New Rune Tree (?) - Leadership Tree

Drakath2002··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

M00ndanc31 votes

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

Drakath20021 votes

Really? Could you give me a few examples so I can see how I can balance them?

M00ndanc32 votes

Sure thing I'd love to help.

Scavenger: I like the idea but with how the jungle is with catch up EXP it would be too strong and this would make jungleing super unfun since all you would have to do is just gank and visit your camps once every now and than and there would be no way to punish good or bad junglers. In all honesty something like this is nice to have exclusive to ivern (since this is basically his passive but for every camp)

Poacher: This one is actually fine, its high risk high reward while still being strong. Now if the smite cd refund is too strong we could have an issue simular to what happened with junglers going unsealed spell book but its more a numbers thing than anything else.

Slaughterer: Should be fine but might proove too strong if its burst is too high early game and if you make it scale adaptively than you would need it to do adaptive damage to champions but still true damage to monsters. But this is a nice way to put smite into a lane though since a lot of times a top laner will go take something like scuttle. Only down side I could see to this is that a laner takes this keystone while there jungler takes scavenger. This would give the laner a smite and would allow them to occationally take there junglers camps/buffs while the jungler would still be able to get gold/exp/buff while allowing the laner to get free damage.

The artifacts: As a whole I think a complete Item from a rune is a little rediculous even if they have week affects (these do not)

Void Warp: at level 18 this gives 1800 mana (more than any current mana item) 150% mana regen (more than any current Item) 80 armor and 80 mr (only gargoyles when active near three people has this) Not only would this be too strong on any champion who even thought they needed mana but the active would essentially give you two smites and give your allies no choice but to move in whatever direction you chose not to mention an aoe flash is just way too strong on its own.

Targonian Might: at level 18 this gives 1800 hp and 150% health regen. That is way too much health for a single item. That is more than two warmogs worth of hp. not to mention it also gives immolate and a shield that scales off your missing health. If this shield had anything more than a 20% missing hp scaling it would be way too strong not to mention it also gives a movespeed buff. Like I love play me some Chogath But this Item would be super unfair. They would finnally cleave through 6k of my hp + a gargoyles and the next thing you know I'm moving at mach ten with a 1.5k hp shield.

Cursed Arrows: I don't mind this item actually. Its a bit strong for being a rune and its active is a little rediculous but the base stats are ok but if I should change anything you might wanna lower the lethality. Crit is for tanks and lethality is for squishies so its not nice to hace an item give both.

Travel: these are fine. none are too strong unless there is a number problem

Visionary: Turning wards into monsters isn't nice and you know it

Sentry: depends on damage but might incourage people to throw them down in the middle of fights for more dps

Hunter traps: (because seiging against caitlynn couldn't be harder): its honestly fine but you might wanna ajust the charge number (increse chaarges based on lvl)

Bombs: might be too strong depending on displacement radius and damage since you can hold 4 of them.

Drakath20021 votes

I will fix the numbers with the artifacts and change up the keystones a bit, also thanks for the feedback, also a friend of mine pointed out that assassin junglers can be very scary with this tree (Shaco or talon with distortion/voidwarp/slaughterer/hexflash/free boots would be such a safe, mobile and snowbally jungler) so expect some changes for better balance in general and not just the keystones and artifacts

M00ndanc31 votes

sounds good can't wait to see what you come up with

Drakath20021 votes

Have updated the tree and added a Changelog at the bottom, I'm sure I fixed some issues but can't help but feel there are still some problems

jocomotion1 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.

Drakath20021 votes

Yeah I can see the items being the most changed ones over the course of time where i try to balance these runes, as for the Blood Thirst being basically 5% life steal that is a vast underpowerment, it heals for Total damage, where life steal heals for physical this will heal for all, Physical, Magical and True damage

Thanks for the feedback, greatly appreciated, would you like to be informed when the next Update to this happens?

jocomotion2 votes

sure! this was fun :D

Drakath20021 votes

The tree has been updated, I made changes to the bigger issues but I am taking a look at other things you've pointed out too

jocomotion1 votes

I like a lot of the changes you've made! Specifically the changes to the gift tree, and the new Determination and Space-time warp.

Gift tree: A much more balanced version of the previous gifts. The battle mages and Titan's ones are especially interesting, I'd be careful with giving crit chance though, even if it's delayed into the game. I appreciate you're trying to do something with crit, and honestly I urge you to keep experimenting with it, but Crit is simoultaneously one of the most powerful stats in the game, one of the most champion-specific stats in the game, and one of the most RNG stats in the game. It's hard to make a non-volitile rune for it. But I think you're at least headed in the right dirrection.

Determination This almost became my new favorite rune you've thought of, Poacher still wins though if you where wondering. I like that rune so much, it adds a little bit of strategy to fighting in just about any role, it's viable on a majority of the champions in league, and honestly it's a superior version of Nullifying orb imo, which is a rune I dislike, but you've shown me a version I actually enjoy.

Space-time warp: I appreciate a rune to help champions gap-close, right now bruisers are strong again thanks almost entirely to conqueror, but champs who don't take it are kind of being left in the dust. I could see this replacing approach velocity, and I've seen SkyeMoon actually reccomend something similar as well, The only issue is how could you tell if the dash is being used as a gap closer or not? I assume riot could implement something like Camille E into the rune, where if you use it to run it's got the normal range, but using it go get closer grants extra, that'd take a long time though.

Now for the things I don't like. . . there's only one.

Kill or be killed: Again with the crit thing, I urge you to keep trying, but I think cursed arrows hit the mark better, and I'm still pretty indifferent on that one. Again crit is too RNG, powerful, volitile yadda yadda, but I feel like this would be a discount conquerer, and too strong on ADC's and too strong to be a minor rune.

Keep up the good work bud! I like your ideas so far!

Drakath20021 votes

Thanks, I'll see how I can fix Kill or be Killed and maybe delay the crit further into the game on cursed arrows, but do you think the blood Thirst buffs are enough to make if better or will a rework or replacement be required?

Drakath20021 votes

there is a new update

C9 Squeeky 1 votes

I would be careful about making a Jungle-only tree. It might make some junglers feel compelled to use it but on the other hand, it would be their choice to improve their clears/ganks rather than straight AD/AP.

Blood Thirst - Jocomotion said it well. Keystones need to feel powerful as well as unique.

Poacher - Yeah this is better as a rune than as an item (Poacher's dirk).

Slaughterer - Sounds potentially too powerful being permanent damage increase. I can already imagine laners complaining about this rune/carry jg'ers.

Artifact Row (All) - I kinda feel like these should just be jungle items instead of runes. VoidWarp sounds like a mini Ryze ult? Warp Range? CD? I'm with Joco that it should be a 1-time use.

Distortion - I've played league long enough to know boot enchants. Not a bad rune, but TP is interesting on Jg unless they are using spellbook :P

Captain - So a mini Nocturne Q or Kled R? I like it. I was trying to make a rune similar to this. Good job! :D

Trail blazer - Sounds kind of bland but just my opinion. There's already Immolate passive on Bami Cinder/Hulk/Sunfire and your rune Targonian Might/Gauntlet. I don't think having a lot of free ambient damage is healthy for the game.

Visionary Row (All) - So does this completely replace your trinket like Rift Herald eye does? Also, I'm not sure if a row should have similar runes. They obviously have differences but I feel like players would inevitably gravitate towards a certain rune in this row and ignore the others, if you know what I mean. If you have 3 split pushers, pick the one that does the job the best sorta thing.

Sentry/Minefield - Sounds like a glorified Zombie Ward. I will not enjoy playing against this, I already hate invisible traps like Teemo shrooms & Shaco boxes. Remember that people can take normal runes for their secondary path. Domination/Leadership could prove problematic. I've always thought making wards more unique by adding damage would be a good idea until I realized that there is so many things in this game that already damage me, invisible things that damage me is probably the worst thing I hate playing against tbh lol. And people are already complaining about too much damage creep on the boards.

Hunter Trap - Nid trap (stealthed) + Cait trap?

Sorry if it sounds more negative/critical. I'm just not buying the whole Jungler-Tree thing. RR is supposed to support multiple playstyle/choice but I tried to give each individual rune (or row) its own analysis.

Drakath20021 votes

I'm aware that RR is to support different playstyles so I tried to make this tree appealing to junglers but usable by laners too

slaughterer replaces smite with death bolt while out of the jungle for junglers who gank a lot to scale and snowball harder off kills but a laner can take it too for the same reason and apply double smite pressure on herald/drakes/baron

Blood Thirst seems to be misunderstood so expect a lot of future rephrasings, but for simplicity compare it to grasp, grasp gives you occasional heals that are consistent over the course of the game, can heal off champs only and grants HP allowing bruisers to build a mix of damage and survivability, Blood Thirst heals more often and allows you to build more damage and still sustain but it's a scaling heal instead of consistent and doesn't grant HP

The Artifact row will be a pain to balance, already made one time use mini versions that you have to upgrade to get the active permanently, if you can help with range, scaling and CD numbers I'd appreciate it

The traps do replace the trinkets but remember 2 of them sacrifice vision range for utility and the third sacrifices stealth for DPS, taking Leadership secondary has you think is the vision sacrifice worth the utility or would you rather go for the other options

Thought I'd clear up some things, and thanks a ton for checking my concept, would you like to be notified every time I update the tree?

C9 Squeeky 1 votes

Sure :)

Drakath20021 votes

Updated

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