A genuine guide in Precision Runes, and what makes them effective.
There are a lotta champions who can utilize many different runes, and from time to time, the question becomes "what rune is optimal for my champion?" After some thinking, I present to you a rundown of each rune! There will be some opinions thrown in here and there, so take this all with a grain of salt.
Press the Attack What it does: After 3 basic attacks on an enemy champion, that champion will take 12% extra damage from all sources.
**Who its good on: ** Champions who can reliably land 3 auto attacks in rapid succession and stick on their target, and can reliably duel.
Good Example of a Champion who can fully optimize this rune: Lucian can do wonders with this rune. Thanks to his passive allowing him to auto attack twice. to proc PTA, all he needs to do is auto attack, E, auto attack. Furthermore, with all of his range and mobility, he can dish out decent damage while avoiding damage taken.
A champion who can use this rune, but there are better runes/they can't fully optimize this rune: Illaoi's w is an auto attack reset, and this auto is ranged. Furthermore, if illaoi does tons of damage with her tenticles, wouldn't 12% extra burst be amazing? Well, yes. However, Illaoi can't effectively stick on her target, as she lacks any reliable close cc. So while the rune might seem nice at first, there are better runes for illaoi to fall into.
A Champion who cannot properly utilize this rune: Jhin's fourth shot does tons of damage, so some might think that this might be amazing on Jhin. However, having some of the lowest attack speed in the game, multiple delays to exploit, Jhin does poorly with this rune. Yes, if you combine Jhin's fourth shot with PTA, it might dish out immense damage, but hitting the same enemy 3 times with your first 3 bullets in any skirmish, be it a teamfight or in lane, seems quite improbable. This isn't to say this rune is useless on Jhin, it just speaks that there are runes that further multiply his strengths.
Lethal Tempo What it does: After damaging an enemy champion, you get 40%-110% bonus attack speed for 3 seconds. You can exceed your attack speed cap during this time.
Who it's good on: Champions who can damage enemy champions as a start up, then use auto attacks as primary damage on their target. Bonus if the champion can stick on the enemy properly.
Good Example of a Champion who can fully optimize this rune: Twitch does incredibly well with this rune. Since his W casts poison on his enemies, even though it does very little damage, damage is damage, and thus triggers lethal tempo. With his ult increasing his Auto range, he can burst down his enemies fast enough to fully capitalize on this rune.
A champion who can use this rune, but there are better runes/they can't fully optimize this rune: Diana does oddly well with this rune. It doesn't hinder her combo, and makes her dueling potential post ult far more deadlier. However, there are other runes that are simply better on her, as why have post ult duels when you can just kill them with your ult? So yes, this rune works, but there are better runes on her.
A Champion who cannot properly utilize this rune: Mordekaiser's Q does tons of damage, so why not use E, get the attack speed, then rapidly use your Q for fast damage? Well, Morde struggles to stay on his target, as he lacks any CC. So while he can quite easily proc lethal tempo, he can't actually auto attack the enemy champion, given the enemy walks away.
Fleet Footwork: What it does: Moving/auto attacking grants stacks. After reaching 100 stacks, your next auto attack depletes all stacks, grants a small heal, and movement speed.
Who it's good on: champions who want to be passive in lane, in exchange for a more safer transition to late game.....OR champions who normally lack mobility who want to surprise anyone with their sudden movement speed...OR champions who are mobile and can frequently auto attack during their combos/duels.
Good Example of a Champion who can fully optimize this rune: For this one, I'll list out 3 champs: 3 champs for each scenario. Caitlyn has tons of range, yet low attack speed/ AD early game. As such, Caitlyn might want to take this rune to heal up any poke she recieves at a safe distance, while using the mobility to help her kite. She might lack damage she may get from other keystones, but it's still a nice option to help ensure late game.
Darius surprisingly does well with fleet footwork. Most of his threatening damage comes from 5 stacks of his passive, yet even with a full combo, he can usually only get about 4 stacks if he plays everything perfectly. However, with this rune, he can zone off enemies more easily, and be more mobile in duels.
Fiora's lunge acts like an auto attack. Combine this with her ult/e, she usually moves around her target a lot, which grants stacks, which grants further healing, which lets her keep up with her target. In a duel, it can be proced quite often.
A champion who can use this rune, but there are better runes/they can't fully optimize this rune: Syndra can actually benefit from this rune quite well. In lane, if she wants to be more passive to reach the late game, she can auto attack to conserve mana, then use the enhance movement speed to get back to safety if the enemy tries to retaliate. Granted, syndra doesn't really need auto attacks toward the late game, but this rune can help her get there: however, there are just more useful runes for her.
If Garen wants, he can auto attack, get movement speed, then press E for a strangely viable combo with this rune. The bonus movement speed will catch others off guard, as Garen usually initiates with his Q. This saves up later burst for Garen to either run away with his Q, or use it as a combo finisher. It works, but this strange combo won't be used most of the time, so it isn't fully optimized for garen. Furthermore, if Garen needs sustain in lane, he can simply just sit behind tower and let his passive kick in. For the times that Garen can fully use this rune, its quite nice. However, for the times he can't, its a waste.
Rengar can do quite well with this rune in terms of Dueling. Rengar's target, if they survive the initial burst from his ult, can usually flash and make it out alive. However, the bonus movement speed from this rune helps him stick to his target and get a few autos in. If the enemy chooses to fight rengar, then rengar can use a few auto resets from his Q to survive a bit longer. However, even though he makes decent use of this rune, there are simply better runes to pick from if rengar is going for DPS as opposed to burst.
A Champion who cannot properly utilize this rune:
Nasus technically wants to get to late game. However, his kit already has the tools that Fleet footwork have built in, so he doesn't need it. It's a waste on him.
Poppy can benefit much from this rune, in all honesty. Her passive lets her proc it from far, she walks alot, and she needs to get close to the enemy. However, the main reason I say that this rune isn't good on her is that those who know poppy's kit already are aware of the movement speed from her W. If they understand her kit and respect it, then the rune loses its element of offensive surprise.
Evelynn does normally sneak in a few autos in her combo, but once she's close enough to Q you, she doesn't need any more movement speed. If she might need to escape, she can simply ult. If she wants to duel, well, if the enemy isn't dead after her full combo, evelynn will most likely die. This rune isn't that useful on her in many skirmishes.
Conqueror What it does: Damaging an enemy champion grants a stack. At 5 stacks, you deal 10% of your damage as true damage, and heal for the same damage you deal.
Who its good on Champions who have decent burst, can land 5 separate hits on an enemy fast, and are excellent duelists.
Good Example of a Champion who can fully optimize this rune: Riven is probably the most infamous user of this rune. With her fast combos, and auto resets, she can get to 5 stacks easily. Furthermore, as building damage is the usual playstyle on her, she benefits much from the true damage and healing. This Rune lets her pick her fights, and usually gives her a major upper hand in skirmishes.
A champion who can use this rune, but there are better runes/they can't fully optimize this rune: Gnar can hold his own in a 1v1, and even more so in a teamfight. However, while he can actually fully use this rune, gnar benefits much more from sustain/survivability. Yes, conqueror has a heal built into it, but for the amount of combat to be involved for gnar to actually benefit from conquerors effects is long, which could lead to mega gnar or minimal true damage. I won't judge if a gnar player takes conqueror, I fully understand why one might do so: I just think there are other runes more suited for the yordle.
A Champion who cannot properly utilize this rune: On paper, it sounds like nunu would be amazing with conqueror. He can W, Q, Ex3, then ult. Since his ult does massive damage, that also means massive damage with true damage and healing. However, the world is never perfect. Conqueror would only be good if nunu could successfuly do this combo every single time, but he can't: There are just too many situations that arise for nunu that he can't fully utilize conqueror. Because of this inconsistency, I have to say Nunu can't use this rune well.
There ya have it, the precision tree's mighty 4. I would like to once again reiterate: some of my opinions may not match up with yours, and that is fine. I have listed why I believe certain things do not work, yet if you wish to try out Press the Attack Morde, I won't stop you. I might make similar guides like this in the future for other runes, but for now this is it. Feel free to leave constructive criticism!