Legacy Runes and Masteries vs. Runes Reforged
A long, pointless, and overdue comparison of Season 6-7 Masteries and Runes Reforged
The Ferocity Tree 1a. Fury (grants 0.8/1.6/2.4/3.2/4% AS)->Legend: Alacrity (grants 3.5% increasing to 18% through killing creeps, monsters, and champions) +14 AS 1b. Sorcery (Increases spell damage by 0.4/0.8/1.2/1.6/2)->Nothing I think. 2a. Fresh Blood (Basic attacks versus enemy champions deal 11 - 28 (based on level) bonus damage)->Cheap Shot? (damaging champions with slow/immobilized deal 15-40 true damage (based on level)) +4-12 damage possibly more depending on resistances. 2b. Feast (Killing a unit restores 20 health)->Nothing I think 2c. Expose Weakness (Your damaging abilities debuff enemies for 3 seconds, increasing the damage they take from allied champions by 3%.)->Press the Attack kinda? (Basic attacks against champions apply stacks for 4 seconds and after applying 3 stacks, the target takes 40-180 (based on level) Adaptive damage and causing them to take 8% - 12% (based on level) increased damage from all sources excluding true damage for 6 seconds.) +40-180 damage and +12% self damage +12% team damage 3a. Vampirism (Grants 0.4/0.8/1.2/1.6/2 life steal and spell vamp)->Legend: BloodLine (Gain (0.8% per Legend stack) life steal, up to 8% at 10 stacks.) +6% lifesteal 3b. Natural Talent (Grants 0.4/0.8/1.2/1.6/2 + (0.089/0.178/0.267/0.356/0.444 × level) attack damage (2/4/6/8/10 at level 18) and 0.6/ 1.2/ 1.8/2.4 /3 + (0.133/0.267/0.4/0.533/0.667 × level) ability power (3/6/9/12/15 at level 18).)->Eyeball Collection (Collect Eyeballs that give 1 AP/0.6 AD per eyeball up to 20 Ability Power/12 Attack Damage through champion kills (2 eyeballs) or assists/ward take downs (1 eyeball); completing your collection awards an additional 10 AP/6 AD totaling up to 30 AP/18 AD) +15AP OR +8 AD 4a. Bounty Hunter (Grants 1% increased damage for each UNIQUE enemy champion you kill.)->Eyeball Collection Also? 4b. Double Edged Sword (You deal 3% increased damage from all sources, but take 1.5% increased damage from all sources.)->Press The Attack? +5-9% damage? 4c. Battle Trance (Grants up to 3% increased damage over 3 seconds when in combat with enemy champions.)->Press The Attack? +5-9% damage? 5a. Battering Blows (Grants 1.4 / 2.8 / 4.2 / 5.6 / 7% armor penetration.)->Nothing I guess 5b. Piercing Thoughts (Grants 1.4 / 2.8 / 4.2 / 5.6 / 7% magic penetration.)->Nothing I guess 6a. Warlords Bloodlust (Moving or attacking makes an attack Energized. Energized attacks heals for 5% - 40% (based on level) AD and grants 30% movement speed for 0.75 seconds.)->Fleet Footwork (Your next basic attack Heal power restores 3 - 60 (based on level) (+ 30% bonus AD) (+ 50% AP) health and grants 20% bonus Movement speed icon movement speed for 1 second.) -10% MS -10% AD scaling +50% AP scaling 6b. Fervor of Battle (You gain 2 stacks of Fervor for 8 seconds with each basic attacks on-hit against an enemy champion, stacking up to 8 stacks. Each stack of Fervor adds 1 - 8 (based on level) AD for a maximum of 8 - 64 (based on level) AD.)->Press the Attack +8-12% Damage 6c. Deathfire Touch (Dealing ability damage to enemy champions applies a bleed, dealing 1 (+ 3.125% AP) (+ 5.625% bonus AD) magic damage every half-second for a duration based on their type.)->Half Summon Aery ( Damaging an enemy champion signals Aery to dash to them, dealing 15 - 40 (based on level) (+ 10% AP) (+ 15% bonus AD) Adaptive damage. Healing, shielding or buffing an ally signals Aery to dash to them, shielding them for 30 - 80 (based on level) (+ 25% AP) (+ 40% bonus AD) for 2 seconds.)
Next is the Cunning Tree
1a. Wanderer (Increases champion movement speed by 0.6 / 1.2 / 1.8 / 2.4 / 3% when out of combat.)->Celerity (Gain 1.5% Movement speed
Additionally, you gain bonus Ability Power or Attack Damage (Adaptive) based on your bonus movement speed)/Relentless Hunter (Gain 8 (+ 8 per Bounty Hunter stack max 40) out-of-combat Movement speed.) +1.5 MS Overall | +48 Out of Combat MS
1b. Savagery (Basic attacks and single target spells deal 1 / 2 / 3 / 4 / 5 bonus damage to minions and monsters.)->Nothing I guess
2a. Runic Affinity (Buffs granted by jungle monsters last 15% longer, including epic monsters.)->Nothing I guess (but I realllllly miss it)
2b. Secret Stash (Potions and elixirs last 10% longer. Additionally,
are replaced with
(rip) that restore an additional 15 health and Mana instantly upon consumption.)->Time Warp Tonic (Potions, biscuits and elixirs last 20% longer.) and Biscuit Delivery (Receive a
at 3:00, 6:00, 9:00 and 12:00 that restores 15% of your missing health and 15% of your missing mana over 15 seconds, as well as permanently increasing your maximum mana by 40) +10% Consumable duration | +15% missing hp and mana restored
2c. Assassin (Grants 2% increased damage against enemy champions while no allied champions are nearby.)->Press the Attack ? +6-10% Increased Damage?
3a. Merciless (Grants 0.6 / 1.2 / 1.8 / 2.4 / 3% increased damage against champions below 40% health.)->Coup de grace (Deal 7% increased damage to champions below 40% maximum health. Additionally, you gain 9 bonus AD or 15 AP (Adaptive) for 10 seconds whenever you score a champion takedown.) +4% increased damage +9 AD/15 AP
3b. Meditation (Once every 5 seconds, you will restore 0.25 / 0.5 / 0.75 / 1 / 1.25% of missing mana.)->Manaflow Band kinda (Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana. After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.) -.25 mana regen +250 mana
4a. Green Father's gift (Stepping into brush causes your next attack or damaging ability to deal (3% of target's current health) bonus magic damage.)->Nothing I think
4b. Bandit (Gain 1 gold for each nearby minion killed by an ally. Gain 3/10 gold when hitting an enemy champion with a basic attack or an ability that applies on-hit effects.)->Kleptomancy (After using an ability, your next basic attack within 10 seconds is enchanted. If the attack is used against a champion, you gain Gold 5 Gold.) +Random items +2/-5 gold
4c. Dangerous Game (Champion kills and assists restore 5% of missing health and 5% of missing mana.)->Presence of Mind (Champion takedowns, after a 1-second delay, restore 20% of your maximum mana and refund 10% of your ultimate's maximum cooldown.) and Triumph (Champion takedowns, after a 1-second delay, restore 12% of your missing health and grant an additional Gold 20.) +20% max mana regen +10% ult cdr | +7% hp missing hp restored +20 gold
5a. Precision (Grants 1.2 / 2.4 / 3.6 / 4.8 / 6 Lethality and 0.3 + (0.05 × level) / 0.6 + (0.1 × level) / 0.9 + (0.15 × level) / 1.2 + (0.2 × level) / 1.5 + (0.25 × level) magic penetration, 6 lethality + 6 magic penetration at 18)->Sudden Impact kinda (Going in combat by affecting an enemy champion within 3 seconds of using a dash, blink or Teleport, or exiting from invisibility or camouflage, grants 10 Lethality and 8 Magic Penetration for the next 5 seconds.) +4 Lethality and +2 Magic Penetration
5b. Intelligence (Increases the cooldown reduction cap by 1 / 2 / 3 / 4 / 5% and grants 1 / 2 / 3 / 4 / 5% cooldown reduction.)->Cosmic Insight (Gain 5% Cooldown reduction icon cooldown reduction and increases the Cooldown reduction icon cooldown reduction cap to 45%. Additionally, reduces the cooldown of summoner spells and item actives by 5%.) +5% summoner spell and item actives cdr
6a. Stormraider's Surge (Dealing 30% of a champion's maximum health within 2.5 seconds grants you 40% bonus movement speed and 75% Slow Resist for 3 seconds.)-> Phase Rush (Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period grants you 25% - 40% (based on level) movement speed and 75% slow resist for 3 seconds.) -15-0% movement speed
6b. Thunderlord's Decree (Hitting an enemy champion with an ability (ability damage) or basic attack (on-hit) marks them with Thunderlord's Decree for 3 seconds. At 3 stacks, the target is dealt 10 - 180 (based on level) + (30% bonus AD) + (10% AP) magic damage in an area around them.)->Electrocute (Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 50 - 220 (based on level) (+ 50% bonus AD) (+ 30% AP)) +40 base damage +20% bonus AD and AP scaling
6c. Windspeaker's Blessing (Your heals and shields are 10% stronger. Additionally, heals and shields on allies increase your target's armor by 5 - 22 (based on level) and magic resistance by 2.5 - 11 (based on level) for 3 seconds.)->The other half of Summon Aery sorta or Revitalize (Grants 5% Heal Power and Shield Power. Outgoing healing and outgoing shielding is increased by 10% versus targets below 40% health. Incoming healing, incoming shielding, self healing and self shielding are increased by 10% while you are below 40% health.) -5% Heal and Shield Power +0% Heal and Shield power on targets below 40% Hp
Lastly we have Resolve 1a. Recovery (Grants 0.4 / 0.8 / 1.2 / 1.6 / 2 health regeneration per 5 seconds.)->Nothing I think 1b. Unyielding (Increases bonus armor and magic resistance by 1 / 2 / 3 / 4 / 5%.)->Conditioning (After 10 minutes, gain 8 bonus armor and 8 bonus magic resistance and increases your total armor and magic resistance by 5%.) +8 armor/magic resist 2a. Explorer (Grants 15 bonus flat movement speed in brush and river.)->Waterwalking (While in the river, you gain 25 bonus movement speed and 5 - 30 (based on level) Ability Power or 3 - 18 (based on level) bonus Attack Damage.) +10 MS in river -15 MS in bush +5-30 AP/3-18 AD 2b. Tough Skin (Reduces damage from champion's and monster's basic attacks by 2 after armor reductions.)->Lmao 2c. Siege Master (Grants 8 armor and 8 magic resistance when near to an allied tower.)->RIP this mastery and tower usefulness 3a. Runic Armor (Grants 1.6 / 3.2 / 4.8 / 6.4 / 8% stronger shields and health restoration on you)->Revitalize (Grants 5% Heal Power and Shield Power. Outgoing healing and outgoing shielding is increased by 10% versus targets below 40% health. Incoming healing, incoming shielding, self healing and self shielding are increased by 10% while you are below 40% health.) -3% shields and health restoration when above 40% hp/+2% shields and health restoration below 40% hp 3b. Veteran's Scars (Grants 10 / 20 / 30 / 40 / 50 health.)->Resolve Bonus/Chrysalis (Start the game with 50 bonus health. At 4 take downs, if not in combat with champions, convert that health to gain 9 bonus Attack Damage or 15 Ability Power (Adaptive).) +0 Hp | -35-(+85) HP or -20-(+220) HP 4a. Insight (Grants 15% reduced summoner spell cooldowns.) -> Unsealed Spellbook (formerly)/Cosmic Insight (Gain 5% Cooldown reduction icon cooldown reduction and increases the Cooldown reduction icon cooldown reduction cap to 45%. Additionally, reduces the cooldown of summoner spells and item actives by 5%.) -10% summoner spell cdr +5% cdr +5% cdr cap 4b. Perseverance (Grants +50% base health regeneration, increased to +200% while below 25% health.)->Nothing I guess 4c. Fearless (Grants 10% (+ 1.5 - 27 (based on level) flat) bonus armor and magic resistance for 2 seconds when damaged by an enemy champion.)->Not sure what it became if it became anything 5a. Swiftness (Grants 3 / 6 / 9 / 12 / 15% Tenacity and Slow Resist.)->Unflinching (You gain 10% Tenacity icon Tenacity for each of your summoner spells on cooldown, stacking up to 20%. You gain 15% Slow immune icon Slow Resist as well as an additional, multiplicative 15% Tenacity icon Tenacity for 10 seconds whenever you cast a summoner spell.) 5b. Legendary Guardian (Grants 0.6 / 1.2 / 1.8 / 2.4 / 3 bonus armor and magic resistance for each nearby enemy champion.)->Nothing I guess 6a. Grasp of the Undying (After being in combat for 4 seconds, your next attack against an enemy champion deals 3% of your maximum health as magic damage and heals for 1.5% of your maximum health magic damage (halved for ranged champions))->Grasp of the Undying (Dealing or receiving damage in the last 2 seconds generates one stack every second. At 4 stacks, your next basic attack, within 6 seconds, against an enemy champion deals 4% of your maximum health bonus magic damage, restores 2% of your maximum health, and permanently grants 5 bonus health.) 6b. Courage of the Colossus (Gain a shield for 3 - 54 (based on level) (+ 5% maximum health) per nearby enemy champion for 3 seconds after hitting an enemy champion with a stun, taunt, snare, or knock up.)->AfterShock (Immobilizing an enemy champion grants 70 - 120 (based on level) bonus armor and bonus magic resistance for 2.5 seconds. After the duration, you release a shockwave that deals 10 - 120 (based on level) (+ 3% of your maximum health) (+ 15% bonus AD) (+ 10% AP) magic damage to nearby enemy champions and monsters.) -Sheild +70-120 Resists +10-120 base damage 6c. Stoneborn Pact (Grants 5% maximum health as bonus health. Your crowd control effects brand enemy champions with an Earthen Rune for 4 seconds. Other allied champions who attack branded enemies heal for 5 (+ 2.5% of your maximum health) over 2 seconds (halved to 2.5 (+ 1.25% of your maximum health) if you are ranged).)->Font of Life (Slowing or Stun icon immobilizing an enemy champion marks them for 4 seconds. Allied champions (excluding you) who basic attack marked enemies instantly heal for 5 (+ 1% of your maximum health).) -1.5% Max Hp healing (melee) -0.25% Max Hp healing +1.5 HP healing (ranged)