|Other Rune Paths
All movement bonuses are 10% more effective on you.
Movement speed bonus multiplier increased.
Celerity's established a stable of frequent users post-update: Hecarim, obviously, but Sivir, Aurelion Sol, and about a dozen more too. A slight buff will help it see situational use in the hands of others.
MOVEMENT SPEED BONUS MULTIPLIER : [8%] ⇒ 10%
Now amplifies movement speed bonuses rather than all movement speed; no longer grants adaptive force.
Movement speed and adaptive damage are two of the most generically valuable stats in League, so whenever Celerity was tuned to be strong, it was a must-pick for any champion. Removing the damage conversion lets us carve out a sharper identity: Now that we don't have to worry about excessive AD/AP in outlier cases, Celerity can grant larger movement speed bonuses for champs and teams with lots of haste effects. Switching from all movement speed to only bonus lets us push that niche further.
BONUS MOVEMENT SPEED : Movement speed [increased by 1.5%] ⇒ bonuses increased by 8%
DAMAGE CONVERSION No longer converts bonus movement speed to adaptive force
Movement speed conversion into adaptive stat decreased.
ATTACK DAMAGE : [9.6%] ⇒ 6% bonus movement speed
ABILITY POWER : [16%] ⇒ 10% bonus movement speed
Carving out a deeper identity for Celerity. It grants less bonus movement speed, but the doubled conversion rate means other speed boosts will grant users more adaptive stats than before.
BONUS MOVEMENT SPEED : [3%] ⇒ 1.5%
| DAMAGE CONVERSION :
||[4.8% (AD) or 8% (AP)]
||9.6% (AD) or 16% (AP)
||of your bonus movement speed as bonus stats
Movement Speed reduced
This is our first wide balance pass on the Runes paths! We've got a few case-by-case contexts in the tabs below, but are otherwise focused on ensuring no one option in any given row is overpowering its neighbors.
MOVEMENT SPEED : [4%] ⇒ 3%
SUPERSONIC Gain 4% increased Movement Speed and add 8% of your Bonus Movement Speed to your AP or AD, adaptive (based on level)