Prototype: Omnistone is a rune in League of Legends.
Notes[]
- The Exposed debuff from 8% − 12% (based on level), so long as the Keystone is triggered prior to the Exposed debuff expiring. will increase the damage of any subsequent damaging Keystones by
or cannot be gained as the first keystone.
- This can only happen once, as once refills its table of Keystones, can no longer be rolled if the owner does not have boots in their inventory.
- This can also happen to , who can neither purchase boots, nor can she take .
can still grant if the user has but has not been granted the boots yet.
"Smart" Keystone Chances[]
- "Smart" selection takes place before Omnistone rolls its table of Keystones; if an ideal situation is found it will have an 8 - 15% increased chance to roll the relevant Keystone.[1] If you would otherwise not roll a relevant Keystone due to it being removed from the table, will refill its table of Keystones, and grant you the relevant Keystone.
- "Smart" selection cannot grant you the same Keystone consecutively.
- It is however possible to "chain" Keystones through "Smart" selection, where you can obtain the same smart selected Keystone several times in a short span of time. For example, due to "Smart" selection, it is possible to roll: > > > > ; where each of the are the exact same Keystone.
- A specific Keystone will be given to the user under many circumstances fit for the gameplay scenario. The following have an increased chance to be given:
- high health, further increased chance for melee champions. when the user and other enemy champions have
- low health and below level 9. if the user is
- low health enemy champions. when near
- low health enemy champions and building attack speed or attack damage. when near
- when not near enemy champions, and less likely to get it when in combat with nearby enemy champions.
- healing and shielding power and are near a low health ally who is in combat.
- This includes the healing and shielding power given by .
if the user has - active item with a slow that is off cooldown. if the user owns an
- If you are a Melee champion, the bonuses from and last longer than the cooldown of , which can affect "Smart" selection, as well as empower other keystones.
- If you are an AD champion, stacks of can increase the likelihood of rolling . Likewise, the bonus Attack Speed gained from can also increase the likelihood of rolling .
- Additionally, the Adaptive Force gained from increases the potency of other Keystones that scale with Adaptive Force, such as , in addition to Healing for the damage dealt.
Soul Bonuses[]
- The following Keystones have their stats enhanced based on the number of Dark Harvest stacks. Soul bonuses are relative to the damage per stack of [2] (The following are based on Summoner's Rift, with Dark Harvest dealing 5 damage per soul):
- (+ 2.5% per Soul) more adaptive force. gains
- (+ 5 per soul) healing and (+ 5% per soul) bonus movement speed when activated. gains
- (+ 5% per Soul) bonus attack speed when activated. gains
- (+ 10 per soul) adaptive damage when activated.
- Notably, the damage from Exposed doesn't increase.
gains - (+ 5 per soul) adaptive damage when activated. gains
- (+ 5% per soul) bonus attack speed when activated. gains
- (+ 5 per soul) adaptive damage.
- Notably, no bonus movement speed is gained on activation.
- As of V10.12, Predator is not scaling with stacks of .(bug)
gains - (+ 5 per soul) adaptive damage when activated. gains
- (+ 5% per Soul) bonus movement speed and slow resist when activated.
- It is possible to reach and exceed 100% slow resist, and thus become immune to slows.
gains - (+ 5 per soul) enemy adaptive damage or ally shielding when activated. gains
- (+ 2.5% per Soul) bonus armor and armor scaling, (+ 2.5% per Soul) bonus magic resistance and magic resistance scaling, and (+ 3.75 per Soul) more magic damage.
- Resistance scaling increases multiplicatively.
gains - (+ 3.33% per Soul) healing and damage per empowered attack, and also, (+ 5% per Soul) maximum health per stack, including ones previously gained. gains
- (+ 2.5% per Soul) slow strength. gains
per map, meaning it can be lower or higher depending on the mode.
Strategy[]
best use scenario is not maximizing the potential of every keystone, but rather to dispense the keystones you use least effectively in order to gain access to your most efficient ones. As such, if there are keystones you can roll, but cannot dispense due to a champion's inherent kit design (e.g , or , whose kits do not allow much use of auto attacks), Omnistone is most likely to not be the best fit for you.
General tips:
- Some champions cannot dispense of spell effects. It is advised to purchase items that trigger spell effects (such as ) to assist in applying these keystones. easily, such as , because they do not have any basic abilities that apply
- If you have a passive effect which's cooldown or power is improved by landing basic attacks, such as or , rolling or can help you lower their cooldown or apply the effect more frequently.
- Champions with attack resets, such as or can best make use of and , as they can use their empowered auto attacks as a means to quickly dispense both keystones.
- The more immobilizing crowd control you have in your kit, the better you are at using . This is because the longer a target is locked down, the easier it is to dispense a keystone on them, regardless of how optimal it may be. The same holds true if you have crowd control that lasts for a long duration, such as .
- This makes immobilizing crowd control, or they have crowd control that lasts for a long duration. appealing on champions such as , , , , , , and , as they all either have multiple sources of
- Smart Selection:
- Keystones that are rolled as a result of Smart Selection (such as
- For example, with Dark Harvest or another Smart Selected keystone, it is possible to roll a series of keystones such as: -> -> -> -> .
) refresh the table of keystones, allowing you to chain keystones.
- Keystones that are rolled as a result of Smart Selection (such as
- active items with a slow, meaning that champions who may not necessarily auto attack very often can purchase items such as , , , or to utilize the keystone.
- Due to the increased likelihood of rolling if you have an active item slow off cooldown, it is generally advised to take either or in order to maximize its effectiveness.
can be dispensed with both a basic attack, and - heal and shield power increases the likelihood of rolling , as its probability is increased based on your heal and shield power. Unless you are an Enchanter, or a champion who actively uses to boost their innate or purchased sustain, such as , it is generally advised to avoid taking this minor rune alongside Omnistone because of this.
If you are a melee champion:
- Due to the lack of target access that melee champions inherently have as a range class, maintaining your distance to increase the likelihood of rolling will allow you to better access your targets, or to enhance any existing engage spells, such as or .
- percent current health of nearby enemies, which makes your likelihood of rolling greatest in a teamfight.
- Paired with the above point, using to close the gap and access high priority targets, and subsequently rolling increases your likelihood of fully stacking the keystone, giving you immense combat power.
probability to be rolled is based on the
- For melee champions,
- The buff can last up to 6 seconds after an initial delay, allowing to possibly dispense up-to 2 keystones during its duration.
- The boost in attack speed increases the likelihood of rolling Hail of Blades. As such, it is possible to obtain a minimum boost of up to 220% attack speed for 3 auto attacks, which can burst unsuspecting targets in a fight.
- *If triggered by an active item with a slow.
*
has a [5-3] second scaling cooldown. The following buffs persist long enough that they can help you proc other keystones, empower subsequent keystones, as well as impact Smart Selection:
If you are a ranged champion:
- The following keystones will empower any in-flight projectiles fired as a result of a basic attack, or a spell that applies On-Hit effects to apply relevant stacks, or proc relevant keystones:
- *If fully stacked by the time the projectile is in mid-air.
*
- *If the in-flight projectile applies immobilizing crowd control, such as .
*
- If you are a ranged champion with a global ability with a projectile, such as
- During , can be cast, causing the next available tick of his ultimate to apply the bonus damage after the 0.25s delay.
- Likewise, rolling or empowers the in-flight projectile to immediately dispense the keystone (provided the conditions are met) upon the champion being hit by the spell.
, , or , an -granted can be cast while the spell is in-flight, allowing its next hit against a champion to apply the bonus damage.
- Most Mage champions generally do not attack with enough frequency to efficiently dispense of auto attack based keystones. Those that do generally have some inherent interaction with auto attacks, such as , , or .
- Champions like the abovementioned can purchase to further assist in dispensing of said keystones.
- For Marksman champions, Omnistone's efficiency relies on several factors:
- If you are primarily spell-focused, or use a large mixture of spells and auto attacks, such as
- Purchasing items such as or is also advised for these types of champions when running , as they will be casting spells with a higher frequency than normal to dispense of keystones more rapidly.
, , , , or , it is best to quickly dispense of inefficient keystones such as and by using your longer range abilities. This increases the likelihood of rolling much more efficient keystones, such as , , and .
- If you primarily rely on basic attacking to deal your damage, such as , , On-Hit or crit / / , it is advised to save your abilities that apply spell damage to dispense of . This is because these champions tend to cast their spells less frequently, or have less spells that apply spell effects, which is the only way can be properly dispensed.
- It is also advised that these champions purchase either or (based on which type of build they are running), as and can speed up the rate at which you activate , which is generally a difficult keystone for marksmen to activate, due to its 12-stack requirement.
- If you are primarily spell-focused, or use a large mixture of spells and auto attacks, such as
- If you are an Enchanter, or a Support champion with an ability that empowers allies, such as , , or , it is advised to take , as the increased heal and shield power boosts the likelihood that you will roll , whose shield is then boosted by the aforementioned rune.
Trivia[]
- The name "Kaleidostone" was the placeholder for this rune during the removal of .
- WIth Attack Speed cap of 90.00, utilizing or .
- At level 18, ignoring Attack Speed gained per level, this would require a minimum bonus of 120000% Attack Speed on , or roughly 21820 stacks, and a maximum bonus of 163000% Attack Speed on , or roughly 29639 stacks of .
and enough stacks, it is possible to achieve the absolute maximum
Media[]
Patch History[]
- V11.23 - Removed
- Removed from the game.
- Replaced by .
- Removed: Can no longer gain or as its first Keystone.
- Bug Fix: Champions may no longer trigger several times in one rotation.
- Bug Fix: Omnistone-granted now has a proper cooldown regardless of when the user upgrades its boots.
- Cooldown for melee champions reduced to 5 − 3 (based on level) seconds from 7 − 3 (based on level).
- Cooldown for ranged champions reduced to 9 − 7 (based on level) seconds from 11 − 7 (based on level).
- Now displays how much damage it has dealt and how many buffs it has granted. Buffs include: attack speed, Haste, Vulnerable, Enrage, attack speed, Haste, Haste, shield, resistances, or slow.
- Increased chance to be given when not near enemy champions, and less likely to get it when in combat with nearby enemy champions.
- Increased chance to be given when near low health enemy champions.
- Increased chance to be given when near low health enemy champions and building attack speed or attack damage.
- Increased chance to be given melee champions. when both you and enemies have high health, further increased chance for
- Increased chance to be given if you are low health and below level 9.
- Increased chance to be given if you have a Glacial item off cooldown.
- Increased chance to be given when you have healing/shielding power and are near a low health ally who is in combat.
- V9.23 - November 21st Hotfix
- Cooldown for melee champions reduced to 7 − 3 (based on level) seconds from 8 − 4 (based on level).
- Cooldown for ranged champions reduced to 11 − 7 (based on level) seconds from 12 − 8 (based on level).
- V9.23 - Added
- Replaces .
- Inspiration Keystone rune.
- Periodically gain a single use of another random keystone. Once a keystone is rolled, it can't be rolled again until only three options are left, at which point the table resets (you won't get the keystone you just used, though).
- Gain a new keystone 8 − 4 (based on level) seconds after using the last. (Increased to 12 − 8 (based on level) seconds for ranged champions).
- Gain a new keystone while out of combat after 40 seconds of not using a keystone.
- Your current keystone shows up to the right of your health bar. All ten players can see it.
- souls persist after you get a different keystone and affect all your other keystones. health persists after you get a different keystone, too.
- Available Keystones: , , , , , , , , , , , , , and .
- is only available to champions who have already purchased boots. souls amplify the effects of all keystones. is only available to champions who have learned a basic spell that can trigger it.
- Does not re-roll if in-combat.
- Keystones cycle pseudo randomly - you cannot repeat a keystone for 5 rolls after it has been used.
- Entering the fountain will reroll your current keystone.