponent has least resistance from , example : enemy builds Magic res all your magic damage would be considered physical during this time

" Lethal tempo " + " Primordial Evo " = Lethal Cadence : upon successfully activating lethal cadence you gain 2 after image auras of yourself that mimics your basic attacks , each aura apparition of yourself deals 40% of your damage and can apply on hit effects that will also deal 40% of its potency

" Fleet of footwork " + " Primordial Evo " = Mercury footwork : your stacks generate slightly faster , and after 2 procs of Mercury footwork the third proc will guarantee a short dash in the direction your champ is walking

" Conqueror " + " Primordial Evo " = Reign : After 4 seconds in combat , your first attack against an enemy champion grants you AD and converts some of your damage to true damage , and Will critically strike


Sorcery Tree

" Summon Aery " + " Primordial Evo " = Summon Violent Aery : your attacks and abilities sends a Golden aery to a target , slamming itself twice on the same target and will come back to you faster if the target is stunned rooted silenced polymorphed supressed and knocked up , also when shielding an ally it will also shield the closest nearby champion except you .

" Arcane comet " + " Primordial Evo " = Grand sage comet : the initial comet deals 50% more damage if it hits units it will bounce in the same location it landed dealing the same damage and will bounce 1 more time if the first bounce hits units .

" Phase Rush " + Primordial Evo " = The Nameless Phantom's Rush : hitting a champion with 3 seperate attacks of abilities grants a burst of MS , you can move through units and upon contact with a champion they will be slightly slowed and will refresh your rush duration but not the ability itself ( cannot proc on the same champion twice )


Inspiration Tree

" Glacial Augment " + " Primordial Evo " = Pristine Glacier's Augment : your first attack on an enemy champion slows their movement and attack speed and will cleave to nearby units ( but wont damage them ) and will suffer the same debuff , slowing champion with active items shoots a Grand freeze Ray at them , creating a bigger slow zone that will break before it ends and will " .75 " stun enemies affected

" Kleptomancy " + " Primordial Evo " = Kleptomania : after using an ability , 3 of your next attacks can grant 7 gold... or something nicer and now eveeen nicer made possible by the mutation , gold bags are now more likely to land in your inventory .

" Unsealed Spell book " + " Primordial Evo " = Unsealed Arcane Duke's book : your first swap becomes available at 4 mins , you can retain the spell you've chosen and use it as much as you like ( but with cooldown of course ) also you can switch spells even while in combat .


Domination Tree

" Hail of blades " + " Primordial Evo " = Vortex of Blades : gain a large amount of attack speed and Attack damage for the first 3 attacks made on enemy champions

" Dark harvest " + " Primordial Evo " = Eldritch Harvest : damaging a low health champion inflicts adaptive damage and harvests a potent times 2 the amount of soul normally extracted from a champion and heals you for 5% of your missing health

" Electrocute " + " Primordial Evo " = ThunderLord's Bolt : electrocute proc deals 100 % more damage and will Hit nearby enemy units ( including other champs and minions ) the ground breaks from the sheer impact of the Bolt and will slow enemy champion's movement speed by 25% for 1.25 sec .


Sorry for the Long post xD for the ones that take time to read through it all , tell me what you think and pretty much comment what you want to say etc . thanks and i hope you will like this concept :D [sg-ezreal]

3 Comments

ChaosReyn12/17/2018, 4:08:20 AM1 votes

I admire the concept of taking a tree that simply empowers the primary tree. I might even see riot consider it.

But I think the majority of these are a bit overtuned, particularly Grasp and PTA.

Spellbook, Comet, and the other two Domination runes are fairly balanced imo. Most of the rest need slight nerfs. But those first two I mentioned are absolutely busted in their current renditions.

Changing PTA to adaptive damage means that if you use that keystone on say...Cassiopeia, or some really spammy mage, then they land three autoattacks, and then even if someone has built full MR, they're just dead from relentless ability spam. It's a rune meant more for marksmen that with your idea would make CDR/spam mages untouchable in a duel.

Grasp doesn't seem immediately OP at first, until you think about how easy it is to proc it. Let's say I'm playing Poppy. I take Grasp + Evo, and every time possible that the enemy top laner comes up for a minion, I just hit them with my shield. If I don't have my shield, I can just go combo them with E/AA/Q/W and probably still have my shield back before the next time grasp can proc. the stat creep being accelerated is a bit op, but the part that really screws with the rune is the healing factor. It makes it very difficult, particularly after your first completed item on Poppy, to bully you out of lane, and you're likely outscaling them at that point anyway.