Fleet Footwork (Rune)
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Effects[edit]
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized.
Energized attacks heal you for 3 - 60 (based on level) (Adaptive ratio: +30% of Bonus Attack Damage or +30% of Ability Power) and grant +20% Movement Speed for 1 second.
On ranged champions, against minions, the healing is only 20% effective.
Patch History[edit]
AP ratio decreased.
Now that mages aren't punished for going into Precision (via an unfavorable attack speed path bonus), we're pulling back on the AP incentive we added to Fleet Footwork earlier in the season.
For more context, view the Marksman Stat Adjustment section. TL;DR, marksmen have access to a ton of sustain in the laning phase, which makes the choice between early and late game too tilted towards late game, and decreases the overall impact of laning decisions (like poke/bullying). Weakening the heal ranged champions get from Fleet Footwork should go a long way towards making trades feel more meaningful.
PERCENT HEAL ON MINIONS : | [60/30%] | |
⇒ | 100/20% | (melee/ranged) |
v8.5
Ranged penalty on minion heal increased.
A number of marksmen are using Fleet Footwork like old Warlord's Bloodlust: to coast through the laning phase by using minions as health batteries. The counter to sustain should be an aggressive lane which can overcome it and all-in, but at the moment the main counter to Fleet Footwork is... Fleet Footwork, which means it's too strong. We're weakening that sustain so that opponents have a better shot at getting a meaningful laning advantage through poke and trades.
v7.24
Healing increased
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.
v7.22
Added