###Keystones:
##Mythic Stone:
Places active on any starting item (like doran’s ring or hunter’s talisman). Activating it converts 35% of mana into HP. Can only heal up to a maximum of 20% total health. 350 CD.
##Equinox Stone:
Upon reaching 30% health, release a burst of light around you, slowing enemies for 80% (decaying) for 2 seconds. 30 CD.
##Peace Stone:
Once every 120 seconds, gain the ability to auto-attack an ally. Instead of damaging them, it heals them for 100 plus 15% of the damage the Attack would have done. Scales with level.
###Adaptations:
##Tool Adaptation:
Twice per game a player can sell any item for its full price.
##Oracle Adaptation:
When switching trinkets (like from ward to sweeping lense), receive the new trinket without a cooldown. Can only happen twice per game.
##Balance Adaptation:
While above 70% mana, gain increased health regeneration and while above 70% health gain increased mana regeneration.
###Balance:
##Interchange:
While near you, allies’ auto-attacks gain extra lifesteal.
##Exchange:
While near you, enemy champion have their mana regeneration reduced by 10%. This effect is put on a 20 second cooldown when entering combat with an enemy champion.
##Seachange:
Gain “Mana Burst” as an Item at the beginning of the game. Activating it creates an aura that grants 100% increase mana regen to allies and slows enemies for 80% for 8 seconds. One time use. After being used, turns into “Used Essence”. Can be built into Morellonomicon or Sightstone for 300 gold off.
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###Tools:
##Health Pebble
While heal is on cooldown, it is converted into a health pebble. Channel it for 2 seconds to give you and all allies near you 2 health potions. Only available again after heal comes off of cooldown and is used again.
##Pacifist:
Gain extra movement speed when running away from enemies whose movement you have impaired.
##Evolve:
Upon reaching level 10, the player can choose one item to evolve. Evolving the item converts all health that it grants into bonus AP or AD, adaptive (80 bonus AP 60 bonus AD). Only works on items that grant over 250 health. (numbers not finalized)
#Notes
##Look
I want the monument (what appears next to the runepage with Alchemy as keystone) to look mostly monochromatic, with purple essence around it. It looks to be part chiseled obsidian and part paper. The paper looks archaic, with glowing inscriptions of runes all over it. The keystone's icons are all ironically stones, with different glowing runes on them.
##Idea
I wanted something that was what we all wanted inspiration to be: creative. I also wanted something that helped players going into bad matchups or those who like to play passively in lane. It also has some good tools for supports, allowing for fun, meta-breaking team comps. Alchemy is simple, but impactful. It does not require stacking, initiation or risk. It gives some wiggle room for players struggling in a matchup and gives them a safe option for every situation. This tree gives both low-risk sustain and the adaption needed to bring full damage champions into the support role. First-pick Nunu into vayne top? No problem (kinda).
##Example
The Scaling Camille Support Build:
-Peacestone
-Oracle Adaptation
-Seachange
-Evolve
-Font of Life
-Overgrowth
Seachange and evolve work together really well for a high-damage snowballing support. The lower cost on sightstone allows her to get it faster. Then, later on, when she doesn't really need the extra health from sightstone, she can evolve it into a damage item, aiding her lategame.
The OH S**T, I don't know how to counter pantheon Camille Build
-Equinox Stone
-Tool Adaptation
-Exchange
-Health Pebble
-Manaflow Band
-Celerity
You get the gist. This is the epitome of "I'm scared of you". This page allows for defensive itemization during laning and assassin/split pushing itemization later.
Did you know that I love playing Camille? (I may or may not feed as her)
Thanks for reading!