Runes Reforged- Designs and Keystones

Flollopmattress·6/4/2017, 1:55:17 PM·2 votes·618 views

So, since Riot announced changes to the Rune system, I've been working on some ideas on it.

So first, there will be six paths, one for each "class": Marksman, Support, Assassin, Mage, Fighter, and Tank. Each Path is linked to a major location in Runeterra:

The Protection Path, for Supports, is based on Shurima. The Cutthroat Path, for Assassins, is based on Bilgewater. The Justice Path, for Fighters, is based on Demacia. The Spirit Path, for Mages, is based on Ionia. The Endurance Path, for Tanks, is based on Mount Targon. The Progress Path, for Marksmen, is based on Piltover.

I have concepts for three keystone runes and two major runes per path:

**Protection Runes - Major **

Noble Sacrifice - Dying grants bonus movement speed to the nearest ally. This is useful going up against an aggressive lane opponent or a gank-heavy jungler. It can save ADCs from ganks if you die, or propel them on to make a favourable trade.

Lasting Impression - Crowd Control lasts a tiny bit longer. This is great for Supports who love to go aggressive, like Leona.

Protection Runes - Keystones

Perxie - Shurima is home to all sorts of critters. Using abilities on allies shileds them, while attacking enemies deals extra damage. This is good for supports with a spread of support abilities, like Lulu, Karma and Nami.

Attention Seeking - A kingdom like Shurima is a good-looking place, and is distracting for everyone. Applying CC to enemies givesand attack speed buff to nearest ally. If you like to play offensive and have an auto-reliant ADC/Jungler, this is very good to open up ganks/ teamfights.

Overheal - Heals you apply to allies that exeed their max health convert into shield. Perfect for prepping teamfights and not letting mana go to waste.

Cutthroat Runes - Major

Lone Survivor - The streets of Bilgewater are a dangerous place, and many people learn how to fend for themselves. Killing an enemy when no allies are nearby grants bonus gold.

Think Fast - Thieves and Hunters need to be light-footed to survive. Killing an enemy three seconds after entering combat grants a burst of bonus movement speed.

Cutthroat Runes - Keystones

Blessing of the Bearded Lady - In Bilgewater, everyone fears the wrath of their deity, the Bearded Lady. Killing an enemy fears the nearest enemy. This is a high-risk, high-reward keystone. It's perfect to disrupt a teamfight, provided you can get close enough.

Hunter's Experience - Viewing camps of epic monsters gives you the time for when they respawn. This is for Junglers who can use information effectively to co-ordinate an attack.

Reputation - Every criminal on the streets needs to make a name for themselves. Getting kills adds 10 AD permanently. This is for champs that can snowball easily, and allows them to carry if need be.

Justice Runes - Major

Noble Cause - Using Demacian spirit, you inspire nearby minionsand neutral monsters to deal more damage to enemies. This is good if you think a Jungler will attack early on, or if you plan to hide behind the minion wave.

Demacian Superstition - Demacians have had a primal fear of magic since the Rune Wars. when below 50% health, you gain bonus MR. Perfect for laning against an AP toplaner, like Rumble, or if you want to be a bit tankier against a midlane mage.

Justice Runes - Keystones

Vengeance - To avenge a fallen comrade, you deal bonus true damage to the killer of a dead ally (provided the ally has not respawned)

Ultimate Sacrifice - After dying, you deal true damage around you. If only one target is hit, the damage is doubled. It's not nice, but if you think you're going to get dumpstered in lane, consider taking this as some mutually assured destruction.

Tactical Decision - When below 10% health, you gain increased movement speed when running from enemies.

Spirit Runes - Major

Balance - The people of Ionia are at one with nature. When your mana is below your health, you have increased mana regen.

Natural Bond - Going into bushes reduces cooldowns by two seconds (30 second cooldown)

Spirit Runes - Keystones

Vastayan Rage - Vastayan people are angry at the invaders who destroy their land. Whne under 10% health, all non-ultimate cooldowns are halved.

Homeground - Ionians know their home well, so killing a champion in less than 4 seconds after leaving combat make you untargetable for 0.2 seconds. This is good for squishy burst mages like Viktor.

Purify - Damaging more than one enemy at the same time heals you.

Endurance Runes - Major

Earthen Strength - You gain bonus armour near walls.

Stone Blows - Applying CC causes your next auto attack to deal bonus damage.

Endurance Runes - Keystones

Wrath of Targon - Applying hard CC reduces armour by 20% This is for tanks who bring high CC (Nautilus, Galio, etc) against any team stacking armour

Standing Stone - Standing still while not using abilities/ auto attacks grants huge damage reduction

Resilience - People who live on Targon have gone through a lot. When you first see more than one enemy, you get 50% damage reduction.

Progress Runes - Major

Recent Advances - Thanks to the latest Piltover hextech, you gain bonus range when nearby three or more enemies.

Combination - Alternating auto attacks and abilities four times grants bonus movement speed.

Progress Runes - Keystones

Berserker - After a while in combat, you gain bonus attack speed and your attack speed cap is increased.

Hextechnical Difficulties - six consecutive auto attacks against the same enemy silences them.

Perfect Shot - Waiting 0.5 seconds between auto attacks deals bonus damage.

That's all, let me know if you like them or have any suggestions!

(RITO NOTICE ME PLS)

4 Comments

HonestJohnTheCon6/4/2017, 2:44:18 PM1 votes

Looks interesting. Why Mount Targon for endurance though, and not the Freljord? I would think that Mount Targon would be more fitting for healers and such.