Tips on how to optimize rune pages?

timesphere·10/28/2014, 12:40:42 PM·1 votes·1,327 views

Hi guys, I'm looking for tips on how to optimize my rune pages. I feel like I have some that just don't work in the role they are meant for, and others that I find I simply never choose simply because I don't use the pages or don't even know what or who to use them for.

Is there a way to follow certain meta trends to determine which runes are a better pick? Is there a way to train myself or teach myself which champs are early, mid, and late game power spikers?

3 Comments

Darkwind10/28/2014, 3:20:33 PM1 votes

Page 1: I would recommend taking some Hp seals and some flat mr glyphs. Hp seals are stronger early game for all-ins, and it looks like that's what this page is best suited for. Same basic idea with the glyphs, 15 mr at 18 is noticable, but 7 mr at level 1 is probably better. A lot of supports do quite a bit of magic damage early, it's worth taking the mr flat.

Page 2: Same suggestion. It's less important on this one though; most attack speed adcs are late-game ones, meaning you aren't looking to all-in and are just trying to farm. Armor is better than health for this purpose, assuming you're successful at not getting all-ined. You appear to be missing your quints, but i would assume they'll be attack speed or ad, either of which is ok, again if you're able to play defensively.

Page 3: Scaling AP makes no sense on supports; you definitely should swap those glyphs out for either flat AP or flat mr. I'd recommend running 4x ap 5x mr, both flat, for an ap support. With seals, again some HP would make more sense than just armor, ESPECIALLY when you have an armor quint. 5x health 4x armor should be stronger for all-ins.

Page 4: This is... weird. Move speed quints are never horrible, but they seem an odd choice on a "fighter" support. Mr glyphs are good, same suggestion again regarding putting some hp into your seals. Attack speed is typically not very good on supports, most of the time you're better off with ad marks. Without knowing what champs this is for specifically, it's tough to give good advice

Page 5: I assume this is for a top lane tank that is somewhat mana hungry. Seems fine, but the lack of ad could make it difficult to trade properly and difficult to cs. If you think you can handle it, there's nothing wrong with this page.

Page 6: You shouldn't need that armor quint. Probably better off with AP. Also, Ad mids tend to be melee- if you can aa harass, hybrid pen would be stronger than just magic pen.

Page 7: MR/lvl is probably not as effective as mr flat, again. Since you only have 5 glyphs dedicated to that anyway, I would recommend swapping them all out for flat mr. Mana regen glyphs are okay if you really need the mana early, but unless it's ABSOLUTELY necessary, i'd recommend practicing without them and taking ap/mr instead.

Page 8: Scaling armor is a REALLY bad idea in top lane, especially as a melee. Hp/5 quints are really strong and the rest of the page is... fine. Again it would be better to not have mana regen if you can manage your mana better.

Page 9: Even AP champs can harass with aas. Take at least 3-4 armor on this page and it's good to go.

Page 10: Same story with mana regen, otherwise this is fine

Page 11: Same story as page 9, some armor would be very helpful.

Page 12: This page is solid. Depending on your jungler, attack speed marks could be good, and only mr'lvl glyphs are an option. But there's nothign wrong with this page

Page 13: Cdr/lvl doesnt make much sense. Just take flat cdr (3 for 5% with 2 cdr masteries, or 9 for 10% with 2 cdr masteries. 6 also gets you 5% with no need for cdr masteries.) Scaling armor makes no sense for junglers, flat armor is just a ton stronger for higher hp during the clear and better sustain.

Page 14: You clearly have a specific armor pen number you're aiming for, which is smart. This page is fine

Page 15: Ap/lvl is less impactful than flat ap. I'd swap the glyphs out. Magic pen is worthless for jungle clear, but is obviously good for damage in ganks and late game. It's fine to take mpen, but attack speed would give you better clear.

Page 16: It doesn't make sense to take 3x lifesteal quints. 1x lifesteal 2x ad or 1x lifesteal 2x armor pen, your choice, are much better.

Finally, a link to my rune efficiency table: http://forums.na.leagueoflegends.com/board/showthread.php?t=4418901

Hope this helped

Darkwind10/29/2014, 1:35:41 AM1 votes

sure, go for it