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This is just a simple guide outlining which runes are worth buying in the current patch and some explanation as to how they are typically used. I know many of you will not need this guide but I figured this would be nice for any new LoL'ers coming by our subforum.
Tiers of Runes -In short, buy tier 1 if you want to play AD carries or jungles. Runes by far have the largest affect on this role and after playing on smurfs felt absolutely gimped without my flat AD, flat armor penetration, or attack speed on junglers. They give 75% effectiveness for a very reasonable cost. I feel casters play about the same but if you want the tier 1 it's never a bad decision. -Don't buy tier 2
Marks/Reds Greater Mark of Alacrity: 1.7% Attack Speed - If you have an interest in jungling you will want this set of runes. I've seen many different rune pages but it seems people have agreed on having a mixture of attackspeed and armorpen runes to do the most dps to neutrals. - Also useful on more niche heroes such as Teemo and Kog'maw in some cases.
Greater Mark of Desolation: 1.7 Armor Pen. - Used to be a staple on ranged carries but with the changes in how penetration works and how people lane standard ranged carries they lost a bit of their popularity. They are still a must-buy since they work on various junglers, still effective on ranged carries, and anything that uses AD essentially. Either Armor Pen or Magic Pen should be your first purchase when looking for a set of Marks.
Greater Mark of Insight: .95 Magic Pen - Due to lack of other options, all casters and many other heroes have to use these runes.
Greater Mark of Strength: .95 Physical Dmg - I absolutely love running these on ranged carries now. You will always receive the full benefit from them when attacking targets and have some more minor benefits such as easier last hitting and getting full gold efficiency out of Last Whisper. Armor Pen and Flat Dmg give about the same benefit in DPS when both are fully utilized but sometimes bot lane has <25 armor and your armor pen is being wasted. Really either work I just love having the 78 AD at lvl 1 with Doran's blade on Trist. I don't think these runes are an absolute must have but I find their benefit to be worthy of a purchase.
Useful but not necessary: AD/lvl (Very situational and payoff over flat AD runes if you are in a super passive bot lane as a ranged carry)
Didn't make the cut but are fun to troll with: Crit Chance Runes =)
Seals/Yellows Greater Seal of Vitality: 19.44 HP at lvl 18 -My most used set of runes from seals by far and are useful in a lot of different rune setups on carries and casters alike. Not much to say about them other than HP is good and versatile. Highly recommend as a first purchase since they are never bad to run on any hero.
Greater Seal of Clarity: 1.2 Mana Regen at lvl 18 -Still a very useful set of runes but I favor HP/lvl over Manaregen/lvl ever since they nerfed them down a bit. If a champion needs mana that badly there is always blue buff and very strong mana items that make up for it IMO. If you feel like in a lane phase you’ll be in a situation where you are trying to force someone out of lane and not expecting any harass back (some Caster v Melee matchups) then I tend to use this to keep my harass going but if my plan is just to passively lane I never use these.
Greater Seal of Resilience: 1.4 Armor -Little more of a niche set of runes but nonetheless useful in lanes where you are expecting to take a great deal of physical harass in the early levels through aggressive play or a poor lane matchup and they are useful on a wide variety of junglers.
Other useful sets but not necessary: Flat AP/Lvl (Good on casters who don’t really play lanes aggressively like Karthus and just want as much AP as possible), Flat Mana Regen (Nice for aggressive levels 1-5 as a caster since mana regen starts to lose usefulness after catalyst/philo etc. come into play), Attack Speed (has its uses for a passive jungler like Yi who just wants to kill creeps as fast as he can but by no means necessary).
Glyphs/Blues Greater Glyph of Shielding: 2.7 Magic Resist at lvl 18 -Best first purchase for glyphs, period. It’s never a bad thing to have magic resist since nearly every champion in the game deals some form of magic damage. Having 54 MR instead of 30 MR makes a huge difference versus the standard 29.5 pen you will see on a typical caster build.
Greater Glyph of Force: 3.06 Ability Power at lvl 18 -For those caster players out there this is a great set of runes. Boasting 28 ability power added at level 18 from a full set you will see a difference in your end game AP along with the deathcap passive.
Greater Glyph of Focus: -.65% Cooldowns -Never bothered to buy them since they are 820 a piece but will one day suck it up and save up for them. Makes a difference on heroes who are constantly spamming a spell and reliant on having it’s CD up. I’ve seen numerous high elo Vladimir, Soraka, and Nidalee players run them. I’m sure there is more heroes but as I stated before I haven’t used them.
Other useful sets but not necessary: Flat Magic Resist (When you are playing a champion super aggressively in lane and plan on trading hits in lane these are useful, but if you play passive and fine with happyfarmtime LoL then stay away from them), Flat AP (I’ve seen akali pages with these and some Fiddle junglers like them but I think they are far too niche to be worth purchasing).
Quintessences (Many useful quints just a few basic ones)
Flat Attack Speed: Junglers love these
Flat Armor Pen: Good on some jungle rune pages, useful on ranged carries/melee. Definitely should be one of your first quint purchases.
Flat Health: After nerf I haven’t been using these as heavily but still give you a great lane advantage when playing aggressive and trying to 1v1 in a full hp v full hp situation.
Flat Health Regen: Started to use these heavily on my solo casters to open doran’s ring safely. Net me quite a bit of HP in lane phase when trading hits with opponent. I just feel the net benefit of having flat regen tends to outshine flat HP in a common lane phase with solos trading hits.
Flat Ability Power: Widely useful not a must buy right away but should be a high priority once arpen, health quints are bought.
Flat and per level Physical Damage: Strong on ranged carries, gives a similar (basically even) benefit as flat armor pen for ranged carries, and per level physical damage has its uses for lanes where you will just be farming and not really worried about trading hits which is typical of some bot lane matchups.
Movespeed: I use this on swain, anivia, and karthus. I just love movespeed quints for heroes who have spells reliant on being in a position to cast a spell well in chasing situations like anivia wall. And being fast is FUN.
Looking back how I'd buy runes If I was using a new account these would be my highest priority to buy for each category before buying more niche runes. Reds: Flat Magic Pen, Flat Armorpen Yellows: HP/lvl Blues: Magic Resist/lvl AbilityPower/lvl Quints: Flat Armorpen, Flat AP, Flat HP Regen
***I haven't written many guides before, feedback is welcome!
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United States37500 Posts
Nice guide Spud. I like the emphasis on what runes you'd buy if you were starting again.
Might want to have a section dedicated to niche runes depending on champion. Not situations where it's up to personal preference (e.g. Armor Pen Quints vs Flat AD Quints for DPS Carries) but runes like Crit Chance for Trynd, AD Reds for jungle Tigerdyr, AD Reds, Flat AP Blues for Akali, etc.
In the end, it's based on how often you play a champion. The more you play that champion, the more worthwhile it is to build a specialized rune page.
On a side note, the only set that you've listed and that I don't have is HP Regen, haha.
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I considered adding niche rune explanations but honestly, Tryndamere gets on just fine without Crit Chance runes and benefits greatly from flat Armor Penetration. I'd just feel dumb explaining niche runes where the benefit isn't all that great when the cookie cutter runes work just fine. I'll leave that to the champion guide writers to give that depth of explanation on niche pages.
HP Regen is a recent love of mine clearly biased =)
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A guide that I really needed! Good guide :3
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great guide spud do you mind adding in standard jungling pages? like for magic junglers (rammus amumu etc) and for dps junglers (xin trundle etc)? i think that would be a nice addition
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I'm currently running flat armor and mana regen/lv yellows for my account. I'm highly interested in getting dodge yellows because I play Singed very often. However, they are so ridiculously expensive. What do TLers suggest? Are dodge yellows worth purchasing given their price?
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On July 19 2011 13:11 broz0rs wrote: I'm currently running flat armor and mana regen/lv yellows for my account. I'm highly interested in getting dodge yellows because I play Singed very often. However, they are so ridiculously expensive. What do TLers suggest? Are dodge yellows worth purchasing given their price? Dodge isn't useless but I just like consistency. Id rather mitigate damage every time a physical attack hits me with flat armor, plus dodge doesn't negative all the physical damage nukes that are now in the game. I'd say flat armor and HP/lvl would be the most useful. Dodge runes also too spendy for how niche they are (as well as having alternatives that work just as well).
@Guitar: I'll leave that to the single champion guides =)
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armor yellows really really good on junglers
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On July 19 2011 13:19 mrgerry wrote:Show nested quote +On July 19 2011 13:11 broz0rs wrote: I'm currently running flat armor and mana regen/lv yellows for my account. I'm highly interested in getting dodge yellows because I play Singed very often. However, they are so ridiculously expensive. What do TLers suggest? Are dodge yellows worth purchasing given their price? Dodge isn't useless but I just like consistency. Id rather mitigate damage every time a physical attack hits me with flat armor, plus dodge doesn't negative all the physical damage nukes that are now in the game. I'd say flat armor and HP/lvl would be the most useful. Dodge runes also too spendy for how niche they are (as well as having alternatives that work just as well).
On that note, how do you feel about armor and especially MR runes in red? For champions which don't greatly benefit from Armor / Magic penetration, I've found them to be a nice option that allows for additional tankiness.
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On July 19 2011 13:28 Niton wrote: On that note, how do you feel about armor and especially MR runes in red? For champions which don't greatly benefit from Armor / Magic penetration, I've found them to be a nice option that allows for additional tankiness. I own flat magic resist reds and used them on Singed on a troll page of all magic resist runes just cause i like to hit 300 MR. They are effective but it comes down to is it worth spending more IP on runes that I don't really need when magic penetration still benefits you for pushing lanes and damaging squishies (Pretty sure every hero does worthwhile damage except a few supports). In the end they are both very marginal benefits and if it makes you feel better having a little extra magic resist then go for it.
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Heh, great timing on this guide. All things going well I should hit 20 tonight.
Thanks heaps, this is amazingly helpful
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http://runeterra.com/forums/index.php?topic=1137 there is a rune analysis that p much hits it on the spot
also, if youre not lvl 20+ yet, get tier 1s only, save up until you hit 20 and then get tier 3s, as tier 2s would just be a waste
generally, Red: armor pen / magic pen / attack speed Yellow: dodge / flat armor / mp5/lvl / AP Blue: usually situational. ive been running flat CD / MR/lvl Quints: whatever you need to complete your kit. there flat health / flat AP / magic pen / movespeed
if you only have two rune pages, i recommend something like this
page for AP red magic pen yellow mana regen per 5/lvl blue flat CD or AP/lvl quint: magic pen or health or flat AP
page for AD red armor pen yellow dodge or flat armor blue MR/lvl quints: attack speed or health
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You should put a general page guide in there for each champ type spud, just to give people a guide on what typical high level players run, minus the slight variations.
For example, Id add oddone's standard jungle page, which will work with every jungle in the game- 8aspeed, 1armpen red, armor yellows, mr/lvl blues, armpen quints.
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Why are HP/lvl seals higher priority than flat armor for you?
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On July 19 2011 16:10 Two_DoWn wrote: You should put a general page guide in there for each champ type spud, just to give people a guide on what typical high level players run, minus the slight variations.
For example, Id add oddone's standard jungle page, which will work with every jungle in the game- 8aspeed, 1armpen red, armor yellows, mr/lvl blues, armpen quints.
ehh.. fiddle, nunu, amumu are just few among many that wouldn't like this page very much
but this could count as one of generic jungle pages, true
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Dodge seals scale really well into late game, and are essentially with certain champions. If you know you are going to be getting armour, ie you plan Randuins or Atmas, dodge will be better than flat armour.
If your playing Jax/Udyr, dodge is better.
TBH i think dodge needs a mention on your seals.
For marks, yeah. Flat armour/flat mag res is nice for champs like Taric/Shen, as a last resort when you don't need anything else....
For glyphs.. You, and many other people, missed off Mana regen per/level. 18 mana regen/level runes on champions like kayle/anivia shits on cd/ap. Also, on some situations where you need to be taking armour/dodge seals over mana regen, you can still get your 9 regen blues.
On July 19 2011 16:10 Two_DoWn wrote: You should put a general page guide in there for each champ type spud, just to give people a guide on what typical high level players run, minus the slight variations.
For example, Id add oddone's standard jungle page, which will work with every jungle in the game- 8aspeed, 1armpen red, armor yellows, mr/lvl blues, armpen quints.
How strange that's the same as my generic runepage. Partly because, it can work on anyone from amumu/rammus to xin/nocturne, but also because, 3 pen quint = 10armpen, 1 arm pen red = 12 arm pen, 2 armpen red = 13 arm pen...
The system rounds up armour pen, but doesnt round attackspeed...
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On July 19 2011 17:43 DrKlingmann wrote:Show nested quote +On July 19 2011 16:10 Two_DoWn wrote: You should put a general page guide in there for each champ type spud, just to give people a guide on what typical high level players run, minus the slight variations.
For example, Id add oddone's standard jungle page, which will work with every jungle in the game- 8aspeed, 1armpen red, armor yellows, mr/lvl blues, armpen quints. ehh.. fiddle, nunu, amumu are just few among many that wouldn't like this page very much but this could count as one of generic jungle pages, true This is the jungle page that oddone runs on Nunu in his guide. So I have no idea what you are talking about there. Amumu can jungle with naught but armor runes. Fidds is an exception perhaps, but I have no doubt that a clear would be possible with this set as well.
Is it optimal for every jungle? No. Will it get the job done? Yes.
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Thank you very much for this guide, I'm gonna soon be able to buy good runes, and I'd better not blindly buy them.
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United States37500 Posts
On July 19 2011 17:12 spinesheath wrote: Why are HP/lvl seals higher priority than flat armor for you?
Flat Armor if you jungle or melee in lane. HP/Level if you're ranged.
imoimo
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On July 20 2011 00:38 arthur wrote: The system rounds up armour pen, but doesnt round attackspeed... oh man, thats good to know. i gotta check my rune pages when i get home then, i got my jungler and carry pages specced with some speed
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On July 19 2011 17:12 spinesheath wrote: Why are HP/lvl seals higher priority than flat armor for you? If I was buying runes, I'd want my first 9 seals to be useful on as many heroes as possible. Flat armor is a situational use while HP/lvl is never bad to run on any hero.
On July 20 2011 00:38 arthur wrote: Dodge seals scale really well into late game, and are essentially with certain champions. If you know you are going to be getting armour, ie you plan Randuins or Atmas, dodge will be better than flat armour.
If your playing Jax/Udyr, dodge is better.
TBH i think dodge needs a mention on your seals.
For marks, yeah. Flat armour/flat mag res is nice for champs like Taric/Shen, as a last resort when you don't need anything else....
For glyphs.. You, and many other people, missed off Mana regen per/level. 18 mana regen/level runes on champions like kayle/anivia shits on cd/ap. Also, on some situations where you need to be taking armour/dodge seals over mana regen, you can still get your 9 regen blues.
I explained my point on dodge earlier. At 820 a piece as well as being pretty niche and having alternatives I don't feel that they are a high priority at all to get. Flat armor is purely for lane phase and is taken purely to be strong in lane early without consideration to late game.
I find that the mana items + blue buff are good enough to warrant me avoiding mana regen runes. I like flat mana regen yellows since it really strengthens your harrass at a low level like in a Brand v Melee Sustain top solo matchup. Any of the mana regen/lvl just are not that useful anymore imo. Before Philo became dirt cheap, manamune, and tear buff I used to love running a bunch of regen but it's not necessary anymore.
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On July 20 2011 02:43 mrgerry wrote:Show nested quote +On July 19 2011 17:12 spinesheath wrote: Why are HP/lvl seals higher priority than flat armor for you? If I was buying runes, I'd want my first 9 seals to be useful on as many heroes as possible. Flat armor is a situational use while HP/lvl is never bad to run on any hero. I use flat armor on pretty much every runepage I have except for like 1 page where I have MP5L seals. I wouldn't call them situational. A lot of early laning can be decided by minion/autoattack damage.
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Ah, but HP/level still does its part in helping survive early game damage, while far outstripping the armor runes later on. If you're up against strictly physical damage, then 13 armor is going to make a world of difference. However, considering that the characters who deal strictly physical damage can have up to 31 flat armor pen to start with, your armor runes might just end up feeding their armor pen rune efficiency until you gain enough from your innate armor growth to compensate.
If you're up against a combination of magic and physical damage, then the armor will help you take less damage, but it would not be as significant anymore.
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Between Hardiness and Armor Seals almost every champion in the game can have more than 31 Armor at level 1. You don't have to wait long at all for your normal stat growth to bring you to that point.
Health per Level Seals technically help during laning, but not by much. Even if you're mostly taking magic damage a single auto attack can put Armor Seals ahead. Health per Level Seals are a choice for a stronger late game.
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Well what I mean is, you're spending 13 seals on armor that will get mostly penetrated, when you could start with less and it wouldn't really matter since armor pen can't bring it past zero.
i.e. Having 35 armor - 31 = 4effective armor, whereas if you ditched hardiness and armor seals you'll only be down to 0 armor anyways.
On the flipside, it's really popular these days to do AD quints and armor pen marks, so you're only look at an average of 15 armor pen, and you can really get the full value out of the armor runes. This would be a great use of armor yellows if you're going against an enemy with strictly physical attacks and spells, but it's not really something that happens every game.
On July 20 2011 04:41 Seuss wrote: Health per Level Seals technically help during laning, but not by much. Even if you're mostly taking magic damage a single auto attack can put Armor Seals ahead.
Not quite. Assuming you're bringing your armor from 0 to 13 (idealization), you reduce physical damage by 12%, so that 60 damage autoattack becomes 52.
HP per level can keep up better and better as the laning phase goes on, granting an additional 10HP per level, and unless you have absolutely no regen and are getting crushed at level 1 by autoattacks (your own fault), you really don't lose a whole lot from favoring HP/level.
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On July 19 2011 13:06 Abenson wrote: A guide that I really needed! Good guide :3 quotin this... thanks~ i too was just about to post asking for help on how to buy runes until I saw this.
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for AP TF, when getting blue runes, should i get CD or AP runes? also what are the best quints for AP TF?
my red and yellow would be mpen and mana regen cause the other ones dont really benefit me
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My main reason for Armor seals would be that those actually do at least something for EVERY champ, including junglers. If you go for HP/lvl first, you won't be able to jungle properly with a bunch of champs.
That and they are cheap.
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Spud you failed to mention the best runes in the game.
HP/5/level yellows
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What is the general opinion on Flat armour quints? Having three of these plus full flat armour yellows starts me off with 60ish armour in lane, which makes laning against either A. an AD carry or B. Dps characters much easier imo.
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On July 20 2011 17:30 57 Corvette wrote: What is the general opinion on Flat armour quints? Having three of these plus full flat armour yellows starts me off with 60ish armour in lane, which makes laning against either A. an AD carry or B. Dps characters much easier imo.
I stole the idea from Southlight, but I run an entire armor page against some AD lanes as some characters. It's hilarious when their autoattack does about as much as a tank minion hit.
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flat armor quints are great choice for junglers too amumu and nunu come to mind
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On July 20 2011 20:56 locodoco wrote: flat armor quints are great choice for junglers too amumu and nunu come to mind wouldn't dodge seals be better for the sad mummy? You are going to get armor on the little dude in any case so wouldn't dodge simply scale better?
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i use dodge seals with flat armor quints on mummy :3 dodge bit iffy on mumu since his E works based on getting hit
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I run dodge yellows on nearly everyone (I generally run armor yellows on junglers), but for those who rune on a per-champion basis:
Champions with innate dodge (can therefore stack dodge as a reliable source of damage mitigation): -Sivir - while moving -Udyr - after switching stances -Nidalee - while in cougar form
Champions who benefit from avoiding attacks: -Miss Fortune - loses speed passive after being struck -Teemo - loses speed passive after being struck -Pantheon - loses shield passive after being struck (better used for tower hits) -Malphite - passive shield regeneration time resets after being struck -Garen - loses health regeneration passive after being struck -Stealth champions - being struck delays stealth fade time -Champions with mobility boots - being struck puts you into combat, lowering your speed -Champions with Nimbleness mastery - the 2% from evasion is not enough to reliably proc
Champions who want to be hit (should not take dodge): -Rammus - returns damage when hit during defensive ball curl -Amumu - tantrum cooldown shortened when hit -Galio - bulwark heal and idol of durand damage based on number of attacks suffered -Champions with randuin's or thornmail - passives do not trigger on dodges
The Champ -Jax
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United States37500 Posts
On July 20 2011 21:33 locodoco wrote: i use dodge seals with flat armor quints on mummy :3 dodge bit iffy on mumu since his E works based on getting hit
Dan Dinh does the same on his Amumu. Seems a little counter-intuitive with Tantrum but those Dodge Seals are mainly for late game.
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On July 20 2011 12:56 Kenpachi wrote: for AP TF, when getting blue runes, should i get CD or AP runes? also what are the best quints for AP TF?
my red and yellow would be mpen and mana regen cause the other ones dont really benefit me Honestly either would work since having that cdr early helps you spam pickacard. While having the AP/lvl would benefit your mid-late game. For Quints there's quite a few choices, I usually run flat HP or flat AP.
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On July 20 2011 05:32 Juicyfruit wrote:Show nested quote +On July 20 2011 04:41 Seuss wrote: Health per Level Seals technically help during laning, but not by much. Even if you're mostly taking magic damage a single auto attack can put Armor Seals ahead. Not quite. Assuming you're bringing your armor from 0 to 13 (idealization), you reduce physical damage by 12%, so that 60 damage autoattack becomes 52. HP per level can keep up better and better as the laning phase goes on, granting an additional 10HP per level, and unless you have absolutely no regen and are getting crushed at level 1 by autoattacks (your own fault), you really don't lose a whole lot from favoring HP/level.
Regen actually favors Armor/Resist over Health, as the former two extend Regen's effectiveness.
For instance, Akali has 7.25 (+0.65/lvl) health regen base. Assuming she levels roughly once a minute in the first 5 minutes, she'll regenerate 552 health in that time. In the "ideal" case Armor boosts that regen to an effective 624, or 72 more health. That's more than Health per Level yields.
In the same time period Akali may also use 1-3 potions, heal over 500 health from Spell Vamp, and level to the point where her maximum health is 935. For Health per Level to be equal to Armor during the laning period the difference between the "ideal" and reality must be an 85% reduction in effectiveness without taking into account that, if I recall correctly, Health per Level runes are subject to the mechanic which reduces health restore on level when below maximum health.
Health per Level runes are definitively a choice made to counter burst kills and/or to add late game survivability. They're not completely ineffective early, but they require their own idealized scenarios to really compare to Armor.
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Certainly I never said HP/level could compete with armor in the event where you're constantly being pressured by autoattacks for an extended period of time. Such scenario happens mostly in the event of melee solo vs ranged DPS.
In a caster vs caster or even caster vs ranged DPS scenario, it's harder for me to accept that the armor helps in any relevant amount enough to drop the HP.
In a ranged DPS vs ranged DPS scenario, it's fairly even as neither side really has enough ground to sustain long-term aggression without getting F'd in the A by the lane pushing itself. Unless of course you're going up against something like ashe with 21-defense masteries and mass potions, you're going to be okay without the armor yellows and don't concede consecutive free hits.
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just worth noting that Flat AD Quints vs. ArPen Quints is more in favor of AD than Flat AD Marks vs. ArPen Marks. If you wanna run a mix of the stats, prioritize AD on Quints and ArPen on Marks.
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Just wanted to say that AP/lvl glyphs only give 28 AP at level 18 rather than 31. I read the OP and after i bought my runes I was like...what only 28 AP?!??!
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You are correct my bad fixed :D
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On July 21 2011 04:36 Mogwai wrote: just worth noting that Flat AD Quints vs. ArPen Quints is more in favor of AD than Flat AD Marks vs. ArPen Marks. If you wanna run a mix of the stats, prioritize AD on Quints and ArPen on Marks.
This for ranged carries
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United States47024 Posts
On July 19 2011 17:43 DrKlingmann wrote:Show nested quote +On July 19 2011 16:10 Two_DoWn wrote: You should put a general page guide in there for each champ type spud, just to give people a guide on what typical high level players run, minus the slight variations.
For example, Id add oddone's standard jungle page, which will work with every jungle in the game- 8aspeed, 1armpen red, armor yellows, mr/lvl blues, armpen quints. ehh.. fiddle, nunu, amumu are just few among many that wouldn't like this page very much but this could count as one of generic jungle pages, true The page actually was initially for Nunu only before he started using it with other junglers.
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So I'm trying to decide whether or not to buy ap per level yellows but unsure of what other characters would benefit from using them. I have Karthus and Anivia so that's only two characters, any other champs come to mind for using ap level yellows?
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If you play any chars with heal spells, then the AP might come in handy there, otherwise flat armor or mana regen might be more useful for seals.
edit- I mean, if you don't have those already, of course .
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On July 28 2011 20:08 TacToSs wrote: So I'm trying to decide whether or not to buy ap per level yellows but unsure of what other characters would benefit from using them. I have Karthus and Anivia so that's only two characters, any other champs come to mind for using ap level yellows?
Karthus, Anivia, Annie, TF
Maybe even Poppy or Nidalee
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Morgana needs some AP to be able to one-shot mage minions with tormented soil at level 5. Doran + AP/level runes is enough, though you'll need to buy some AP a bit after that, with minions' stats growth. Of course if you tend to often back before level 5 to buy AP you probably won't need it, but I don't think it's a good thing in the first place;
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If your focus are AD carries and you know you can play full on balls to the wall (duoing with a support you can 100% trust) pick up AS yellows and blues and run armor pen reds, AS yellows, blues and AD quints.
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I just run AD quints/marks on almost all my AD champs, ranged or not, nowadays. Makes life simpler.
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On July 22 2011 00:58 rwrzr wrote:Show nested quote +On July 21 2011 04:36 Mogwai wrote: just worth noting that Flat AD Quints vs. ArPen Quints is more in favor of AD than Flat AD Marks vs. ArPen Marks. If you wanna run a mix of the stats, prioritize AD on Quints and ArPen on Marks. This for ranged carries no, I'm just saying that running flat AD marks with ArPen Quints is 100% worse than the other way around.
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hey so lets say u already have a lot of runes, and specifically want to buy to a gangplank/tryndamere set. should i be going for +crit damage, or +crit Chance stacking? i know the difference between these two is that crit damage would scale very well in late game, but chance wouldnt and i dont know how much one would cripple me.
anyone experiment with this stuff?
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On August 01 2011 12:20 Asdkmoga wrote: hey so lets say u already have a lot of runes, and specifically want to buy to a gangplank/tryndamere set. should i be going for +crit damage, or +crit Chance stacking? i know the difference between these two is that crit damage would scale very well in late game, but chance wouldnt and i dont know how much one would cripple me.
anyone experiment with this stuff? unless u wanna play super glass cannon or jungle,u should have armor or hp in yellows and mr on blues,dont buy crit chance or crit damage runes~ if u wanted to jungle or glass cannon attack speed in blues and yellows
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On July 28 2011 20:08 TacToSs wrote: So I'm trying to decide whether or not to buy ap per level yellows but unsure of what other characters would benefit from using them. I have Karthus and Anivia so that's only two characters, any other champs come to mind for using ap level yellows? 90% of the ap champs use ap / lvl yellows
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i thought youre supposed to use ap/lvl blues instead of yellows
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I personally prefer to have ap blues and mana regen yellows, if anything. Never even really considered ap yellows as a viable option.
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People do AP yellows because there aren't many "good" yellow options. Flat armor is kind of meh, mp5 isn't particularly great because it takes a number of levels to ramp to a decent amount and by that point you usually have large mana pools or are whoring blue buff, and hp/lvl is also kind of meh for mages. It's also the idea that you can build full offensive to try and get an early advantage and then milk that through the laning phase.
Seals really need some love. Every other rune type sits around wearing sunglasses and being awesome, but yellow just huddles in the corner reading with its shitty, regular coke bottle glasses.
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On August 01 2011 22:08 Craton wrote: People do AP yellows because there aren't many "good" yellow options. Flat armor is kind of meh, mp5 isn't particularly great because it takes a number of levels to ramp to a decent amount and by that point you usually have large mana pools or are whoring blue buff, and hp/lvl is also kind of meh for mages. It's also the idea that you can build full offensive to try and get an early advantage and then milk that through the laning phase.
Seals really need some love. Every other rune type sits around wearing sunglasses and being awesome, but yellow just huddles in the corner reading with its shitty, regular coke bottle glasses. Yee, I agree with this. I run flat mp5 instead of scaling mp5, since the regen is most useful in the early-mid game. Mid-late you are hogging blue, and might have even bought some bonus mana items.
Question: I really only play junglers or AP, so I'm just finishing off my pages for those two roles. For physical damage junglers (Nocturne, Jarvan, LS, etc) I'm running ArPen marks, flat armor seals, and scaling MR glyphs, with flat AD quints. I was going to change the quints to ArPen, since that'll give me enough to do true damage to all the monsters pre-6 iirc. Good idea or bad idea?
I also need flat AP quints for my AP page, on which I run MPen marks, flat mp5 seals, and scaling ap glyphs....
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Many monsters don't have 25 armor. For example, twin golems have 12. Your ArPen mark/ AD Quint page is better for jungling. However, Full ArPen scales better into the lategame.
While this ArPen mark/ AD Quint craze is going on, I would like to remind TL that full ArPen does more dmg to targets with >= 25 armor. The reason why ArPen mark+Quint is falling out of favor is because many champions don't have 25 armor at level one. Also, easier lasthitting, AD ratios etc. Or they lazy as 5hit.
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United States47024 Posts
On August 01 2011 17:58 zulu_nation8 wrote: i thought youre supposed to use ap/lvl blues instead of yellows How does AP/lvl blues being the best blues for AP champs change whether or not AP/lvl yellows are the best yellows?
More AP always good.
On August 01 2011 22:08 Craton wrote: People do AP yellows because there aren't many "good" yellow options. Flat armor is kind of meh, mp5 isn't particularly great because it takes a number of levels to ramp to a decent amount and by that point you usually have large mana pools or are whoring blue buff, and hp/lvl is also kind of meh for mages. It's also the idea that you can build full offensive to try and get an early advantage and then milk that through the laning phase.
Seals really need some love. Every other rune type sits around wearing sunglasses and being awesome, but yellow just huddles in the corner reading with its shitty, regular coke bottle glasses. Part of it is also probably that people realized that despite being "secondary" seals, the slot-effectiveness of AP/lvl seals is really not that bad. They're not as efficient as HP/lvl seals, but they're on par with stuff like armor seals in terms of where their gold value should be. Certainly not as bad as, say, flat armor glyphs.
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On August 01 2011 17:54 locodoco wrote:Show nested quote +On July 28 2011 20:08 TacToSs wrote: So I'm trying to decide whether or not to buy ap per level yellows but unsure of what other characters would benefit from using them. I have Karthus and Anivia so that's only two characters, any other champs come to mind for using ap level yellows? 90% of the ap champs use ap / lvl yellows Yiruru told me to get flat ap yellows and ap/lvl blues.
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On August 02 2011 06:31 HazMat wrote:Show nested quote +On August 01 2011 17:54 locodoco wrote:On July 28 2011 20:08 TacToSs wrote: So I'm trying to decide whether or not to buy ap per level yellows but unsure of what other characters would benefit from using them. I have Karthus and Anivia so that's only two characters, any other champs come to mind for using ap level yellows? 90% of the ap champs use ap / lvl yellows Yiruru told me to get flat ap yellows and ap/lvl blues. The flat : scaling AP ratio is 6 : 1 for both seals and glyphs, makes no sense to take different types unless you have some very specific reason to get X AP at level 1-5.
Well, the ratio is actually something like 5.82 : 1 for glyphs and 5.9 : 1 for seals. So if you want flat AP on either of those, get it on seals. But that (to be precise: less than) 0.08 ratio difference doesn't suddenly make scaling seals worse than flat seals.
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At what level do lvl AP overtake flats? Unless you're playing a champion that's extremely front weighted like Leblanc it seems pretty pointless to use flats unless you're going to play extremely aggressive from level 1-5.
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On August 02 2011 07:52 Blitzkrieg0 wrote: At what level do lvl AP overtake flats? Unless you're playing a champion that's extremely front weighted like Leblanc it seems pretty pointless to use flats unless you're going to play extremely aggressive from level 1-5. Shouldn't it be obvious from my previous post? 6 : 1 ratio for flat : scaling means that scaling = flat at level 6. And since the ratio is a tiny bit lower than that, scaling is actually better than flat at lvl 6.
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Thanks for the guide. I'm about to hit 20 with 12k IP saved up and I've been wondering what exactly I'm going to prioritize
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I just hit level 20 and I'm wondering what I should buy for runes too. I want to make a generic page that will help for every type of character so I'm guessing defense and magic resist first? Armor since I want to try and jungle and it's difficult with Amumu without armor so I guess flat armor is the way to go?
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Mpen marks armor seals mr(lvl) glyphs and movespeed or AP quints. AP quints would get a lot more overall use, because they're pretty standard on any caster. A more standard jungle page would have attack speed or armor pen marks, but mumu is a caster jungler.
The choice between scaling and flat mr runes is probably the hardest choice you'll ever make in league of legends.
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scaling if u jungle more flat if u lane more they're cheap so either way after you get most runepages out if you're interested getting the other set is relatively affordable
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Thanks for the great guide, answered a lot of questions and I learned a lot. Noob question, but if I'm playing an caster, what would be better? Magic Pen, or Ability Power?
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Beyonder
Netherlands15103 Posts
What are the best runes to get for jungle now? Has anything changed?
I was thinking
Yellow: armor flat blue: magic resist flat red: increased attack speed flat Quint: armor penetr
is this still fine?
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That's definitely a decent set. I think a lot of people are favouring Arpen Reds and AD quints instead for a standard-ish page these days though.
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United States37500 Posts
If you main AP, you should probably get Mana/5/Level Yellows and AP/Level Blues.
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Beyonder
Netherlands15103 Posts
Yeah I get those, these are for my junglers :D
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United States37500 Posts
Bruisers Flat Armor, Flat MR Junglers Flat Armor, MR/Level
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I wish I had seen this guide sooner... was just going off some random discussions in general, this sums things up nicely.
Edit: So I have ArPen reds but no quint yet (or Aspeed reds) and I normally play WW or some other jungle. Does it make sense to get ASpeed quint or ArPen?
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Useful stuff for starting junglers:
Marks: ArPen and Attack Speed, 3 flat AD marks. Seals: Flat Armor Glyphs: Scaling MR Quints: Flat AD, Flat ArPen, Flat AS.
With those runes you can make jungling pages for most junglers in the game.
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On November 04 2011 23:59 necrosed wrote: Useful stuff for starting junglers:
Marks: ArPen and Attack Speed, 3 flat AD marks. Seals: Flat Armor Glyphs: Scaling MR Quints: Flat AD, Flat ArPen, Flat AS.
With those runes you can make jungling pages for most junglers in the game. MS quints are also wonderful on a lot of junglers, and it ALSO makes clearing faster in fact ^^
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You want to hit 12 armor penetration on most junglers. Some top players like Saint use even more armor penetration to make their ganks stronger while slowing down their jungle.
If you aren't running offense tree you'd need 2 arpen marks to go along with those quints to hit the magic number.
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mr / level catches up to flat mr at like level 12 or 13 or something and by that point most junglers who want MR will itemize for MR in some sort or form junglers like oddone who put themselves at danger at early levels via counterjungling and ganking switched over to flat mr on all pages a while ago i think flats are all around a lot more versatile though
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On November 05 2011 00:43 mr_tolkien wrote:Show nested quote +On November 04 2011 23:59 necrosed wrote: Useful stuff for starting junglers:
Marks: ArPen and Attack Speed, 3 flat AD marks. Seals: Flat Armor Glyphs: Scaling MR Quints: Flat AD, Flat ArPen, Flat AS.
With those runes you can make jungling pages for most junglers in the game. MS quints are also wonderful on a lot of junglers, and it ALSO makes clearing faster in fact ^^
Yea, that's a good point. I find playing Udyr (jungle) impossible without MS quints. I'm not a very good Udyr anyway, but I just feel like I get kited all day without them.
edit, I should quote the last posts from the previous page cos there's some good points there, that shouldn't get buried. :
On November 05 2011 02:18 Navi wrote: mr / level catches up to flat mr at like level 12 or 13 or something and by that point most junglers who want MR will itemize for MR in some sort or form junglers like oddone who put themselves at danger at early levels via counterjungling and ganking switched over to flat mr on all pages a while ago i think flats are all around a lot more versatile though
On November 05 2011 00:59 Blitzkrieg0 wrote: You want to hit 12 armor penetration on most junglers. Some top players like Saint use even more armor penetration to make their ganks stronger while slowing down their jungle.
If you aren't running offense tree you'd need 2 arpen marks to go along with those quints to hit the magic number.
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I'm trying to make a universal jungler rune page. So I'm guessing the best universal page is Attack speed marks flat armor seals mr/lvl glyphs Armor pen Quints
The thing is I already have armor pen marks so would it matter if I switched the quints and marks around having Armor Pen marks Attack speed quints
Or is there some sort of rune inefficiency problem.
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Realistically you need 2 rune pages for jungle. 1 with 8 aspeed & 1 armpen red, 3 armpen quints, armor and scaling mr. The other is your ad carry page- armpen reds, ad quints, armor and scaling mr.
The former works well on champs like udyr, shyvana, skarner, ect, while you need the latter for Lee Sin or Nocturne.
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armor pen and atk speed marks and quints have the same efficiency so you can mix it up however you want with no less on stats
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udyr, skarner: i use a full red attspd, armor yellow, scaling mr blue, ms quints. I always thought this is the optimal runepage for clearspeed and ganking power? T_D could you explain whats the benefit of running yours?
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Question on hp regen quints:
So, if I buy three quints (2.7 x 3 = 8.1 health every 5 seconds) and stick them on, for example, Olaf who, according to http://na.leagueoflegends.com/champions/2/olaf_the_berserker has 1.4 base health regen +.18 per level (btw, is the 1.4 hp/5 or hp per second? Gotta be per second, right?)
If it's per second does that mean every 5 seconds on lvl 1 I'd regen (1.4 x 5) + 8.1 = 15.1 health? or 3.02 hp a second? And at lvl 18 I'd regen .18 x 18 is 3.24, so [(3.24 + 1.4) x 5] + 8.1 = 31.3 hp/5 or 6.26 hp per second? Compared to straight regen w/o quints at 23.2 hp/5 or 4.64 hp per second.
No idea if my math is correct, but my basic question is - are hp regen quints worth it and in what situations (and on what champions) would you take them over Armor Pen or AD?
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On January 19 2012 10:40 Mr.Zip wrote:Question on hp regen quints: So, if I buy three quints (2.7 x 3 = 8.1 health every 5 seconds) and stick them on, for example, Olaf who, according to http://na.leagueoflegends.com/champions/2/olaf_the_berserker has 1.4 base health regen +.18 per level (btw, is the 1.4 hp/5 or hp per second? Gotta be per second, right?) If it's per second does that mean every 5 seconds on lvl 1 I'd regen (1.4 x 5) + 8.1 = 15.1 health? or 3.02 hp a second? And at lvl 18 I'd regen .18 x 18 is 3.24, so [(3.24 + 1.4) x 5] + 8.1 = 31.3 hp/5 or 6.26 hp per second? Compared to straight regen w/o quints at 23.2 hp/5 or 4.64 hp per second. No idea if my math is correct, but my basic question is - are hp regen quints worth it and in what situations (and on what champions) would you take them over Armor Pen or AD?
Don't ever use the official league of legends site for anything except forums. The info is out of date. Use lol wiki: http://leagueoflegends.wikia.com/wiki/Olaf_the_Berserker
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On January 19 2012 11:38 HAL9OOO wrote:Show nested quote +On January 19 2012 10:40 Mr.Zip wrote:Question on hp regen quints: So, if I buy three quints (2.7 x 3 = 8.1 health every 5 seconds) and stick them on, for example, Olaf who, according to http://na.leagueoflegends.com/champions/2/olaf_the_berserker has 1.4 base health regen +.18 per level (btw, is the 1.4 hp/5 or hp per second? Gotta be per second, right?) If it's per second does that mean every 5 seconds on lvl 1 I'd regen (1.4 x 5) + 8.1 = 15.1 health? or 3.02 hp a second? And at lvl 18 I'd regen .18 x 18 is 3.24, so [(3.24 + 1.4) x 5] + 8.1 = 31.3 hp/5 or 6.26 hp per second? Compared to straight regen w/o quints at 23.2 hp/5 or 4.64 hp per second. No idea if my math is correct, but my basic question is - are hp regen quints worth it and in what situations (and on what champions) would you take them over Armor Pen or AD? Don't ever use the official league of legends site for anything except forums. The info is out of date. Use lol wiki: http://leagueoflegends.wikia.com/wiki/Olaf_the_Berserker
Ah, thank you. I didn't realize the info couldn't be trusted. The numbers were just me trying to quantify whether or not hp regen quints are worthwhile and since I don't own them I'd still love to hear from someone.
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On January 17 2012 22:22 Brockster wrote: udyr, skarner: i use a full red attspd, armor yellow, scaling mr blue, ms quints. I always thought this is the optimal runepage for clearspeed and ganking power? T_D could you explain whats the benefit of running yours? Thats my page as well (well, for Phoenix udyr at least). Tiger udyr would be the second page, with ad quints.
The poster above wanted a generic jungle page. Armpen isnt IDEAL on udyr, but it is far from worthless, so that still works on him.
Personally, I have 7 runepages for jungling different champions. If you only let me use one, it would be the aspeed/armpen page. Hence generic page.
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I have generic AD and AP rune pages (Armor Pen/Armor/MRes/AD quints and Magic Pen/Armor/MRes/AP Quints), plus jungling pages which are the same but with MRes/level, and I'm not sure what I should get next since I play all roles about evenly (preferred champs are Cass, Ryze, Riven, Lee Sin, Maokai, Trist, Janna).
My thoughts are: - MP5 or MP5/level for AP carries (I think it would help me a lot as Cass, since I find myself running out of mana easily even with 2-3 DRings) - Some quints that Ryze can benefit from (I'd like movement speed because they're more useful on other champs than mana, but they're also way more expensive...) - Defensive quints for hard matchups (I suppose I could probably also use these on Ryze) - Maybe defensive marks for supports
What do you guys think I should prioritize? I also want to pick up Jarvan some time soon, so do you think any of these runes will make a significant difference / I'll be gimped without them?
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Movement speed quints are much more useful in general than mana quints, which to my knowledge are only useful to Ryze.
The MP5/lvl catch up with flat MP5 pretty quickly (at level 6 iirc), so unless you want to spam a lot of spells in the early game, I'd go with scaling MP5 for your mana-thirsty AP carries.
As for quints, personally I like Armor pen quints, giving a juicy 3,33 ArPen a piece. From what I understand, Flat AD quints are generally more useful early game for last hitting and on early game champs like Pantheon, whereas ArPen is better for lategame. Not 100% sure on this, so perhaps a more experienced and knowledgable player could elaborate on this .
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United States37500 Posts
On January 24 2012 05:32 Malderon wrote:Movement speed quints are much more useful in general than mana quints, which to my knowledge are only useful to Ryze. The MP5/lvl catch up with flat MP5 pretty quickly (at level 6 iirc), so unless you want to spam a lot of spells in the early game, I'd go with scaling MP5 for your mana-thirsty AP carries. As for quints, personally I like Armor pen quints, giving a juicy 3,33 ArPen a piece. From what I understand, Flat AD quints are generally more useful early game for last hitting and on early game champs like Pantheon, whereas ArPen is better for lategame. Not 100% sure on this, so perhaps a more experienced and knowledgable player could elaborate on this  .
Even Ryze, go MS Quints. I can't think of any champion that would benefit from Mana Quints.
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Hi, I need some help on deciding which runes to get next, I mostly play Top and Jungle but want to have good runes for all roles.
I have:
Marks: 9 Attackspeed 9 Arp 9 Magicpen
Seals: 9 Armor 9 Manaregen/lvl
Glyphs: 9 -cdr 9 mr/lvl
Quints: 3 flat ap 2 flat HP 1 Magicpen 1 ad/lvl 3 ad 3 Ms
I thought about getting Gp5 quints and/or Armor seals for support or Ap/lvl glyphs for ap carries. I also like to play Vladimir, so ap/lvl seals might also be good. How useful are Hp/lvl seals? Are ad marks worth it? I know there has been a lot of discussion and arpen marks + ad quints seem to be as usefull as most other combinations. Any other special Runes I should think of? Ryze gets flat mana or not?
Thanks for your input.
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Gp5 Quints are fine, but not really worth it if you don't main a Support. You need AP/Lvl on AP carries, there really is no better alternative.
Seals you usually get Flat AP instead of /Lvl because of how it scales. I would opt to just use Armor Seals and CDR Glyphs on Vlad if you plan on playing him top (Likely mid will have a AP that takes Blue) Hp/Lvl Seals are mostly outdated.
AD Marks are good on some Jungles and most AD carries.
Ryze gets Flat Mana Seals and Mana/Lvl Glyphs, but they are expensive and useless on anyone else. The same goes for Energy runes for Kennen.
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On January 25 2012 06:12 Yiruru wrote: Gp5 Quints are fine, but not really worth it if you don't main a Support. You need AP/Lvl on AP carries, there really is no better alternative.
Seals you usually get Flat AP instead of /Lvl because of how it scales. I would opt to just use Armor Seals and CDR Glyphs on Vlad if you plan on playing him top (Likely mid will have a AP that takes Blue) Hp/Lvl Seals are mostly outdated.
AD Marks are good on some Jungles and most AD carries.
Ryze gets Flat Mana Seals and Mana/Lvl Glyphs, but they are expensive and useless on anyone else. The same goes for Energy runes for Kennen. Isn't it the other way around for Ryze? Flat mana glyphs [11.25 flat mana vs 25.5 at lv18 scaling mana] and Scaling mana seals [6.89 flat mana vs 21.06 at lv18 scaling mana]
Also, Scaling AP Quints don't even out with flat ones until level 12 or 13 - Flat AP Quints are the go-to here. AP Seals, flat evens out with scaling at level 6, so if you have some crazy aggro early levels (like LB) then flat makes sense, but if you dont plan on being very threatening until 6 but don't need a huge extra push early game to be OK (Ahri?), scaling AP seals might be the way to go.
Armor seals are way better on vlad vs a physical toplaner than HP/level though - they'll keep you alive early, which HP/level doesn't really do and continue doing so later on equally well. HP/level is mostly for vs-AP thing - MR yellows aren't very good (Fully 1/2 the efficacy of MR blues.)
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I haven't been on LoL for 4-5 patches, if things need updating just PM me. Sylver why you give up on dota2 =(
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