A Comprehensive List of What Runes Work For Each Champion Role

K0SMOS·11/7/2017, 12:11:19 AM·2 votes·6,308 views

#Volume 1: Resolve and Precision

Index: Volume 2: Domination

The new rune system is coming out tomorrow which means a whole bunch of confusion for what new runes fit with your champion pool. But fear not for I am hear to detail to you what I have found to be the best runes for your favorite champs. So strap yourself in and get ready for a wonderful journey through the new system as I detail to the best and worst runes for each champion type.

Note this is my own opinion through my experience on the PBE testing these runes. As another side note all the raw stats that are presented i.e. the ap/ad ratios are taken directly from the 7.22 patch notes either word for word or slightly changed. Wanted to give credit where credit was due.

Before I go into my analysis I would like to explain the format for which I will be explaining it:

>Marksman: X >Assassin: --- >Fighter: --- >Tank: 0 >Support: X >Mage: 0

I will be presenting a list for each role there is in League after every Rune with either a 0, X or ----. A 0 means this rune is a good choice for that class, a X means it is a bad choice and ---- means that it is a possible choice but may not be the best.

So without further ado let us begin with the Precision tree.


#Precision

>##Bonus: 18% Attack Speed

The precision tree in general lends its hand more to auto attacking champions by giving a lot of auto attack oriented runes.

#Keystones

>##Press The Attack >**Hitting an enemy champion with 3 consecutive basic attacks deals 30 - 120 bonus adaptive damage (based on level) and makes them vulnerable, increasing the damage they take by 12% from all sources for 6 seconds **

>Marksman: 0 >Assassin: --- >Fighter: 0 >Tank: X >Support: X >Mage: X

Press the attack lends itself to auto attacking champions like Kogmaw, Kled and xin zhao as they can easily proc the 3 hit passive and continue to do massive damage while they are weakened. Adcs I feel will be the ones to primarily use this over a lot of other keys stones due to the fact they can abuse it much more so than others. It also lends itself to auto-attacking fighters who build a but of attack speed or have built in attack speed. Some assassins may also be able to use it to some degree as long as they are weaving autos into their combos however I feel a vast majority may look to other runes. For tanks, supports and mages this is completely useless as you will not be looking for this extra damage in your kit. For supports I was debating if the increased damage taken would be useful however the rest of the tree does not lend itself like others to the support class. Their is one honorable mention which is Azir who I feel can benefit greatly from this keystone.

>##Lethal Tempo >1.5 seconds after damaging a champion gain 30 - 80% Attack Speed (based on level) for 3 seconds. Attacking a champion extends the effect to 6 seconds (10 second cooldown). Lethal Tempo also allows you to temporarily exceed the attack speed limit.

>Marksman: 0 >Assassin: --- >Fighter: 0 >Tank: X >Support: X >Mage: X

Lethal Temp can be described the same way as Press the Attack, it primarily benefits auto attacking champions. Unlike Press the Attack, Lethal Tempo lends itself to a smaller group of champions specifically those who build on hit, have built in attack speed (AKA Kogmaw or Tristana) or are looking to do tons of damage over an extended period of time with their auto attacks. Nothing else to be said.

>##Fleet Footwork >Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized. Energized attacks heal you for 5 - 50 (+0.10 Bonus AD, +0.20 AP) and grant +30% Movement Speed for 1 seconds. Healing is 60% as effective when used on a minion.

>Marksman: 0 >Assassin: X >Fighter: X >Tank: X >Support: X >Mage: ---

Fleet Footwork, unlike the other precision keystones, generally lends itself to marksman again specifically those where kiting is incorporated heavily in their kits. For example, I can see Ashe, Xayah and even Gnar using this for sustain as well as some extra burst in speed. I feel like some mages may use it like TF however it has its niche and only lends itself to those who use a lot of ranged autos.

######If you choose another tree and pick this as a secondary you can have 2 runes from following choices.

#Main Tree ##Heroism You can choose one of the following:

>##Overheal >Excess healing on you becomes a shield, for up to 10% of your total health + 10. Shield is built up from 30% of excess self-healing, or 300% of excess healing from allies.

>Marksman: ---- >Assassin: ---- >Fighter: ---- >Tank: ---- >Support: ---- >Mage: ---

There really is not a class specifically made for this rune it is mainly determined by if your champion has some sort of healing within their kit or will build an item that gives them healing of some sort. People like vlad, akali or maokai may want this in their kit as it gives them a shield for any other healing they get giving them some nice protection when going in.

>##Triumph >Takedowns restore 15% of your missing health and grant an additional 25 gold.

>Marksman: 0 >Assassin: 0 >Fighter: 0 >Tank: ---- >Support: ---- >Mage: 0

To keep it short and sweet Triumph is dangerous game. Anyone that built it before is most likely gonna use it again. Specifically I feel assassins and burst mages are gonna be the ones to use this the most to keep them alive for going in for a risky kill.

>##Presence of Mind >For 5 seconds after gaining a level or takedown any mana you spend is fully restored.

>Marksman: ---- >Assassin: 0 >Fighter: X >Tank: X >Support: ---- >Mage: 0

Presence of Mind lends itself to anyone that spams their abilities often. Champs like ryze or sona are going to find this a great rune to pick as when they are in a fight they can continue to spam their abilities without worrying about their mana running dry.

##Legend

The next few runes I will talk about collectively as they work on a stacking basis. Specifically they gain progress toward stacks for Champion kills, monster kills or minion kills with Champion kills giving you the most and minions giving you the least amount of progress.

You can choose one of the following.

>##Legend: Alacrity >Gain 3% attack speed plus an additional 1.5% for every Legend stack (max 10 stacks).

>Marksman: 0 >Assassin: X >Fighter: ---- >Tank: X >Support: X >Mage: X

>##Legend: Tenacity >Gain 5% tenacity plus an additional 1.5% for every Legend stack (max 10 stacks).

>Marksman: x >Assassin: X >Fighter: ---- >Tank: 0 >Support: 0 >Mage: X

>##Legend: Bloodline >Gain 0.8% life steal for every Legend stack (max 10 stacks).

>Marksman: 0 >Assassin: ---- >Fighter: ---- >Tank: X >Support: X >Mage: X

I feel each Legend Stacking archetype is pretty self explanatory for why certain classes want each one. Bloodline is for any champion that auto attacks and can make use of the life steal. Alacrity is for auto attacking champions. Tenacity is mainly for tanks and such looking to not be cc'd into oblivion. A common not for all of them however it that this is mainly for games that can be drawn out. These stacks will mainly come online around mid game as by then you will half about a half or at least a third of them as long as you have some cs and a kill or two. Early game these give next to nothing to benefit you in lane.

##Combat

At the moment there is only one combat rune posted on the patch notes however I can assure all of you that there is other runes that go with this one. Each of these rune mainly go off how much health you or your enemy has. Off the top of my head I know another one gives you damage based on how much health is missing.

>##Coup de Grace >Deal 10% more damage to champions who have less than 40% health.

>Marksman: ---- >Assassin: 0 >Fighter: ---- >Tank: X >Support: X >Mage: ---

This rune is almost the exact same thing as Merciless from the current tree. Just like Merciless it lends itself to champions that look to do high amounts of damage to their foes either over a long period of time or in short burst. I see assassins, burst mages and poke mages to be using this rune to get that little bit of extra damage in.


#Keystones ##Resolve

The resolve tree lends itself to champions who needs extra resistances and who want to support their team.

>##Bonus: 130 Health

>##Grasp of the Undying >Every 4 seconds in combat, your next basic attack on a champion will: Deal bonus magic damage equal to 4% of your max health, heal you for 2% of your max health, and permanently increase your health by 5. Ranged champions’ damage and healing are halved and they gain 2 permanent health instead.

>Marksman: X >Assassin: X >Fighter: ---- >Tank: 0 >Support: ---- >Mage: X

Grasp of the Undying specifically lends itself to tanks. As a keystone from our current mastery system whoever used it before is gonna be using it again. People like shen and sion may look to use this as it increases their health over time as well as provides them sustain in lane. On average I would say you gain a good 100 health from it by the time you reach level 11-13.

>##Aftershock >After immobilizing an enemy champion, increase your Armor and Magic Resist by 20 + 30% for 2.5 seconds, then explode, dealing magic damage to nearby enemies 40 - 140 (+3.5% of your maximum health)(20 second cooldown).

>Marksman: X >Assassin: X >Fighter: ----- >Tank: 0 >Support: 0 >Mage: X

Aftershock lends itself to tanky divers as they can easily proc it and gain the resistances they need to stay in the middle of the enemy team and keep the fight going. Champions like Sejuani, Gnar and Maplhite can make great use of this as they go in to cc lock the enemy team or a our of position player. The extra damage is pretty nice too especially since it scales from health so as you dive in you can get a little bit of the enemy champions health down while getting a boost in your defenses.

#Main Tree >##Guardian >**Guard allies within 175 units of you and allies you target with spells for 2.5 seconds. While Guarding, if you or the ally take damage, both of you gain a shield 60 - 150 +(0.20 AP) + (+10% bonus health) and activate haste (+20% Movement Speed) for 1.5 seconds (45 second cool down).

>Marksman: X >Assassin: X >Fighter: X >Tank: ---- >Support: 0 >Mage: X

Guardian is a perfect keystone for tank supports who stay close to their allies to protect them. People like blitzcrank, thresh, braum and Leona can make great use of this keystone as it scales off their health and all they have to do is stay near an ally to shield them. Braum I feel is gonna abuse this mainly due to his w which he can use to get to an ally to shield them with this. Some ap support may also want to use this for the same reason tank supports use it. Champions like sona, name and soraka who look to stay close to their ADC to heal them can get close to shield them with Guardian if their ADC is under fire.

##Strength

You may choose one of the following

>##Unflinching >After casting a Summoner Spell, gain 15% Tenacity and Slow Resistance for 10 seconds. Additionally, gain 10% Tenacity and Slow Resistance for each Summoner Spell on cooldown.

>Marksman: X >Assassin: X >Fighter: X >Tank: X >Support: X >Mage: X

Unflinching is not a rune determined by what champion you play but rather by what summoner spells you take specifically it lends itself to people who use ghost. For example if you pop ghost you gain a whole bunch or benefits which can help to keep you at a high ms. It also provides that whike a spell is on cooldown you gain some resistances as well so champions like Hecarim who has a built in speed buff can benefit from this.

>##Demolish >**Charge up a powerful attack against a tower over 4 seconds while within 600 range of it. The charged attack deals 125 (+30% of your max health) bonus physical damage (45 second cooldown). **

>Marksman: X >Assassin: X >Fighter: X >Tank: 0 >Support: ----- >Mage: X

Demolish is a nice rune to have for tanky split pushers, tanky characters in general or tanky supports who can use this to chunk towers and take them much quicker. Champions like chogath, sion, singed, and yorick can easily abuse this to take towers for free.

>##Font of Life >Impairing the movement of an enemy champion marks them for 4 seconds. Ally champions who attack marked enemies heal for 5 + 1.0% of your max health over 2 seconds.

>Marksman: X >Assassin: X >Fighter: X >Tank: ---- >Support: ----- >Mage: X

Font of Life is good for tanky cc supports who can lock down enemies for their ADC or team to kill. Although it is not the best option out there it is still nice especially during the early to mid game to give your team a little bit of healing.

##Resistance

>##Iron Skin >Gain +5 Armor. Heal effects from consumables, heals for 20+ health, and shields increase your Armor by 5% for 3 seconds.

>##Mirror Shell >Gain +5 Magic Resist. Heal effects from consumables, heals for 20+ health, and shields increase your Magic Resist by 5% for 3 seconds.

>Marksman: ------ >Assassin: ------ >Fighter: ------ >Tank: 0 >Support: ----- >Mage: -----

Overall bother Iron Skin and Mirror Skin are a good choice for all champions since it gives them some defense when they get healed by anything. Tanks will be the main benefactors of this due to the fact of the %resistance increase so that if they get healed they can be even tankier than before. For the other classes it is good for the same reason that it gives you a small defensive buff so that you can take an extra hit or two. As a heads up if you have no sort of heals whatsoever on your team or in your kit I do not recommend this for you.

>##Conditioning >After 10 minutes, gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 5%

>Marksman: X >Assassin: X >Fighter: X >Tank: 0 >Support: ----- >Mage: X

Conditioning it mainly for tanks as it gives them a nice defensive boost as soon as ten minutes rolls around. It provides better stats than both Mirror Shell and Iron Skin however you have to wait for this while both Shell and Skin you get at the start of the match.

##Vitality

>##Overgrowth >Permanently gain 0.2% maximum health for every 8 monsters or enemy minions that die near you.

>Marksman: X >Assassin: X >Fighter: ----- >Tank: 0 >Support: 0 >Mage: X

Overall Overgrowth is extremely good for tanks as it gives you quite a bit of health as time goes on. Since the stacks go off of you maximum health the more items you get the better health bonus. Normally you will get around 150-250 health by level 11-13 depending on what items you have which is pretty much a free ruby crystal.

>##Revitalize >Heals and shields are 5% stronger and increased by an additional 10% on targets below 40% health.

>Marksman: X >Assassin: X >Fighter: X >Tank: X >Support: 0 >Mage: X

Revitalize from what I see is only going to be used by healer supports and those who used wind speakers blessing. It is a must have for people like soraka, sona, karma and janna due to the extra healing and shielding potential it gives you. I would recommend putting it in your secondary tree so that it leaves your first tree open to other keystones and runes that better fit these types of champions.

##Second Wind After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10 seconds. Marksman: ---- Assassin: ---- Fighter: ---- Tank: 0 Support: ------ Mage: -----

Second Wind is a niche rune and acts much like Dorans Shield. Champions who like to start Dorans would be the ones to pick this rune up due to the fact of it giving much needed sustain to certain champions. Other than tanks this rune is mainly for those people who feel get poked out of lane too easily and need that little but of umph to keep them alive. Second Wind is great early on during the laning phase however as you get farther into the game it losses its potential as the heal is not as great during the later game team fights.

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