Enchantment - Runic Echoes

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Enchantment - Runic Echoes
Enchantment - Runic Echoes.png
Statistics
Effects:+60 Ability Power
+7% Movement Speed
Passive:Echo: Gain charges upon moving or casting. At full charges, the next spell hit expends all charges to deal 60 (10% of Ability Power) magic damage to up to 4 targets. This effect deals 250% damage to Large Monsters. Hitting a Large Monster with this effect will restore (18% of missing Mana).
Cost:2625g (340g)
Sell Value:1575g

Tracker's Knife - Runeglaive.png
Skirmisher's Sabre - Runeglaive.png
Stalker's Blade - Runic Echoes.png
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Enchantment - Runic Echoes.png
Components2.png
Amplifying Tome.png
Aether Wisp.png
Enchantment - Runic Echoes is an enchantment available for all upgraded Hunter's Machete items. It replaced the  Enchantment - Runeglaive in the Patch v6.1.

Usage

Trivia

Similar Items

Patch History

v6.6

Less damage on proc.

Runic Echoes is supposed to realize the fantasy of having a scaling AP champion from the jungle, but a disproportionate amount of buyers transition into heavy tank items after the purchase. Echoes into defense items isn’t a build we’re opposed to per se, but the current tuning is more beneficial for tanky champs that can proc it multiple times in a fight.. Mages still have a scaling ‘hit-and-run’ jungle item, but when Nautilus, Amumu, Maokai (and even… Hecarim?!) are buying this to the exclusion of other enchantments, you know there’s a problem.

BASE DAMAGE : 80 60


v6.4
Movement speed down.

By the numbers, Runic Echoes has been a more than suitable replacement for Runeglaive. Using it profitably has serious returns, gaining a leg up in map pressure over other junglers due to its high movement speed. We're happy that magic-damage dealers of all kinds are finding success in the jungle, but it's clear that the map mobility it provides is shutting out other enchantments (and the junglers who use them) from feeling like they can compete.

MOVEMENT SPEED : 10% 7%


v6.1
Runic Echoes is a cheaper Luden's Echo for junglers. While it has less ability power and base damage, it restores a large portion of your missing mana on hitting a Large Monster - in addition to dealing bonus damage!

It's context time.

When we introduced the Runeglaive enchantment in Season 5 it, like the incredible Zoot Suit, was specifically tailored for its time. In development, we took a hard look at all of the existing AP junglers and tried to deliver a finely-tuned item that would enable them beyond "bundle of stats" (with Fiddlesticks as an accepted casualty. Sorry Fiddle.). At that point, our view of AP junglers was fairly narrow and our goal was definitely "solve for the present."

This season, we can take a more future-facing look at Runeglaive (now Runic Echoes). The introduction of Hunter's Talisman means we can solidify spell-casting as a core part of an AP jungler's rotation, so it makes more sense that Runic Echoes is an extension of that. Echoes should be a flat upgrade (or sidegrade, at worst) for most champions, to the point where we'll probably need to keep a close eye on the balance of that movement speed bonus. One additional issue we wanted to solve was to allow for late game scaling on an AP jungle item - something Runeglaive lacked due to its lower ratio in comparison to Lich Bane.

On the point of, "Why not both?" we'll go back to the discussion we had when we replaced Magus. Specifically, if the goal of Runic Echoes is to serve all AP junglers equivalently or better than Runeglaive, then Runeglaive either becomes another Ohmwrecker (sorry) or it's an "alternative" choice for a smaller subset of AP junglers that skews their balance on yet another axis. The question we asked was, "What do we gain by keeping Runeglaive?" and while the diversity option for a few champions was nice, we trade a lot of clarity in balance to keep two items that should functionally serve the same class.

BUILD PATH : Tier 2 Jungle Item + Amplifying Tome + Aether Wisp + 340 gold
TOTAL COST : 2625
ABILITY POWER : 60
MOVEMENT SPEED : 10%
UNIQUE PASSIVE : Echo - Gain charges upon moving or casting. At full charges, the next spell hit expends all charges to deal 80 (+0.10 ability power) magic damage to up to 4 targets. This effect deals 250% damage to Large Monsters. Hitting a Large Monster with this effect will restore 18% of your missing mana.




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