Movementspeed Qunits: Is 1.5% worth it?

Kowe The Ewok··11 votes·2,847 views

I am aware that champiosn like Ryze and Udyr can make good use of these runes, mainly because both have really strong, long duration movementspeed buffs in their own kit.

However, on most other champions these runes feel underwhelming.

I wonder if it migth be a good idea if these Quints granted a certain flat amount which was applied AFTER other movementspeed buffs. This way Riot could grant them significant movement speed, without taking the risk of breakign them for a selected few.

21 Comments

Done254 votes

They're most important early game on poke champions like Ryze and Vladimir who need to be able to dance.in and out of harassment range.

EndlessSorcerer4 votes

Movespeed quints are 1.5% each, so 4.5% in total. I find that they are very valuable on champions that really, really like movement speed but don't really have a convenient way to incorporate it into their item build (or always benefit from more movement speed). On most champions, I find this ends up giving around 15 to 20 movement speed on average, depending on what boots you have.

Champions I like to use them on include: -Immobile mages who need to get into range to combo or roam (ex. Annie Anivia Veigar Ryze) -Heavy Ganking Junglers who don't need combat stats (ex. Nautilus Sejuani Elise Hecarim Rammus ) -Champions focused on kiting, chasing, and positioning (ex. TwistedFate Vladimir Singed Udyr )

Vesarixx2 votes

This is accurate, I use them on Sona, Ashe and Zyra among others for this reason.

PentaJump3 votes

You don't need to go fast, you just need to go faster than the enemy.

Saevum1 votes

Movement speed in this game is expensive. Yes, they are worth having in your runes pool.

I use them on Anivia. Worth.

Ghiefelstein1 votes

How would your flat bonus interact with slows? Is it applied before or after the slow?

I use movement speed quints on certain supports to get around the map faster. As a support I tend to cover a lot of distance to ward.

Yawnli1 votes

they are core on gangplank support, yo uget like 420 mov speed without boots and this makes you build an item other than boots

AtheosisX1 votes

On some champs they are.

Spacesuit Spiff1 votes

I think they're pretty generally useful, especially if you're buying your first set of quints and want something you can use on everyone, but later on it'll seem like most champs have better alternatives, even junglers.

Lt Cuddles1 votes

Remember that the quins scale with boots, so they may be more worth then you think.

Llanite1 votes

I used it on Swain and Annie. Typically you want it on those that have reliable combo but lack initiation. Annie Swain Ryze Gangplank are good example.

Kowe The Ewok1 votes

Ryze and GP fall into the category mentioned in the startpost: Champions with a great speedbuff which gets further amplified.

Ursa1 votes

Vlad/ryze/hecarim/twistedfate/udyr all use them. There are plenty of people who use them with their junglers as well, I think it's in a good spot right now.

JustMyBassCannon1 votes

Personally, I like MS Quints along with the utility mastery. +6% MS makes base 325-355 go up to 344-376, you basically get free boots. After boots, 350-380 is instead 371-403.

I don't use them on everyone, but it's a nice advantage for Mage/Marksman laning.

Kowe The Ewok1 votes

However, they come at a cost. If it was a free stats it'ld be nice, but you sacrifice (e.g:) 15 Ap for it. In a whole mage combo you can multiply this by 2.5 (or more) =~37.5 damage. Add it in for the poke before the all in (+~1.2*15 = 18).

Earlygame that a significant difference in in-lane-trades.

JustMyBassCannon1 votes

I...can't name a single mage who has a 2.5 AP ratio in a non-ultimate combo. Vel'koz comes close at 2.35, but that's if you land the full damage of 2 Ws.

You could make a lot of cases for 1.8-2.0, but not many are higher/lower than that with their 3-spell rotation. On top of that, this ignores MR, which will at least be reducing damage by 13% when you have Sorcs, and 23% before that.

EndlessSorcerer1 votes

It's a tradeoff. You choose whichever you prefer or believe you can work with better.

AP is better for trading early on most mages, however movement speed is better for early roaming and late-game positioning. Many mages like movement speed so that they can escape from pursuers or get in range of enemies to cast abilities on them, which AP does not help with. And while 15AP is relatively minor late game, 15-20MS can be quite significant. They also help in laning phase because the additional movement speed helps you dodge skillshots in lane.

WafflesTheEpic2 votes

MS isn't one you can use math on cause human error factor. If you play vs a champion like Syndra or Velkoz Mid and cause you have greater MS you dodge a skill shot(s). Or you able to get in position easier during ganks, teamfight, or even running for your life. How would you factor in random probability?

WingsofGulgazor1 votes

I always wanted to try movement speed quints and masteries on caiyltn with a janna support. With your huge range I think you could walk all over quite a few enemy matchups. Then the rest of the runes would be the same exept for attack speed blues with some possible mana regain.

junglerboy161 votes

I use them on almost every single jungler. 4.5% from the start of the game is roughly 15-16 free MS at level one, which can have a huge effect on how you gank. once you get level two boots, it is usually giving about 17-18, which usually pushes most champions over 400 MS without buffs or enchantment on their boots.

SUBMIT OBEY1 votes

I used to use them for Taric support but have since moves to Gold per 10. I do like being able to get in the enemies face quickly and get that stun off on the bold adc trying to zone in front of their creep wave during those mid game lane fights for outer turrets.

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