Dark Harvest (Rune)

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Domination
HUNT AND ELIMINATE PREY
Keystone
Malice
Tracking
Hunter
Other Rune Paths

Effects[edit]

Damaging a Champion below 50% health deals adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 5 (2 on ARAM).

Dark Harvest damage: 20-60 (based on level) (+5 damage per soul) (+25% bonus) (+15%)

Cooldown: 45s (resets to 1.5s on takedown)

Patch History[edit]

Patch 8.24

Base damage decreased. Can't proc off other procs.

We followed up 8.23 with a few quick nerfs to Dark Harvest's damage, and 8.24 brings another. We're shaving off baseline strength, particularly in the early game, to ensure Dark Harvest's performance relies on how effectively its users can stack it up. On that note, we're also making it harder to stack by removing its proc-off-proc cases, which actually makes the premise a bit more clear: If your target's below the threshold before you hit them, you'll get a stack.

BASE DAMAGE : [40-80] 20-60 (lv 1-18)
PROC MODEL : Can no longer proc off other procs (ex. Scorch, Liandry's Torment) aside from Luden's Echo, whose effect is built to behave like a separate ability

Mid-Patch 8.23 Balance Updates
These changes shipped partway through last patch and are already live!

BASE DAMAGE : [50-80] 40-80 (lv 1-18) (overwritten by the new change above)
DAMAGE PER SOUL : [8] 5
ARAM DAMAGE PER SOUL : [4] 2


v8.23
Now only procs on low-health targets but no longer requires a soul to have recently been collected. Cooldown partially resets on takedowns. No longer stacks off minions and monsters.

We like Dark Harvest's infinite-scaling fantasy, but haven't been thrilled with how often it leads to a single, super-loaded basic attack deciding fights before they even begin. We're reworking it to be an execute-focused keystone that only stacks via champion combat, with a reset system to make all-out brawls even more rewarding and a broader proc model to widen the pool of potential users. Damaging a low-health champion deals bonus damage and harvests their soul, permanently increasing the damage of future procs.

PROC THRESHOLD : Dark Harvest procs against enemy champions below 50% health
PROCS ON : [Basic attacks] Any damage
DAMAGE : 50-80 (lv 1-18) (+0.25 bonus attack damage)(+0.15 AP)+ 8 damage per harvested soul
ARAM : Souls increase Dark Harvest's damage by 4 on ARAM, rather than 8
COOLDOWN : 45 seconds, reset to 1.5 seconds on champion takedown
MINION & MONSTER SOULS Minions and monsters no longer grant souls


v8.20
Base damage decreased.

We want to preserve Dark Harvest's late-game scaling, but it shouldn't be a go-to pick for early/mid-game damage on top of that.

BASE DAMAGE : [40-80] 20-60 (lv 1-18)


v8.8

BUGFIX : Fixed a bug where a VFX box appeared when a soul was dropped on the ground
BUGFIX : Fixed a bug where, if multiple players took Dark Harvest, only one of them could see the soul glow on units that will drop Dark Harvest Souls
BUGFIX : On ARAM, tooltip now properly indicates that champion souls are worth less soul essence


v7.24

More fighting and more kills make Dark Harvest pretty strong on ARAM

SOUL ESSENCE FROM CHAMPIONS : [6] 5


v7.22
Added

2SPOOPY Champions, large minions, and large monsters drop soul essence on death. Collect souls to become Soul Charged. Your next attack on a champion or structure consumes Soul Charged to deal bonus adaptive damage.
DEFINITELY NOT THRESH Soul Charged lasts 20 seconds, increased to 300 seconds after collecting 150 soul essence
HOARDER Bonus damage: 40 - 80 (+0.25 bonus AD) (+0.2 AP) + soul essence collected
21 GRAMS? Champions - 6 soul essence // Monsters - 2 soul essence // Minions - 4 soul essence