[GUIDE] The Rune Mastery

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DivineEvil

Senior Member

07-05-2011

This is an advanced information compendium for Runes. It is expected for a reader to know the basics of Runes usage. Guide is describing the logic beyond collecting Rune pages, for Tier 3 Runes only.

Why is that? Personally I believe there's seemingly no reason for purchasing runes of first and second tiers. Although they worth much less than the runes of highest Tier, they also gives much less essential benefits, thus you can usually keep your IP until Summoner level 20, where Tier 3 runes are finally accessible and you have a slight understanding which champions you would like to play further and, obviously, which stats they're can benefit from the most. This guide is especially recommended for Summoners on their first ascendancy towards higher levels, but also helpful for experienced players, as info that is and that will be specified here is not directly accessible within League of Legends domain.

So, let's begin.

Q: Which runes are better?
A: Those, which are suits your Champions the best. It's a matter of experience to understand which stats are most crucial for them on different phases of any given match. Also, pay attention to Champion scaling to figure it out. Some Runes are generally aligned for Carry/Tank/Mage Champion classes, and some are more effective on particular ones. For example, Attack Speed, Flat Hit Points and Flat Magic Resistance runes can improve laning phase of any given champion whatsoever, by providing easier minion farming, standing capacity and harassment toleration respectively. More specifics will be provided later in this guide.

Q: How to properly arrange Rune Pages?
A: It's completely depends on your playing style. If you're great Team-Gamer, which means you more compliant towards you team success, it's necessary to get a three-alignment runes, i.e. a page for Offensive Champions (Carry/Assassin), page for Defensive Champions (Tank/Bruiser) and page for Utility Champions (Mage/Support) with runes that are beneficial for any Champion of those classes. In that instance, you can always switch a Champion if it's necessary to maintain proper team class balance, but your performance on playing particular characters will be lower.

Otherwise, if you're great Specialist, which means you've got fixed on playing one Champion class really good, it's better to prepare rune pages for those Champions you've chose as main ones. In that case you would get the max out of your character, but also can sometimes being put into risky situations with team lacking some class (currently it's tend to be Tanks), while picking one by yourself can buff him in a really odd way.

Besides, hybrids, just like with Champions, are always possible. You must keep track the tendencies of the game, as situation can change with every patch. If you'll encounter a problem with fitting all your ideas into three rune pages, it's good to consider saving 6300 Influence Points for an additional rune page, or getting them with Riot Points, which both are accessible from the Store.

Q: What are difference between Flat, Per Level and Percentage bonus runes?
A: Most essential difference lies between Flat and Level runes regarding the game phases. Flat bonus runes gives bonus that is most essential in early game phase (before level 6), after which it's volume usually becoming irrelevant in comparison to stats given by items and level growth.
Per-Level bonus runes, at the same time, seemingly meaningless in early game, gives steady growth of parameters, that is equalized with Flat analogue between 6 and 8 Champion level and keeps growing further up to level 18, giving about 2-3 times the benefit of Flat runes as result, which is really obvious in late game.
Percentage runes are either giving the relative bonus or adding up to the parameters, that are naturally not growing with level at all. They are equally effective at all phases.

Q: What are Marks?
A: Marks are Offensive-type runes group. Their primary role is to increase your damage output. Primary Mark runes are:

  • Attack Damage (Flat/PerLevel)
  • Attack Speed
  • Critical Damage
  • Critical Chance
  • Armor Penetration
  • Magic Penetration

Secondary Mark runes are:
  • Ability Power (Flat/PerLevel)
  • Cooldown Reduction
  • Armor
  • Magic Resistance
  • Health (Flat/PerLevel)
  • Mana (PerLevel)
Others are Tertiary and not recommended.

Q: What are Seals?
A: Seals are Defensive-type runes group. Their primary role is to increase your standing capability and recovery rate. Primary Seal runes are:
  • Health (Flat/PerLevel)
  • Armor (Flat/PerLevel)
  • Health Regen (Flat/PerLevel)
  • Mana Regen (Flat/PerLevel)
  • Dodge Chance
Others are all Secondary.

Q: What are Glyphs?
A: Glyphs are Magic-type runes group. Their primary role is to increase your power as ability user or to strengthen your protection against them. Primary Glyph runes are:
  • Ability Power (Flat/PerLevel)
  • Cooldown Reduction (Flat/PerLevel)
  • Mana (Flat/PerLevel)
  • Energy (Flat/PerLevel)
  • Magic Resistance

Secondary Glyph Runes are:
  • Mana Regeneration (Flat/PerLevel)
  • Magic Penetration
  • Health (PerLevel)
Others are Tertiary and not recommended.

Q: What are Quintessences?
A: Quintessences are Utility-type runes group. They are unique by being relatively much more expensive than any other rune, while giving much greater bonus than any same-stat runes purchased for the same price. Except for Energy Points stat, Quint's can provide any bonus. Three Quintessences always give better effect than nine Secondary and sometimes even Primary runes combined, thus none of them actually could be considered Tertiary. Quint's primary role is to magnify the effect of Marks, Seals and Glyphs you've selected. They're also providing Utility bonuses, which other types devoid of completely. These are marked as Primary and consist of:
  • Movement Speed
  • Less Time Spent Dead
  • Passive Gold Gain
  • Experience Gain

Q: So, which parameters are good for, and how greatly can I increase them?
Many Summoners prefer to use Runes of Primary class, giving them appropriate bonus in each field, in exception of Quints, that are mostly used to get a large boost in their Champion's most valuable attribute. On the other hand, collecting complete sets, although using Secondary and Tertiary runes of lower per-socket quality to get focused boost on single parameter can actually result in very dramatical power-up. Using this Guide, you can easily choose which runes are fitting your played Champions and how to combine them with maximum potential. Be advised that decimal values while not being showed with in-game Champion dialog, still affects the growth by level-up or percentage multipliers. In order to properly interpret Per-Level bonuses, add them to base Champion growth rate, displayed in Learning Center. Also remember, that many parameters might be further increased by respective Summoner Masteries.
That's it, here we go!
Code:
Explanation
Good for: Champion Classes which runes are good for... 
... specifics and reasons.
Bad for: Champion Classes which runes are bad for... 
... specifics and reasons.
---
Flat Sets: - bonuses given by 9 small, 3 large and complete sets of runes.
{M}arks: 
{S}eals: ----
{G}lyphs:         (empty field means there's no such runes present)
{Q}uints: ----
{C}omplete: ----

Per-Level Sets: - bonuses given per each level and ( at Level 18 )
{M}arks: ---- (Level 18 = ----)
{S}eals: ---- (Level 18 = ---- )
{G}lyphs: ---- (Level 18 = ---- )
{Q}uints: ---- (Level 18 = ----)
{C}omplete: ---- (Level 18 = ----)
========= Mark Mastery =========
Code:
Attack Damage
Good for: Offensive Tanks, Melee and Ranged Carries, Assassins. 
Especially good for Champions with AD ability scaling.
Bad for: Defensive Tanks, Bruisers, Mages, Supports. 
Profit insignificant.
---
Flat Sets:
{M}:  8.55
{S}:  3.87
{G}:  2.52
{Q}:  6.75
{C}: 21.69

Per-Level Sets:
{M}: 1.215 (Level 18 = 21.87)
{S}: 0.545 (Level 18 = 9.81 )
{G}: 0.365 (Level 18 = 6.57 )
{Q}: 0.750 (Level 18 = 13.50)
{C}: 2.875 (Level 18 = 51.75)
Code:
Attack Speed (%)
Good for: Offensive Tanks, Melee and Ranged Carries, Assassins.
Overall Damage-Per-Second boost and easier farming.
Bad for: No one.
Even tanks could use easier farming.
---
Flat Sets:
{M}: 15.30
{S}:  6.84
{G}:  5.76
{Q}: 10.20
{C}: 38.10
Code:
Critical Damage (%)
Good for: Offensive Tanks, Melee and Ranged Carries, Assassins.
Especially good for Champions using Critical Strikes. 
Bad for: Defensive Tanks, Bruisers, Mages, Supports. 
Profit insignificant.
---
Flat Sets:
{M}: 20.07
{S}:  7.02
{G}:  5.04
{Q}: 13.38
{C}: 45.51
Code:
Critical Chance (%)
Good for: Offensive Tanks, Melee and Ranged Carries, Assassins.
Especially good for Champions using Critical Strikes. 
Bad for: Defensive Tanks, Bruisers, Mages, Supports. 
Profit insignificant.
---
Flat Sets:
{M}:  8.37
{S}:  3.78
{G}:  2.52
{Q}:  5.58
{C}: 20.25
Code:
Armor Penetration
Good for: Offensive Tanks, Melee and Ranged Carries, Assassins.
Provides TRUE physical damage on early stages.
Bad for: Defensive Tanks, Bruisers, Mages, Supports. 
Profit insignificant.
---
Flat Sets:
{M}: 14.94
{S}:
{G}:
{Q}:  9.99
{C}: 24.93
Code:
Magic Penetration
Good for: Champions relying on Abilities.
Significantly increases magic damage. Affects Items too!
Bad for: Champion relying on basic attacks or physical damage Abilities.
Don't makes much sense.
---
Flat Sets:
{M}:  8.55 
{S}:
{G}:  5.13
{Q}:  5.67
{C}: 19.35
========= Seal Mastery =========
Code:
Health
Good for: Offensive Tanks, Defensive Tanks, Bruisers.
Provides multiplicative survivability boost with Armor and Magic Resistance.
Bad for: No one.
Anybody could use some additional standing capacity.
---
Flat Sets:
{M}:  31.23
{S}:  48.15
{G}:  24.03
{Q}:  78.00
{C}: 181.41

Per-Level Sets:
{M}:  4.86 (Level 18 = 87.48 )
{S}:  9.72 (Level 18 = 174.96)
{G}:  4.86 (Level 18 = 87.48 )
{Q}:  8.10 (Level 18 = 145.8 )
{C}: 27.54 (Level 18 = 495.72)
Code:
Armor
Good for: Offensive and Defensive Tanks, Junglers.
Severely reduces basic Attack Damage taken.
Bad for: No one.
Until you love to get killed by basic attacks.
---
Flat Sets:
{M}:  8.19
{S}: 12.69
{G}:  6.30
{Q}: 12.78
{C}: 39.96

Per-Level Sets:
{M}:
{S}: 1.35 (Level 18 = 24.30)
{G}:
{Q}: 1.14 (Level 18 = 20.52)
{C}: 2.49 (Level 18 = 44.82)
Code:
Health Regeneration (per 5 seconds)
Good for: Offensive and Defensive Tanks, Bruisers. 
Also essential to Health-based Ability users.
Bad for: Squishy (Low-Health) Champions.
Don't protects against nuking.
---
Flat Sets:
{M}: 
{S}:  3.87
{G}:  2.43
{Q}:  8.10
{C}: 14.40

Per-Level Sets:
{M}:
{S}: 0.99 (Level 18 = 17.82)
{G}:
{Q}: 0.84 (Level 18 = 15.12)
{C}: 1.83 (Level 18 = 32.94)
Code:
Mana Regeneration (per 5 seconds)
Good for: Mages and Supports with mana-cheap Abilities.
Allows constant spam-casting with exhausted Mana Pool.
Bad for: Champions casting Abilities on alternative sources.
Health, Energy, Fury and Heat casters unaffected.
---
Flat Sets:
{M}:  2.34
{S}:  3.69
{G}:  2.79
{Q}:  3.75
{C}: 12.57

Per-Level Sets:
{M}:
{S}: 0.585 (Level 18 = 10.53)
{G}: 0.495 (Level 18 =  8.91)
{Q}: 0.720 (Level 18 = 12.96)
{C}: 1.800 (Level 18 = 32.40)
Code:
Dodge Chance (%)
Good for: Offensive and Defensive Tanks, Assassins.
Champions with Dodge and Miss-Applying Abilities are affected better, but rare.
Bad for:  Squishy (Low-Health) Champions.
Too few attacks can be received to apply Dodge on.
---
Flat Sets:
{M}:
{S}:  6.75
{G}:
{Q}:  4.50
{C}: 11.25

NOTE: Dodge runes effect applied multiplicatively to enemy chance-to-hit 
after it is reduced by Abilities or/and Items Dodge and Miss-Chance effects.
========= Glyph Mastery =========
Code:
Ability Power
Good for: Any AP-based Champions.
The greater AP scaling rates, the better.
Bad for: No AP-dependent Champions.
No effect whatsoever.
---
Flat Sets:
{M}:  5.31
{S}:  5.31
{G}:  8.91
{Q}: 14.85
{C}: 34.38

Per-Level Sets:
{M}: 0.90 (Level 18 = 16.20)
{S}: 0.90 (Level 18 = 16.20)
{G}: 1.53 (Level 18 = 27.54)
{Q}: 1.29 (Level 18 = 23.22)
{C}: 4.62 (Level 18 = 83.16)
Code:
Cooldown Reduction (%)
Good for: Bruisers, Mana-based Mages and Supports.
Especially good for Mages using powerful Abilities with high base cooldowns.
Bad for: No one.
Can compensate Item builds with insufficient Cooldown Reduction provided.
---
Flat Sets:
{M}:  1.44
{S}:  2.61
{G}:  5.85
{Q}:  4.92
{C}: 14.82

Per-Level Sets:
{M}:
{S}:
{G}: 0.45 (Level 18 =  8.10)
{Q}: 0.39 (Level 18 =  7.02)
{C}: 0.84 (Level 18 = 15.12)
Code:
Mana
Good for: Bruisers, Mana-based Mages and Supports.
Especially good for Mages with expensive Abilities.
Bad for: Champions casting Abilities on alternative sources.
Health, Energy, Fury and Heat casters unaffected.
---
Flat Sets:
{M}:  53.19
{S}:  62.01
{G}: 101.25
{Q}: 112.50
{C}: 328.95

Per-Level Sets:
{M}: 10.53 (Level 18 = 189.54)
{S}:  0.45 (Level 18 = 189.54)
{G}: 12.78 (Level 18 = 230.04)
{Q}: 12.51 (Level 18 = 225.18)
{C}: 46.35 (Level 18 = 834.30)
Code:
Energy
Good for: Energy-based champions.
Provides casting ability combo's with less delay. 
Bad for:  Anybody else.
No Energy - no effect.
---
Flat Sets:
{M}: 
{S}:  5.67
{G}: 19.80
{Q}: 
{C}: 25.47

Per-Level Sets:
{M}:
{S}: 0.585 (Level 18 = 10.53 )
{G}: 1.450 (Level 18 = 26.10 )
{Q}:
{C}: 2.025 (Level 18 = 36.45 )
========= Quintessence Mastery =========
Code:
Energy Regeneration (per 5 seconds)
Good for: Energy-based champions.
Provides a little more stable ability usage
Bad for:  Anybody else.
No Energy - no effect.
---
Flat Sets:
{Q}: 4.725
Code:
Movement Speed (%)
Good for:  Melee or Ranged Carries, Assassins.
Enhanced kiting, hit-and-run, escaping and stalking maneuvers.
Bad for: Defensive or Offensive Tanks.
Leap Abilities and mobility Summoner Spells works better for them.
---
Flat Sets:
{Q}: 4.5
Code:
Less Time Spent Dead (%)
Good for: Newbies.
It's better to not die at all.
Bad for:  Everyone.
Just like dying is.
---
Flat Sets:
{Q}: -15
Code:
Passive Gold Income (per minute)
Good for: Greedy maggots.
Even with Greed Mastery it's still weaker than single income item.
Bad for: Everyone.
No, seriously, waste Quintessences on that?
---
Flat Sets:
{Q}: 18
----

Influence Points prices for Rune Sets will be added tomorrow.
Questions, suggestions and praises are welcome.

To maintain this Guide position, please bump/comment it once in a while or ask moderator (thereby I'm already do) to get the thread sticky. Sssssticky!

Hope that Guide helped you!


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H0ney Badg3r

Member

08-05-2011

very useful guide.
nice work.


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DivineEvil

Senior Member

08-05-2011

Guide update 08/05/11.
- Added Rune Sets tables with parameter data.
- Added a bit more info.
- Fixed some mistakes.


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LegatusDivinae

Senior Member

08-05-2011

So with mana/5 flat, I will have around 5 mana per second with full mana/5 runes, and with m/5/per level I will have 45 per sec on lvl 18? That is a huge advantage only from runes...wroth considering. Also, what is your opinion on getting a high benefit from single rune type (eg. 40% crit chance with Tryndamere) as opposed to more balanced build, eg. Arpen marks, dodge seals....?


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DivineEvil

Senior Member

09-05-2011

With flat mana regen runes you will have 2,5 mana per sec from level 1, increased by masteries. This is more viable to champs like Kassadin or Ezreal, since they greatly dependent on keeping their mana pool intact to keep pressure up.

With per level mana regen you will get 6,5 mana per sec on level 18, also increased by masteries. This gives quite considerable buff on champions like Malzahar or Veigar, since they use very mana-consumptive abilities, in late-game, together with items, they can cast these almost constantly.

Balanced Rune builds are more viable when you're not yet that experienced enough to pick your main Champions, or you prefer to stay tuned to the situation of team balance at all times. Getting Complete Rune Set page immediately places limitations to which Champion you can play them with. Getting Critical Damage/Chance page on Tryndamere can be quite surprising to your enemies, when they die on level 3 just by 3-4 of his hits. But, at the same time, it's clear that many other champions can't utilize that stats as good as Tryndamere do.

For example, I have hybrid rune layout:
Page 1 - "Ranged Carry"
9 Attack Speed Marks
9 Attack Speed Seals
9 Flat Mana Glyphs
3 Attack Speed Quints
Total: 32% Attack Speed, 101 Mana
Page 2 - "Offensive Caster"
9 Magic Penetration Marks
9 Attack Speed Seals
9 Flat Mana Glyphs
2 Health Quints, 1 Attack Speed Quint
Total: 10% Attack Speed, 101 Mana, +8,5 Mpen, 52 Health
Page 3 - "Melee Fighter"
9 ARpen Marks
9 Flat Armor Seals
9 Flat Mresist Glyphs
2 Health Quints, 1 ARpen Quint
Total: 18 ARpen, 13 Armor, 13 Mresist, 52 Health

FIrst page I used for Sivir, when she was my main. She could farm and harass like with those. But, while she's so weak now, I use these for any ranged carry I'd ever play - Caitlyn (new main), Kog'Maw, Tristana, Miss Fortune, etc. For carries it's most essential to farm 100% minions you'd hit and with 32% AS at level 1, which is almost 1.5 faster attacks as result, you can push any lane, especially mid.

Second is used for my secondary main I pick when there's not enough magic damage in the team - Swain. Swain is quite short-ranged caster, so he get a use of HP, Mpen is a must for any AP-only champion, and attack speed allows to still farming minions and replenishing mana with passive, and harass enemies with Torment+basic attacks. Also helps to kill turrets faster.

Third is for Tanks and Melee Carries I don't usually play, but have to pick sometimes, when people too lightheaded to pick a tank for a team. I have Malphite and Nasus for these. Some armor+some resist with Def masteries gives about 50-60 % more damage required to kill me, which is awesome, and 18 armor penetration is enough to make true melee damage up to levels 3-5 if enemies dont have armor runes themselves, allows to keep aggressive and surprise enemy squishies with sudden damage burst.

So, you can see my favorite is ranged carries. I have almost full-AS page, but i decided that 100 mana to cast harassive/farming abilities is better than another 6% attack speed on Glyphs. Other runes are secondary and I pick them when taking another ranged carry is not an option.


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LegatusDivinae

Senior Member

09-05-2011

Nice feedback, nice guide. I am playing casters and when I reach lvl 20 on this account (I have another one...lvl 26 , inaccessible, long story) and I am planning on buying this as standard caster page, focusing on early game advantage so I can get fed:
Mpen marks
Flat mana/5/lvl glyphs
Flat CDR glyphs
Flat AP quints.

What's your opinion?


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btzz

This user has referred a friend to League of Legends, click for more information

Member

04-06-2011

Hey, thanks for guide.

But... does anybody know how many rune pages can one got?

PS. i vote this one sticky!


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DivineEvil

Senior Member

05-06-2011

There's an option to buy one additional rune page via IP and 7 rune pages bundle via RP, though I don't sure if those are exclusive or additive. You might like to search for related thread around here or in Training Grounds.


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DivineEvil

Senior Member

08-06-2011

bump