What runes should I buy?

Bastilean·4/4/2014, 4:48:31 AM·1 votes·588 views

I have Armor Pen, Crit Chance, Attack Speed and Magic Pen marks.

I have Armor and Gold/10 seals. Thinking about getting armor/LvL seals.

I have AS, MR, MR/LvL and AP/LvL Glyphs. Thinking about making a CDR/LvL page now that you can get 30% CDR from runes.

I have Attack Speed, Move Speed, Life Steal, Crit Chance, AP, Armor, Gold/10 and Spell Vamp Quints. Thinking about making a CDR/LvL page now that you can get 30% CDR from runes. Think this would be strong on Ezreal.

I really want to get % Health Quints, but I don't play high health champions that often. I love Volibear, but he feels weak to me atm.

I was reading that hybrid penetration runes are good for last hitting on mid lane champions and AA trades. Is this worth?

Are there any other runes I should consider?

5 Comments

Sir ArmaMalum4/4/2014, 5:56:26 AM2 votes

Sounds like you've got it mostly figured out honestly.

  • Flat armor marks, difference between them and flat armor seals is a measly 0.09. Great rune for tanks and jungles.
  • Flat Health regen seals are nice, but less versatile than armor/level
  • AD Quints are nice for adc casters like Lucian
  • % Health runes can be nice if maxed, but are often not as visible of an advantage, which doesn't mean they're bad, but its something to watch out for.
  • Hybrid pen can be very helpful, but require some creative play to really make them shine. Like taking them on an aggressive Shyvana top.

That's about all I got for now.

ploki1224/4/2014, 6:53:10 AM1 votes

First of all, I believe that there are 2 traps to avoid when it comes to runes. The first one, although that one isn't cookie cutter, is that scaling runes are often a bad idea. basically, you want your runes to make an impact early game and scaling runes' benefits are often watered down by items. There are still a few runes to never go for ever that I will list at the end (break point too high).

Next, Full CDR page. Basically, while the idea is nice and attractive, the fact that it leaves you with a 10% cdr window (which is blue buff/elixir) means that more often than not you will have a terrible itemization pattern (a lot of caster and bruiser item has cdr on it). If you don't wanna go for scaling AP (which are meh imo) or flat/scaling MR, take scaling blue>quint for cdr (basically, the quint counterpart is better and you don't sacrifice any cdr).

Otherwise, Sir ArmaMalum pointed out a few choices, which I don't 100% agree with but is a great direction overall (Basically, I think that the AD and penetration marks are too good to pass on for armor, and the hp regen quints are much much better than yellows if you can actually spare to use quints for regen).

Lastly, %health are bad. Stay clear of %hp yellows, since you need to have a completed Randuin at level 4 to make them more useful than their scaling health counterpart. For % health quints, they'll be weaker on the tankier champions until you've bought 2 hp item or 1 warmog (roughly). For volibear, you'll break even at level 5 (% stronger before), will need 400hp by level 9, 1k by 16 and 1250 for the late game.


Runes that I suggest not to take because they break even at level
9: Scaling Mana Quints, Scaling Attack Damage Quints
10: Scaling Health Quints, Scaling Health Regen Quints, Scaling Energy Regen Seals
11: Scaling Magic Resist Mark, Scaling Magic Resist Quints, Scaling Armor Quints
12: Scaling Ability Power Quints
14: Scaling Energy Glyphs

All in all, stay clear from scaling quints :P (except CDR, they're ok even though I still dislike scaling runes conceptually)

EDIT: What's the point of a spreadsheet if you can't read the labels.