What Runes Work for Each Champion Role Volume 2
#Volume 2: Domination
Index:
Volume 1: Precision and Resolve
Welcome back, in this volume I will be discussing the runes of the Domination tree. Without further ado let us begin.
#Keystones
##Electrocute *Hitting a champion with 3 separate attacks or abilities within 3 seconds deals bonus adaptive damage 50 - 220 based on level (+0.50 bonus AD, +0.3 AP) damage (50 to 25 seconds cooldown). *
Marksman: ---- Assassin: 0 Fighter: --- Tank: X Support: X Mage: 0
Similar to thunder lords its a good keystone to have to add extra burst to your kit. I recommend this for any assassin or burst mage mainly for its potential to chunk people.
##Predator *Enchants your boots with the active effect “Predator.” Predator to channel for 1.5 seconds out of combat to gain 45% movement speed for 15 seconds. Damaging attacks or abilities end this effect, dealing 60 - 140 (+0.4 bonus AD)(+0.25 AP) bonus adaptive damage (180 seconds to 120 seconds cooldown). Starts the game on cooldown and goes on cooldown if interrupted while channeling. *
Marksman: X Assassin: 0 Fighter: ---- Tank: X Support: X Mage: ----
Predator it good for assasins as they need that movement to close the gap between their target and themselves as well as providing a small amount of damage to your next attack as soon as you get close.
##Dark Harvest *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. Soul Charged lasts 20 seconds, increased to 300 seconds after collecting 150 soul essence. Bonus damage: 40 - 80 (+0.25 bonus AD) (+0.2 AP) + soul essence collected. *
*Champions - 6 soul essence Monsters - 2 soul essence Minions - 4 soul essence *
Marksman: X Assassin: 0 Fighter: ---- Tank: X Support: X Mage: ----
Dark Harvest is good if you are invested into the mid to late game as this is where that extra damage can come in handy since by then you will have a little over 100 soul essence and can start to cause massive damage to the enemy team.
#Main Tree #Malice
##Cheap Shot Damaging champions with impaired movement or actions deals 12 - 30 bonus true damage (based on level) (4 seconds cooldown - activates on damage occurring after the impairment).
Marksman: ----- Assassin: ----- Fighter: ----- Tank: X Support: X Mage: ----
##Taste of Blood Heal when you damage an enemy champion. Healing: 18 - 35 (+0.20 bonus AD, +0.1 AP) health based on level (20 second cooldown).
Marksman: ----- Assassin: ----- Fighter: ---- Tank: X Support: X Mage: ----
Taste of Blood is a nice early game sustain tool as long as you can poke to proc it. As the game progresses the heal is still useful however is not the best in the world.
##Sudden Impact After exiting stealth or using a dash, leap, blink, or teleport, dealing any damage to a champion grants you 10 Lethality and 8 Magic Penetration for 5 seconds (4 second cooldown).
Marksman: ---- Assassin: 0 Fighter: 0 Tank: X Support: X Mage: ----
Sudden Impact is good if you have a dash and out of these three keystones is a must pick due to the extra penetration it gives you.
#Tracking
##Zombie Ward After killing a ward, a friendly Zombie Ward is raised in its place. Additionally, when your wards expire, they reanimate as Zombie Wards. Zombie Wards are visible, last for 180 seconds, and don't count towards your ward limit.
##Ghost Poro Enter a brush to summon a poro after a brief channel. The poro will stay behind to give you vision until you summon a new one. If an enemy enters brush with a poro in it, they scare it away, putting Ghost Poro on a 3 seconds cooldown. Poro channel is interrupted if you enter combat with a champion.
I'm not including my list here since these two ward runes mainly go off of your playstyle and your elo. For high elo players these two ward runes are a must have as they give you so much vision control. For low elo players I would say this is not the best option to pick up unless you are a support and might want to net some extra vision tools.
##Eyeball Collection Collect eyeballs for champion and ward takedowns. Gain an adaptive bonus of 0.6 Attack Damage or 1 Ability Power per eyeball collected.
Marksman: ---- Assassin: ---- Fighter: ----- Tank: ----- Support: ----- Mage: ----
Eyeball collection is a nice stacking tool for all walks of life in the league world. it gives you bonus ad or ap for any kills on champs which adds a little bit more damage or power to your kit. Overall if you were to not take one of the two ward options I would suggest eyeball collection.
#Hunter
##Ravenous Hunter Heal for a percentage of the damage dealt by your abilities. Heals for 2.5% + 2.5% per Bounty Hunter stack. Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion. Healing reduced to one third for Area of Effect abilities.
Marksman: X Assassin: ---- Fighter: ----- Tank: X Support: X Mage: ----
Ravenous Hunter works on champions that revolve around spell vamp or some sort of healing mechanism will their abilities. It is something nice to have escpecially late game with the extra heals coming in, but you need to have some kills to make use of it.
##Ingenious Hunter Gain 10% active item CDR plus an additional 6% per Bounty Hunter stack (includes Trinkets). Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.
Marksman: X Assassin: X Fighter: X Tank: 0 Support: 0 Mage: ----
Really is only a option if you want less cooldown on your items so tanks with long cd items like stoneplate would like this as well as any support.
##Relentless Hunter Gain 8 out of combat Movement Speed plus 8 per Bounty Hunter stack. Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion
Marksman: X Assassin: 0 Fighter: ----- Tank: X Support: ----- Mage: ----
Really nice option for anyone who gets mobis or is a mobile champion that rotates around the map quite often.