Rune Creation Competition ! (RP REWARD)

CrazFight ·12/31/2017, 1:32:42 AM·10 votes·1,317 views

Hey all, I think it would be a great time heading towards the end of pre season to have a rune creation competition. The winner receives a 10 dollar RP code (HYPE). All you have to do is post your rune idea below, please have it be descriptive in what it does (If i cant tell what it does, then it obviously cant win).

I will score things based off this (Whoever has the highest score wins): 1: Healthy Gameplay : 1 - 15 2: Creativity : 1 - 10 3: Does it work great with bard: 0 - 1 4: Image Provided : + 3 5: Most upvoted idea : +2 6: Most downvoted idea : +1

The Deadline to enter is January 13th.

I will give the results at the earliest of January 15th.

Also If there are more than 15 entries, i will give out two 10 dollar RP codes

If there are any more questions please ask.

**Winner : Velzard of Koz **

Fun Facts:

  • If an image had been provided by Teraki, he would be the winner.
  • The most unhealthy gameplay category came from MoonDane's submition
  • All runes worked with bard (Good work folks)

I will be adding the winner on league (JK he is EU so we will have to find another arrangement), and paying him the RP when my next paycheck comes in :D Good Work Everyone.

33 Comments

Terakali12/31/2017, 4:36:18 AM5 votes

Whole new tree - Generosity

Inspiration is fine, but most supports got the shaft with the new runes system, especially heal/shield supports. There's only really 2 runes that synergize with them, and they're both in the tank tree. So... Here you are!

Note: All references to HP regen and mana regen refer to total of that stat so effects like Warmog's do apply.

Keystones:

Windspeaker's Blessing - Same as before. Palliate - Allied champions within 600 units gain 25% tenacity. Does not affect owner and does not stack. Exchange of Spirit - When an allied champion would die within 600 units of you, instead you transfer 80% of your HP and mana to them. They revive after 4 seconds. This is affected by heal and shield power.

Secondary Keystones

Restoration - While in combat with enemy champions, gain your mana regen as HP regen. Soul of the World - While in combat with enemy champions, gain your HP regen as mana regen. Resilience - Gain 1.5 armor and magic resist for every 5% increased heal/shield power.

Body Block - Ranged enemy auto attacks are intercepted by you for the first 3 seconds of combat with them. Gift of Giving - When healing/shielding an allied champion, give them your current HP regen at 200% for 2 seconds. Spiritual Compensation - Gain 20 increased MP regen for 2 seconds after healing/shielding an allied champion.

Heart's Forge - Reduce the cost of gold income, healing, and shielding items by 100. This only refers to the complete items. Charity - After healing/shielding an allied champion, they gain an additional 10% gold from all sources for 2 seconds (max total gain at 25). Recognition - When getting an assist, receive double value (up to 75 extra).

SeaChange1/4/2018, 6:40:38 AM2 votes

#Alchemy The Pacifist's Toolbox https://i.pinimg.com/736x/5b/6e/bc/5b6ebcde2d2aa3dc655a15e17260eebe--stock-image-th-century.jpg

###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.

-- ###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!

Cerberus63201/2/2018, 3:24:47 AM2 votes

I'm mostly going to try and modify or add to trees that need a bit of love.

Inspiration tree


Keystone: backpack:

Start the game with an extra trinket slot & item slot

healthy: I don't really know, not many characters could utilize this well unless you make it to the late game.


minor rune Roaming ward (replaces hextech flashtraption):

a wisp will roam 1000 units from a placed ward. The wisp will last for the duration of the ward or until the ward is killed. the wisp is not targetable by attacks or abilities but provides vision in a small circle. trinket range also increased by 50 (range increases with level).

healthy: because at the cost of revealing that you have a ward nearby, you have extended vision and longer range trinkets.


Minor rune: eternal servant (replaces minion dematerializer)

every 7th enemy minion that dies near you is resurrected as a shade to fight for you. Shades are resurrected with 60% health and grant +5 gold when killed. if a shade kills a unit, you recieve the gold from the kill.

healthy: tbh minions aren't that much of a threat to champions unless it's either very early in the game or a super minion. This essentially helps perform the same function of dematerializer in a more impactful way. You will be able to siege turrets for one additional shot each wave, you can clear additional waves faster perhaps. And enemies can earn additional gold for your use of it.

this rune might need some balancing, but it would be more impactful.


New Tree: Balance (this tree I thought needed to be added to help a bit with bruisers in the game. top lane needs a bit of love for characters that aren't as damage heavy but also aren't purely tanks. Some of these skills will help a lot.

Keystones:

  • Mana soul: 10% of mana/energy spent is redirected as HP damage. 10% of damage received is redirected as mana/energy damage. if damage received exceeds the remaining mana in the champion's pool, it is received as HP damage.

  • adaptive armor: 10% of all armor is gained as MR. 10% of MR is gained as armor

  • Convergence: 20% of all physical damage is dealt as magic damage. 20% of all magic damage is dealt as physical damage


tier 1:

  • weeping gods: (start the game with a mini tear (0/300 mana) which can upgrade into a tear of the goddess for 350 gold)

  • gambling gods: after every kill or assist receive a sly sack of gold and receive 75 less gold from the kill or assist

  • benevolent gods: After dealing or receiving 100 points of damage to/from champions receive a permanent random stat boost (+1 mr, armor, ad, ap, or move speed).


tier 2:

  • perfect timing: during odd minutes of the game, gain increased armor and magic penetration. during even minutes, gain increases resistances.

  • combat rest: after 5 seconds out of combat, gain 20% increased healing from all sources.

  • battle hardened: after 5 seconds in combat, gain increased damage and resistances.


tier 3:

  • Fleet feet: gain +10% movement speed, take 5% more damage

  • Trample: .5% of all bonus health is converted into movement speed.

  • tracker: gain 5% increased movement speed in brush and towards low hp enemy champions.

Velzard of Koz1/3/2018, 9:36:49 PM2 votes

#DIVINITY



##1 Goddess of Lullabies Affecting enemy champion with heavy crowd-control empowers next heal/shield on allied champion (not yourself) within 4 seconds by 20% (heal) or 40% (shield). If the empowered heal/shield is used, puts this effect on 15 seconds cooldown.


##2 Messengers of Ten Pantheons Walking short distance grants 1 Messenger stack (approximately 1 stack per second without boots, early game), healing/shielding grants 2 Messenger stacks. Maximum 10 Messenger stacks. At **10 Messenger **stacks, next heal/shield on allied champion (not yourself) grants the healed/shielded champion and yourself 15% Movement Speed for 2 seconds and consumes Messenger stacks.


##3 Paragon of Stars Affecting enemy champion with heavy crowd-control drops nearby a Star. Collect Star to get 1 Armor/Magic Resistance (based on primary damage output of the crowd-controlled champion) permanently and 5% Armor and Magic Resistance boost for 4 seconds. Stars linger for 3 seconds.



###1 Candles Start the game with Divine Torch exclusive item. Candles spawn immediately on the map:

  • SR 4 Candles per team (8 total)
    • near Dragon Pit for Blue Team, near entrance to upper bot jungle quarter for Red Team
    • near entrance to bottom top jungle quarter for Blue Team, near Herald/Baron Pit for Red Team
    • near entrances to jungle near midlane bushes
      • bottom one leading to Raptors and upper one leading to Blast Cone for Blue Team
      • bottom one leading to Blast Cone and upper one leading to Raptors for Red Team
  • TT 2 Candles per team (4 total)
    • near East Altar (above) and near Bottom Jungle Entrance (right) for East Team
    • near West Altar (above) and near Bottom Jungle Entrance (left) for West Team
  • HA 1 Candle per team (2 total)
    • in the middle of the Bridge
      • bottom side for Blue/Guardians Team
      • upper side for Red/Purple/Watchers Team

Candles are team exclusive. At least one teammate must have Candle-Line Rune to have them appear, then they are shared in the team for everyone who has Candle-Line Rune. However, you can not interact with enemy's Candles If both teams have Candle-Line Rune.

Use Divine Torch near allied unlit Candle to light it. Next heal/shield within 6 seconds is 10% stronger and gain 5% Movement Speed boost while you can use the empowered heal/shield. Additionally, gain permanent stat bonus based on the Rune chosen as stats to the Divine Torch. Divine Torch has 20 seconds cooldown on the active effect of lighting Candle up, Candle remains lit up (per-candle cooldown) for 5 minutes.

If the player wants, they can sell the Divine Torch (getting back no gold) to use the Item Slot for something more relevant If the lighting up mechanic is no longer relevant and the stats weren't satisfying and it helped as much as it could early. Anytime they can buy the Divine Torch back for free, however they must wait 1 minute before they get the stats and the active effect back.

Candle of the Sailors: +25 Gold from lighting up Candles. Candle of the Warriors: +1.5 Armor and Magic Resistance per Candle. Candle of the Sages: +1.5 AD or +2.5 AP (adaptive) per Candle.


###2 Blessing Eye of the Omnipresence: Wards last 20 seconds longer. Hand of the Omnipotence: +10% Item Cooldown Reduction. Voice of the Omnibenevolence: +10% Heal/Shield Strength.


The third Rune Tier up to anyone's imagination.

Illâoi Evê Siôn1/2/2018, 8:25:04 AM1 votes

Inspiration Tree: Limit Breaker

Your basic abilities can have up to two additional ranks. Each rank beyond the cap grants only 40% of rank 5's rewards and detriments.

Would be placed in the second row, Tomorrow, along with Magical Footwear, Future's Market and Minion Dematerializer.

You can pick it up to put points into stronger basic abilities instead of that ability that only has its cooldown reduced per rank, but the downside/balance aspect is that each point is only 40% effective. And, of course, you might need the cooldown reduction on that ability after all so you have to be careful how you min-max.

Ezreal might like it to not have to put points into his W. Reduces his Q base cooldown by up to 0.2 seconds and his E by up to 1.2 seconds. He gives up two runes that are both 400+ Gold worth in exchange.

Lux and other Mages might like it so they can put one more rank into their wave-clear ability to kill those pesky Caster Minions.

Not sure if scaling Crowd Control duration needs to be specially tuned because there is a lot of Tenacity available right now and the bonus would be up to 0.2 seconds at most. If it does, could be easily solved with "Does not improve X" text.

Overall, a cool Rune that lets you try out min-maxing in League and fits perfectly with the Inspiration Path.

Prime Beholder1/2/2018, 9:04:57 AM1 votes

Bookmark

HIGUYS6661/3/2018, 9:12:43 PM1 votes

(Super fun btw)

Strife (A roaming support/jgl tree):

Keystones are

Evade, Punish and Heal: Puts an active on boots that is a medium range dash after that you have the option to do a linear skillshot that will heal if it hits an ally and do damage if it hits an enemy (Scales with level)

Reprisal: When an ally dies gain lifesteal, extra % damage, and ms when moving toward the one who killed them for 1 minute and extra if they are on a killing streak (Doesn't proc on monsters) DOES NOT STACK (but other kills will refresh)

Retaliate: upon taking fatal damage you are invincible for 1-3 seconds and one attack will do double damage while gaining a big ms buff (Ultimates don't count) has a pretty long cooldown.

Secondaries:

Speeding stealth: After going into a bush for 0.5 sec gain a short boost of ms (A little like kha'zix)

Jealousy: Gives the one on the users team a slight damage bonus if they have done the most damage and teammates move faster while walking towards them.

I DIDN'T WANT TO MAKE 9 SECONDARIES I'M SORRY

fƒ151/4/2018, 1:49:53 AM1 votes

Faster recall rune to decrease time it takes to recall by 1.5 seconds or 2.5 seconds under 30% hp! Gameplay wise pretty great for escaping ganks under turret or getting back to lane faster. {{summoner:-1}} Definitely on Inspiration route!

Rune where after 5 ticks a turret gains shield for 6 seconds equal to 25% of max HP with a minute cooldown and 10 second cooldown to be used on the same turret again. It's like a revamped item 3056 but defensive, would actually seen in games for bot/top laners who want to stall just enough time for help, and isn't as strong as strange as the old Heimerdinger turret regen passive! Rune would be part of Resolve route!

I'd like to see more concepts like hexflashsummoner 4 but on items! It would have to be an item or a range of items every player grabs in their roll for the most part. Perhaps the sighstone is given an extra charge (good for bard lolol), or lethality items equivalent to duskblade grants a greater range of vision for assasins who need it in a rune instead of that semi ignored 2nd path down in Demolish!

Regenerating every 25 minion/monster deaths near you gain a banner of command like charge to be used on scuttlers (You will use your charge to grab a scuttler to be placed in lane in a purple nami orb but like a syndra w rather than being summoned like herald)! The scuttler with its strangely tanky 800-4000 HP based on level moves in small dashes to the turret and will simply be throw into lane to tank damage from the turret (doesn't ram into turret like herald). Herald will anchor itself in its position next to the turret and will tank until 30 seconds after use if not killed by turret/champions/minions. (You may only store one charge at a time). This rune could be used on most any champion as an alternative to the .2% max HP for every 8 minion/monster deaths near you. PS: the 800-4000 HP is based on junglers level against monsters normally but not in the rune's case. Also, this number of hp sounds pretty great but a turret gains 40% damage after each shot until 120%, and Rift Scuttler when disabled in any way takes 25% more damage from champion sources naturally and keeps this passive despite not running away (It will stay brave for you! item 3151 ) Part of resolve route!

Speaking of bard: Trinket fragments! Spawning around you on the map every minutes is a trinket fragment, grabbing these fragments you progress towards a free charge of your trinket! If you are at max trinket charges, gain 50 gold instead! Of course number of fragments to collect depends on what trinket you own because the cooldowns of each kind of trinket vary although slightly-- likely to be a fragment = 35 seconds required for your trinket cooldown and rounds up a few seconds if necessary. Because people might think to abuse the 50 gold gain with lower fragment requirements with the active item reduction rune, this will have to be a choice next that path! And of course supports or tanks who use a ruby sighstone would find themselves going out of their way to use gold to buy a ruby sighstone rather than continuing their tank builds or item 3303 item 3301 item 3097 items for item 2303item 2302 item 2301 just to get the 20% cdr. The trinket hunt begins at level 9 of course, and could be useful on the domination tree for anyone who finds roaming their thing!

Uhhh I think that's all I've got for now [sg-miss-fortune]

Captain Zyrin1/11/2018, 2:53:39 AM1 votes

Keystone ideas: Change of Heart, Start with an Item called "Change of Heart" with three uses and a 1.5 minute CD. Use it on a minion to change it from a enemy to friendly minion or vice versa. Experience will be distributive normally.

Wandering Spirit: Every 5-8 minutes gain an item called: "Wild Spirit calling"Summon a animal companion that last for 1.5 minutes has 1.5k hp and behaves like any champion's pet. Low dmg and medium hitbox

LegendaryHann12/31/2017, 1:53:54 AM1 votes

Would it be a Keystone or a minor rune ( ex: Waterwalking ) and would it be for an existing rune tree like Inspiration?

fƒ151/16/2018, 1:32:14 AM1 votes

uhhh is the winner awarded today? Tomorrow?

Drako1251/1/2018, 7:41:56 PM1 votes

A new tree called Warmonger Passive: +90 HP, +7 AD or +9 AP, adaptive Keystones:

  • Champions Glory: After being in combat for 3 seconds, gain 5% extra damage against enemy champions and 3.5% armor pen or magic pen (adaptive)
  • Growing Strength: Gain AD or AP equal to 1.5% of your max health, capping at 2500 hp
  • Weakening Strike: After hitting an enemy champion with an ability, your basic attacks deal 2% extra damage to them for 3 seconds

Couldn't think of any secondaries, but the main idea is that its a tree for bruisers.

M00ndanc31/2/2018, 1:02:03 AM1 votes

New resolve rune All In: Upon dashing, jumping, blinking or executing any movement enhancing ability; gain a bonus 10(+15%armor) armor, 10(+15%mr)MR and 10% healing from all damage delt for 5s and the duration is extended upon killing a champion or getting an assist on a champion you damaged within the last 2s

p.s.: procs on bard w and e

CheesepufAcademy1/2/2018, 7:47:38 AM1 votes

THIS IS GREAT ON KATARINA AND I USE IT ALL THE TIME. DISCLAIMER: USING THIS BUILD TENDS TO CAUSE THE USER TO HAVE PERFECT KDAS. THIS MIGHT MAKE ALL YOUR FRIENDS JEALOUS. DO NOT USE IF YOU DONT LIKE CARRYING AND GETTING FREE LP, OR JUST FEEL BAD FOR THE ENEMY TEAM na.leagueoflegends.com/en/featured/preseason-update/8100-8112?build=10200016 CLICK ON LINK FOR RIOTS SECRET KATARINA CARRY RECIPE. ( Just highlight it and right-click to go to link :3 ) Katarina

Warning: This build may cause invincibility late game, instant ability to harass early game, and a juicy in-between during mid game. If you fear getting flamed by the enemy team, do not use this build. Warning 2: You have an increased chance of Honor Five if you take this Rune Page in unhealthy amounts. Carry Responsibly.