[Rune Concept : Inspiration] Here some ideas
I did hear that Riot got some shortage of ideas to fill this rune path. So here is a list of runes of what could be inspiring to my mind, values are here for indicative purpose.
Law Harbinger
Shield and heal (even on self) will grant the target a 8% movement bonus and 25% tenacity/slow resist for 2 seconds (10 seconds cooldown per target).
Chaos Harbinger (Keystonne)
Receiving a Stun/Root effect or Dealing more than 5% max HP on target will grant you Rage (Phage effect) on hit, 40% tenacity/slow resist and +5% damage received for 8 seconds (20 seconds cooldown)
Toggle on boots
Hextech seer
Increase your vision and every vision ability by 6% range (ex : Rek'Sai passive / Ashe E / Farsight trinket, doesn't apply to wards) .
Can be put into the keystonne slot, if doing so, will open a new none-keystonne slot on your secondary path.
Collector Joy (Keystonne)
Each time you complete a final item after the first you can select a new effect from 3 random in this list :
1- Grant you 10% movement speed when you apply a crowd control effect to an enemy champion for 3 seconds (15 seconds cooldown)
2- Grant you 25% tenacity when you apply a crowd control effect to an enemy champion for 3 seconds (15 seconds cooldown)
3- Heal you for 8% of your max HP over 3 seconds when you apply a crowd control to an enemy champion effect (15 seconds cooldown)
4- Grant you 8% movement speed when killing an enemy unit (minion or champion) for 3 seconds (no cooldown - not cumulative)
5- Grant you 30% attack speed when killing an enemy unit (minion or champion) for 3 seconds (no cooldown - not cumulative)
6- Grant you -1sec cooldown for spells (except ultimate) when killing an enemy unit (minion or champion) (1 second cooldown)
7- (can appear at fourth item and after) Your critical strike deals 25% more damage.
8- (can appear at fourth item and after) Your spells deals 8% more damage.
9- (can appear at fourth item and after) Prevent next root/stun except for damage (60 sec cooldown).
10- Executing a minion grants 6% missing health and mana (min 20HP/Mana).
11- (can appear at fourth item and after) Nearby ally minions will be left at 1 HP if they shall be killed by a spell (except if they are at 1HP).
12- Summoner spell and items gain -10% cooldown.
Hope it will give you some fresh ideas. What do you think?