New Rune Tree (?) - Leadership Tree
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
where you use it once and then it breaks, but it can be built into multiple different items in the game.
, 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)
. I'd give it some way to scale up into the game though. Maybe have the movespeed it grants scale with bonus movespeed built.
. 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.
trap.