Domination HUNT AND ELIMINATE PREY
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Keystone | ||||
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Malice | ||||
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Tracking | ||||
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Hunter | ||||
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Effects[]
Takedown on enemy Ward cause friendly Zombie Wards to sprout from their corpses.
Gain an adaptive bonus of 1.2 Attack Damage or 2 Ability Power for every Zombie Ward spawned, up to 10.
After spawning 10 Zombie Wards, additionally gain 10 adaptive force.
Zombie Wards grant sight over 1100 units, are visible to the enemy team, have 1 health, last for 120 seconds and don't count towards your ward limit.
Killing a Zombie Ward will grant 1 gold.
Note[]
On modes where wards are disabled, the rune is exchanged with Ghost Poro.
Patch History[]
No longer grants on-hit damage versus champions when clearing a ward. Ward clears now grant stacks of adaptive force. Gain extra adaptive force at full stacks.
Eyeball Collection's 30 adaptive force has been crowding out Ghost Poro and Zombie Ward. All three runes now grant the same adaptive force bonuses, so your choice is now how you want to stack those bonuses up rather than what kind of bonus you want. Zombie Ward is about clearing wards.
v8.14
Zombie Wards no longer spawn from friendly wards which time out. Damaging a champion after destroying a ward inflicts bonus damage.
v8.7
Zombie Ward's double vision whammy, providing vision when you've just taken it away, is too good when its users get ahead.
v8.2
Duration down at early levels.
An early sweeper already has the potential to give snowballing junglers too much impact; Zombie Ward's early power is only worsening that problem.
v7.23
Zombies carry gold, too.
We've supported the "kill something, get money" feedback loop throughout our game so thoroughly that it feels weird not to get something from Zombie Wards.
v7.22
Added