New Rune Tree (?) - Leadership Tree

Drakath2002·3/29/2018, 4:27:33 PM·2 votes·479 views

Hi, for a while now I've been working on a new rune tree to open up options for junglers, since I feel domination is better created for assassins and the only true jungle rune there is dark harvest which is for farming junglers, now this isn't to say other roles can't use this tree, but I believe junglers will benefit better, without further delay I presented to you my concept for the Leadership Tree

Leadership Tree bonus - Movement speed

(Keystones)

Blood Thirst - after killing a monster or enemy champion, or after being in combat for 3 seconds, heal for 15% of the total damage you have dealt (8% on ranged champions) over time, 5 second cool down

This is for those junglers who would love some better sustain while farming without having to upgrade refillable into a hunter potion, and after successful ganks that result in takedowns you get to go back to farming with a decent amount of health as well

Poacher - killing large monsters in the enemy jungle grants bonus gold and reduces smite's cool down

This is for those junglers who love to turn the enemy jungle into their own and counter jungle the hell out of them

Slaughterer - while out of the jungle increases cool down and turns smite into Death Bolt, killing champions with Death Bolt permanently increases your damage adaptively

Death Bolt : a Burst damage version of Ignite that scales adaptively instead of with level

This is for the ganking monsters like Shaco and Elise, allowing them to scale hard off of kills and be more bursty, but it can also be taken by laners who plan to snowball hard and counter jungle the closest enemy camp to their lane once breaching, just imagine Katarina with this

(Gifts)

Battle Mage's gift - starting at 10 minutes into the game get 30 mana, 2 armor and 2 magic resist per level

For the ap junglers and lane ap bruisers, reason for being targeted at ap junglers is cause they get to rush damage without worrying about mana items once they get this

Titan's Gift - at 10 minutes into the game get 50 HP per level, at level 11 gain 150% health regen out of combat

Targeted for tank junglers and I can see some bruisers using it, not much to say about this one

DeathBringer's Gift - at 10 minutes into the game get 20 AD and 15 lethality, at 30 minutes get an extra 25 AD and 20% crit chance

For when your an AD jungler or the ADC and you really want a hard power spike on top of your existing one

(Travel)

Distortion - ghost lasts longer, flashing and teleport grants you ghost's movement speed for half its original duration

To make roaming easier for laners and ganking easier for junglers, and older league players will notice I just recycled an old boot enchant and removed the flash/ghost/tp CDR

Captain - leave behind you a trail that speeds up allies who follow you, increases your defenses based on number of allies following you

For engaging champions that lead their team into a team fight, whether tank jungle, support, top, could be fun on Kled, also another recycled rune but with the added defensive component

Trail blazer - ignore unit collision and apply a burn effect on units you pass through

Very situational rune, but I'm sure there are ways to utilize it like wave and camp clear

(Survival)

Determination - once bellow 50% health gain a shield and movement speed scaling with your missing health

Targeted for tank and off-tank junglers as well as some bruisers

Kill or be killed - every 3rd (5th for ranged) auto against champions and monsters deals bonus damage equal to 1% of the target's max health

laners could make some use of this rune but its mostly to make other champions viable in the jungle who in theory could work but arent played cause of their clear time

Space-Time Warp - dashes, blinks and other abilities that cover long distances in a short time have 2% of their max CDR and cost reduced, maxes out at 5 stacks

To help move around and engage easier on certain champions (Ekko's dash, Zed ult, Bard magical journey, Elise rapple, kassadin ult), but don't be fooled, this rune is useless on champions with low cool down gap closers (Talon's parkour, yasou dash)

What do you guys think of these runes And if they where to be added would you use them? And how? Also please keep in mind numbers are not final as I am bad at not giving things op ratios

CHANGE LOG (Update 1) -Scavenger Removed - Blood Thirst Added -BotRQ Lethality nerfed (18 -> 15) -VoidWalker's Amulet mana, armor and magic resist per level nerfed, mana regen also nerfed (100M, 150%Mregen, 5Ar/Mr -> 50M, 100%Mregen, 2Ar/Mr) -Targonian Gauntlet health and health regen nerfed (100HP, 150%HPregen -> 20HP, 100%HPregen) -hunter Trap charge now scales by 2 every 6th level (Update 2) -Slaughterer nerfed, no longer grants permanent adaptive damage from monsters, this is to avoid similarities with dark harvest

  • artifact tree now grant weaker 1 time use items that can be upgraded into the original items (Update 3) -blood Thirst buffed -artifacts renamed to gifts and lose their actives
  • visionary replaced with survival, Artifact actives turned to runes
  • removal of the active - Rift completely (Update 4) -Cursed arrows renamed to DeathBringer's Gift, second part delayed from 25 min to 30 min in the game -Space-Time Warp rephrased -Kill or be killed has been fully changed/reworked

17 Comments

M00ndanc33/29/2018, 9:27:52 PM1 votes

I like the idea but a lot of it is just way too strong

jocomotion3/30/2018, 7:05:30 PM1 votes

Blood thirst I feel like this has two major problems. 1: It's too weak to be a keystone rune, its basically just 5% bonus lifesteal every 5 seconds, which for a keystone is pretty low on power. and 2: It's too similar to Domination's minor rune taste of blood, only its a % damage heal instead of a flat one.

Poacher I LOVE this one, probably my favorite idea of all the runes. It's super tailored to junglers sure, but It's also viable for mid lane, top lane, and even ADC champs to take if they want to. It rewards risky play, going into the enemies side of the map to nab some extra gold or feed an extra kill if you're not careful. The only problem I have with this is I think it'd be more suitable as a minor rune, similar to something like minion dematerializer in Inspiration's tree.

Slaughterer Kinda indifferent on this one. The idea isn't bad but again its got two problems. 1: It's far too similar to dark harvest. 2: Having runes tailored to only one summoner spell shouldn't be done. Hexflash barely gets away with it because literally any champ can/will viably use flash in their games, and even that ability is a bit to niche at the moment.

Voidwarp I like this idea, but It could definitely use some work. First off if it's going to be a minor rune it can't give both base stats and an active. Most of the runes in runes reforged give one or the other, but never both. I'd like to see something similar to item 2419 where you use it once and then it breaks, but it can be built into multiple different items in the game.

Targonian Might I like this one a lot less than voidwarp, a free item 3751, even when toned down is too powerful for the early game. With the voidwarp active you gain a lot of potential for outplay potential, safety, and aggression, but very rarely, with this it just feel like free stats, and I like runes when they avoid giving just flat bonuses. (I hate absolute focus for this reason)

BOTRQ FAR too powerful for a minor rune. It has the same problem as the previous two item-runes you made where it gives a powerful active and base stats at the same time. I think Conquerer should suffice in terms of true damage runes for now, but If you want to continue with the trend of giving base stats at 10 min. Reward players with a very small amount of stats, plus more as they build said stats, not just level up. (similar to conditioning giving flat armor and MR and then increasing all armor and MR you get by 5%)

Distortion Another one I like. The only thing I'd change is letting distortion work on every summoner spell used rather than just ghost, Teleport, and Flash. It reminds me a lot of home guards but a LOT more reliable, and grants some outplay potential.

Captain I like this Idea as well. I would have buffed it and made it into a Keystone mastery, but then I foresee it being too similar to item 2138 . I'd give it some way to scale up into the game though. Maybe have the movespeed it grants scale with bonus movespeed built.

Trailblazer I like the idea, however I don't see it working in league, due to the fact that there are so many ways to ignore unit collision, summoner 6 Hecarim Fizz Kassadin. And unit collision itself isn't much of a buff. This is the first time I think I'm ok with the burn effect though. Since again ignoring unit collision alone isn't too glamorous.

Visionary tree (all three) I love the way this tree changes vision, I don't like the way this tree scales with CS or deals damage (excluding minefield). Maybe make sentry grant larger vision radius, and when a champion walks by a trinket it follows them for say three seconds (staying invisible as it does) and then returns to its original spot. after the duration.

I'm super not stoked on the idea of having any rune give hard CC, however if it would be done I think this would be the way. As long as there's a drawback with having extra hard CC in your kit like, the wards are visible and still destructible.

Mine field: Probably my favorite of the three. Again I'd say there needs to be some drawback with having wards deal damage, maybe with the minefield ones The trinkets show much smaller vision radius and have a delayed explosion. (similar to Jhin trap.

TL:DR Alright, I've been summoned by you to give my thoughts, some of these runes I absolutely love, Most I have only one problem with, and few I think are bad. Overall very cool idea. I think some of your res are too similar to existing ones, and a lot of them add on too many base stats while also giving passive benefits, but overall they're very creative.