Keystone Rune ideas

Fertsa·10/19/2017, 9:54:07 AM·2 votes·368 views

Just a few ideas i had since some champions either don't have a keystone they like and i think too much

Precision Hawkshot: Your attacks and spells deal 1% increased damage for each 100 units away you are from the enemy, up to 20% at 2000 units.

Domination Inferno: Damaging an enemy champion marks them for 2 seconds, damaging them again sets them ablaze for 20-100(+15% AP or 20% bAD) magic damage over 2 seconds. (5 second cooldown per target)

Sorcery Spell Chains: Casting a spell reduces the remaining cooldown of your other non-ultimate spells by 5%. (1 second CD, looking at u, Ryze)

Resolve Sentinel's Hand: Casting a spell reduces incoming %Health based damage by 20% for 4 seconds.

Inspiration Shield Vampirism: Damaging an enemy with a shield generates a shield on yourself equal to 50% of the damage you dealt to the enemy's shield. This stolen shield decays over 3 seconds.

4 Comments

Fertsa10/19/2017, 9:59:22 AM2 votes

Karthus VERY PRECISE

Hupsis10/19/2017, 11:48:08 AM1 votes

Hawkshot would be a must pick on high range champions and they don't really need direct damage buffs.

Inferno is just a better version of Electrocute. Could have potential if it worked like Evelynn's new W. Target enemy with an auto or spell and mark them, wait for 2.5 seconds, proc the mark with another damage instance. Mark cancelled if damage done in between marking and proc'ing the mark.

Spell chains actually sounds interesting.

Sentinel's hand is not very interesting. It would be constantly up which means it's more like a passive ability than active. Not much players could do to play around it.

Shield vampirism sounds nice but unfortunately it could be a wasted keystone if enemy team doesn't have any shields.

Kaeblen10/19/2017, 6:50:59 PM1 votes

Precision Hawkshot: Your attacks and spells deal 1% increased damage for each 100 units away you are from the enemy, up to 20% at 2000 units.

This would be must take on high range champions, and add absolutely zero benefit to others. Also, Global Spells.

Domination Inferno: Damaging an enemy champion marks them for 2 seconds, damaging them again sets them ablaze for 20-100(+15% AP or 20% bAD) magic damage over 2 seconds. (5 second cooldown per target)

This exists in a weaker form, already. It exists as both Scorch, and Electrocute. You just combine them and increased power. doing that muddies who would want them.

Sorcery Spell Chains: Casting a spell reduces the remaining cooldown of your other non-ultimate spells by 5%. (1 second CD, looking at u, Ryze)

I personally oppose giving champion abilities Zilean Ezreal to items and runes.

Resolve Sentinel's Hand: Casting a spell reduces incoming %Health based damage by 20% for 4 seconds.

This one looks attractive to me. I think it needs more gating--just casting a spell is a little too easy. Maybe gate it by saying you only take reduced damage from those you hit with the spell.

Inspiration Shield Vampirism: Damaging an enemy with a shield generates a shield on yourself equal to 50% of the damage you dealt to the enemy's shield. This stolen shield decays over 3 seconds.

Kinda crazy. Seems like a weird and super specific way to get in-combat sustain. I think this one is probably 'bad' just because it depends so much on your opponent and not you.

TheZacStreetBoys10/19/2017, 11:21:27 PM1 votes

Not even just Karthus... put a teemo shroom outside their spawn, back, wait for the kills to come in.