Skip to content

Runes (4.18)

Of Blades··1 votes·1,037 views

So not too long ago I finished my provisional I got placed in S5, well I was told that if I had "better/correct" Runes then I would do much better, in lane so here it goes...

Please feel free to post what you think about the Rune Pages that I want to build, which Runes do you think would be better and why. Keep in mind all of these will be T3 Runes.

AD bruiser (Fiora) Marks= Mark of Armor Penetration (9) (done) Seals= Scaling Armor (9) Glyphs= Scaling magic resist (9) (done) Quins= Armor (3075)/MR (3)

AP Bruiser (i.e. Singed) Marks= Magic Penetration (9) Seals= Scaling armor(9) Glyphs= Scaling ability power(9) Quins= Magic Penetration (3)

Bursty Mid Marks=Magic Penetration (9) Seals= Scaling Ability Power (9) Glyphs=Scaling Ability Power (9) Quins=Scaling Ability Power (9)

ADC (Hit&Crit) Marks= Crit. damage (9) Seals= Crit. damage (9) Glyhps= Crit. damage (9) Quin= Crit .damage (3)/ Life steal (3)

Support (tanky) Marks= Magic Penetration (9) Seals= Scaling Armor (9) Glyphs=Scaling Ability Power (9) / Scaling MR (9) Quins= Scaling Armor (3)

In advance, thanks for the feedback,

Of Blades

5 Comments

EndlessSorcerer1 votes

I would say that the biggest issues with your rune pages are a lack of defenses and early damage. You have most of your slots consumed with penetration, crit damage, or scaling stats. Here are some good general pages I typically use (assume runes are flat unless stated otherwise):

Standard AD Marks = AD Seals = Scaling Health Glyphs = Flat MR Quints = 2 Armor + 1 Attack Speed

AD Caster Marks = Attack Damage or Armor Pen Seals = Scaling Health Glyphs = MR or Scaling CDR Quints = 1 Armor + 2 Attack Damage

Standard AP Caster Marks = Hybrid Pen Seals = Scaling Health Glyphs = (MR) or (Scaling CDR) Quints = 1 Armor + 2 AP

Attack Speed (ex. Warwick, Master Yi, Udyr, Irelia) Marks = Attack Speed Seals = Scaling Health Glyphs = (Scaling MR) or (Scaling CDR) Quints = (2 Armor + 1 Attack Speed) or (1 Armor + 2 Movespeed)

Magic Damage Tank (ex. Maokai, Amumu, Zac) Marks = Hybrid Pen Seals = Scaling Health Glyphs = (Scaling MR) or (Scaling CDR) Quints = (2 Armor + 1 Hybrid Pen) or (1 Armor + 2 Movespeed)

Support Marks = (Hybrid Pen [poke]) or (Armor [Tank]) Seals = Scaling Health Glyphs = MR Quints = (1 Armor + 2 Health Regen) or (3 Armor)

Against heavy early magic damage (such as LeBlanc, Ryze, or Rumble) Marks = (Attack Damage) or (Hybrid Pen) Seals = Scaling Health Glyphs = MR Quints = 2 MR + 1 Armor

Notes about my rune pages: -I like getting Scaling Health Seals because I find that they make early resistances from runes or items more effective. This allows me to buy large resistance items like Frozen Heart or Iceborn Gauntlet early while maintaining respectable health. This also increases my effective health against all damage types. -I like Armor Quints because they are more slot efficient than flat armor seals. I'll typically have either 1 or 2 Armor Quints on each page to protect me from autoattacks and minion damage if nothing else. -I tend to be pretty defensive in my playstyle, so I value durability in my rune pages more than offense. I typically have Seals, Glyphs, and Quints chosen for defense and Marks for offense. -I take flat MR Glyphs and some flat Armor Quints on every page just because it means that I won't be punished as heavily by mixed damage opponents or lane swaps. It also allows me to use them for lane or jungle equally.

Notes about your rune pages: -Don't use crit damage or crit chance runes. Just don't. With a couple exceptions (Yasuo likes about 5% crit chance in runes), there are far better options. Essentially, you are trading significant early game power for negligible late game power if you use them, as you can't really take advantage of it early. -You shouldn't really have all sections in your rune page dedicated to offense (such as your bursty mid or ADC). Runes are less efficient in certain slots, so you lose cost efficiency when you use certain runes (such as AP seals). -You might benefit more from a more defensive rune page so you reduce the damage enemies deal to you. A while ago, someone found that MR Quints were better for winning trades in a standard AP vs AP mid lane matchup than AP quints. Not sure if that is still true though. -I'm personally not a fan of flat armor seals. I find taking armor in quints is better, and scaling health seals give me more effective health most of the game. -Hybrid Penetration runes are better than Magic Penetration on pretty much every champion in all situations. Even on champions who rarely even autoattack, the difference is negligible at best.

Anyways, if you have any questions, ask and I'll try to respond. Hope this helps.

PimperGnome1 votes

yea...your pages are pretty off...however, everyone has their own flare. For instance the guy above me and his scaling health...I've never bought scaling health in my life....and 90% of the streamers I watch don't either. It's all a matter of preference. An incredible easy set up that will work VERY well until you learn all the ins and outs of champs and how you want to play them.

AD Champs - AD or Armor pen Marks (I run AD), flat armor seals, scaling MR glyphs, and AD quints. AP Champs - AP or Magic pen Marks (I tend to go pen), flat armor seals, scaling MR glyps and AP quints. That will give you a great base for 99% of all chars.

Any time I run jungle...I keep the exact setup depending on AD/AP....only thing I change is I tend to go movement speed on quints.

That set up is incredibly easy...and more importantly cheap. It won't get you pushed out of any scenario based on poor rune selection. After you have the good base and you feel a little better and more confident...you can branch out. When it comes to branching out...I'd suggest finding your preferred 3-4 champs and going out to probuilds and peeking into the setup some of the high ranked players use.

Darkwind1 votes

yea...your pages are pretty off...however, everyone has their own flare. For instance the guy above me and his scaling health...I've never bought scaling health in my life....and 90% of the streamers I watch don't either. It's all a matter of preference. An incredible easy set up that will work VERY well until you learn all the ins and outs of champs and how you want to play them.

AD Champs - AD or Armor pen Marks (I run AD), flat armor seals, scaling MR glyphs, and AD quints. AP Champs - AP or Magic pen Marks (I tend to go pen), flat armor seals, scaling MR glyps and AP quints. That will give you a great base for 99% of all chars.

Any time I run jungle...I keep the exact setup depending on AD/AP....only thing I change is I tend to go movement speed on quints.

These are all solid suggestions except one thing- NEVER take ap marks. They're really really bad; magic pen or hybrid pen the only options for ap mids. A list of all good rune options:

Marks: AD Attack Speed Magic Pen Hybrid Pen Armor Pen Armor

Seals: Attack Speed Armor (Armor/Lvl) Hp (Hp/lvl)

Glyphs: Attack Speed Magic Pen AP AP/Lvl CDR MR MR/lvl Mana

Quints: AD Attack Speed Armor Pen Hybrid Pen Magic Pen AP Armor HP/5 GP10 Move Speed Lifesteal

The ones in parenthesis are very efficient, the issue is that they're also very risky. Never take them in top lane, support or the jungle. They should only be used if you're confident you can survive lane phase as a mid laner. You can take a couple (3 or so) as an adc, again if you're confident in your lane phase

Of Blades1 votes

Not that I'm trying to be rude, but why aren't scaling runes better? (I.E.) Scaling Armor, Scaling MR Since they are better starting at level 8+

Also, would my Rune Pages (Top/Mid) work for jungling?

EndlessSorcerer1 votes

Scaling MR and Armor are alright if you don't have to worry about that damage type early in the game (i.e. You can take scaling MR when laning against Riven or jungling). However, scaling resistances leave you weak earlier in the game, which means you may lose early trades and be bullied out of lane. While scaling resistances are strong, if you gt bullied out of lane early they won't make up for the gold and exp deficit.

Taking both Flat Armor and Flat MR makes the pages more interchangable. When you have fewer rune pages, you want them to be useful in as many situations at possible.

I don't believe those pages would be great for jungling. They may be alright now because of the sustain given by Spirit Stone, but the new jungle is going to be quite a bit harder and you will need Flat Armor early. In addition, jungle camps don't really have much in the way of resistances, so your penetration won't help your clear significantly.

Here are a couple very basic pages which should work in any situation, if not exactly optimally: Quints - Flat AP Marks - Hybrid Pen Seals - Flat Armor Glyphs - Flat MR

Quints - Flat AD Marks - Flat AD Seals - Flat Armor Glyphs - Flat MR

The flat resistances will work against any lane opponent, and the damage will help any champion.

More from Tips & Tricks