Is the 15-90HP rune stat worth taking on Tank champions?

BeatzBoyFTW··2 votes·3,563 views

I heard that the value doesn't do a lot, so was wondering if it's worth taking it over the Armor or Magic Resist on certain Tank champions.

18 Comments

DM For Rat Facts5 votes

it's almost never worth taking

MegaSpaceJX5 votes

change it to health regen plz

SwiftKitten881 votes

{quoted}

change it to health regen plz

if that was +15 hp regen at lvl 1 that would be busted XD

MegaSpaceJX1 votes

doesnt have to be 15

Moody P1 votes

but it should

Rathar Dashing1 votes

pls [sg-soraka]

KFCeytron3 votes

item 1033 is 25 MR for 450g. item 1028 is 150 health for 400g (168.75 health per 450g). 1 MR therefore has a value of roughly 6.75 health, so 6 MR is worth around 40.5 health.

Rune stats can give you 6 MR or 15-90 health. The health rune gives you more than 40.5 health starting at level 7. Given game length and the importance of early game, the health rune's late-game scaling is generally seen as not worth the trade-off.

Myren Quiddle2 votes

I mostly go armor/magic resist on tanks, and I actually take the health on mages/adc's/fighters/whatsoever for the extra bit of health. On tanks it won't matter that much, but the little extra health is quite nice on more squishy champs :)

DuskDaUmbreon2 votes

Not really, except maybe on a few tanks who have a ton of resistances already.

So, like, maybe Leona or Sejuani. Kinda useless on most other tanks, though

Cptn Han SoloQ2 votes

It is a noobtrap. U get more value out of straight up armor or mr.[poppy-wink]

Salvor Hardın1 votes

Let Riot change it to 1-18 movement speed per level.

BenLegend4431 votes

Take armor or MR. Only take the health on squishies.

Alzon1 votes

It’s great if you’re rushing something like Frozen Heart, or plan to build Sunfire > Thornmail/IBG/FH. The more armor you have, the better HP is.

It’s especially good if the enemy does mixed damage, since the value of armor/MR are halved.

Rathar Dashing1 votes

The amount of health you get never becomes relevant, unless you're taking Overgrowth or Cinderhulk, or otherwise can multiply your HP. The other two stats, however, only counter one type of damage, so while they may do their job well, you're still just as weak to the other side. That being said, minions, monsters and towers all deal physical damage, along with most champions early on when the +5 armor matters most, so armor is a much better go-to choice than a little HP.

ankoanko191 votes

The only time you take this is when you're unsure who you're up against.

thefance1 votes

I've done some EHP (Effective Hitpoints) calculations using Ashe. I've ignored other sources of stats, such as items.

N.B. Some players are analyzing the runes in terms of Gold Efficiency. Such a method is less useful than analyzing EHP because items don't usually scale with levels and therefore their effectiveness fluctuates depending on the stage of the match. E.g. Conqueror often makes HP items more attractive than armor items until about level 13. Gold Efficiency calculations can't account for interactions like this.

At level 1, Ashe will receive -- (18.9) physical EHP and (19.5) magic EHP from 15 additional HP. -- (27.0) physical EHP and (0) magic EHP from 5 additional armor. -- (0) physical EHP and (32.3) magic EHP from 6 additional MR.

At level 18, Ashe will receive -- (165.4) physical EHP and (124.7) magic EHP from 90 additional HP. -- (99.2) physical EHP and (0) magic EHP from 5 additional armor. -- (0) physical EHP and (119.0) magic EHP from 6 additional MR.

Observations: -- In the lategame, the HP Rune is strictly better than the Armor Rune or MR Rune. LDR and Voidstaff will magnify this difference. -- In the earlygame, the Armor Rune and MR Rune are stronger than the HP Rune. But this assumes that you're laning against a single type of damage. -- The HP Rune outscales the Armor Rune in terms of Physical EHP at lvl 5. -- The HP Rune outscales the MR Rune in terms of Magic EHP at lvl 14. -- The HP Rune isn't as bad as Gold Efficiency might lead us to believe.

Miscellaneous thoughts: -- The reason armor is lower than magic resist is probably because armor is more versatile since it reduces damage from the environment. E.g. Jungle camps, minion waves, and towers. -- Sources of HP Regen such as potions will magnify the strength of Armor and MR in the early game. -- In the lategame, items become more important. Which means runes are comparatively less important. -- Lategame is a stage which isn't always reached.

Conclusion:

  1. Junglers need Armor.
  2. Counter your lane opponent with resistances if you can.
  3. HP rune if you can't.
LeBeanus1 votes

you make a compelling case. i might actually pick the hp rune once in a while now

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