Welcome to my Rune Guide! This is for summoners who have reached at least Level 20 and thus have access to Tier 3 runes. If you are not Level 20, don't buy runes yet because you are throwing IP into the toilet!
If you're looking to buy your first rune page, choose Attack Damage Marks, Armor Seals, Magic Resist Glyphs and Attack Damage Quints. They are listed as the most powerful and general purpose runes in the tier list below.
If you're looking to round out your rune collection, buy the rest of the Class A runes. With few exceptions, you will have the strongest runes for any role and any champion.
For the few exceptions and some
cheese strategies, check out Class B runes. They contain special cases like running a single Critical Chance rune; running scaling runes in Dominion/ARAM; and playing energy champions.
Don't waste your hard-earned IP on Class C runes. They provide too little to even be worth considering for cheese strategies.
Tier List
Runes sorted from best to worst, top-left to bottom-right. Scroll down or click the rune name for explanation.
Class A - Optimal for All or Most Champions
Marks/Reds: Attack Damage, Hybrid Penetration, Magic Penetration, Armor Penetration, Attack Speed
Seals/Yellows: Armor
Glyphs/Blues: Magic Resist, Scaling Magic Resist
Quintessences: Attack Damage, Health, Ability Power, Movement Speed, Lifesteal, Armor Penetration, Hybrid Penetration, Armor
Class B - Optimal for Edge Cases
Marks/Reds: Scaling Attack Damage, Armor, Critical Chance, Scaling Ability Power, Critical Damage, Scaling Mana
Seals/Yellows: Mana Regeneration, Scaling Mana Regeneration, Gold, Energy Regeneration, Critical Chance, Scaling Mana, Mana, Scaling Armor, Scaling Energy Regeneration
Glyphs/Blues: Cooldown Reduction, Mana, Energy, Ability Power, Mana Regeneration, Scaling Mana, Attack Speed, Magic Penetration, Critical Chance, Scaling Cooldown Reduction, Scaling Energy, Scaling Ability Power, Scaling Mana Regeneration
Quintessences: Spell Vamp, Revival, Experience, Gold, Health Regeneration, Attack Speed, Critical Chance, Mana, Scaling Mana, Mana Regeneration, Scaling Mana Regeneration, Magic Resist, Scaling Ability Power, Scaling Armor, Scaling Attack Damage
Class C - Not Optimal
Marks/Reds: Mana Regeneration, Scaling Ability Power, Magic Resist, Scaling Health, Scaling Magic Resist, Mana, Ability Power, Health, Cooldown Reduction
Seals/Yellows: Scaling Health Regeneration, Scaling Health, Scaling Attack Damage, Scaling Magic Resist, Percent Health, Health, Scaling Ability Power, Critical Damage, Attack Speed, Attack Damage, Health Regeneration, Magic Resist, Ability Power
Glyphs/Blues: Scaling Health, Armor, Attack Damage, Health Regeneration, Health, Critical Damage, Scaling Attack Damage
Quintessences: Scaling Health Regeneration, Scaling Health, Energy Regeneration, Energy, Cooldown Reduction, Scaling Magic Resist, Scaling Cooldown Reduction, Critical Damage
Detailed Description
Before I dive into the explanations, let me talk about the guidelines I used for the rankings. I took into account gold efficiency, alternative efficiency, flat vs scaling and in-game scenarios.
Gold efficiency is a well-known metric. The stat basically asks: is the rune's stats worth the rune slot? If Attack Damage costs 40 gold and Ability Power cost 21.75 gold, then a rune that gives one Attack Damage is more gold efficient than a rune that gives one Ability Power.
Alternative efficiency is a term I made up. The stat basically asks: is there a better alternative to this rune slot? If a Health Glyph gives less than half the health of a Health Seal, the Health Glyph is not very alternative efficient. On the other hand, the Health Seal
is alternative efficient in this example.
Scaling runes become stronger as your champion levels up. They eventually become stronger than the flat (i.e. non-scaling) version. However, early-game advantage is important so flat versions are generally preferable.
Finally, I take into account in-game scenarios. What game mode you're playing. How useful certain stats are for different objectives. For instance, Mana Regeneration Seals are more gold efficient than Armor Seals, but I still rank Armor seals higher because they are useful in far more situations. This metric is highly subjective and hard to quantify.
Marks/Reds
Ability Power - terrible rune efficiency, total AP from Marks is 36% of what you get from
Quints. For magic damage, you are better off using
Magic Penetration Marks
Armor - most efficent defensive Mark and thus the best to use in a full defensive rune page
Armor Penetration - best flat Mark in terms of both alternative and gold efficiency. Optimal for champions that can stack Armor Penetration like Garen, Pantheon, Corki or Miss Fortune
Attack Damage - not as gold efficient as
Armor Penetration but much more useful for last-hitting. Optimal for champions that scale well with Attack Damage. Gets the nod over Armor Penetration because more champions can use this.
Attack Speed - optimal for junglers because you get more hits with red buff and true damage jungle items. At Level 1, this is the most gold efficient rune in the game. Can also be used in a cheese set-up for attack speed lovers like Vayne or Kog'maw.
Cooldown Reduction - least efficient rune in the entire game. Enough said.
Critical Chance - can lead to huge damage with a cheesy early game Tryndamere strategy. You can also take a single Critical Chance rune and hope for lucky crit to win your lane. Very cost efficient
Critical Damage - By late-game (e.g. with 250 attack damage and 50% critical chance), this mark will out-damage any Attack Damage Runes. Also special because only one item gives Critical Damage (Infinity Edge). Get this if your champion can crit and you are confident of reaching late game.
Health - terrible efficiency. If you need Health, take
Health Quints. If you need defensive Marks, take
Armor Marks.
Hybrid Penetration - As
DiffTheEnder puts it: Better than
Magic Penetration if you land one auto attack between two spell casts. Better than
Armor Penetration if you cast a spell once every four auto attacks.
Magic Penetration - Rated higher than Armor Penetration (despite lower gold efficiency) because this is the best Mark for magic damage whereas there are several options for physical damage
Magic Resist - Average efficiencies.
Armor is better for defensive Marks
Mana - Even for mana stacking champions like Ryze,
Mana Glyphs and
Quints are twice as good. Better to use
Magic Penetration Marks in that case.
Mana Regeneration - Worst mana regeneration runes, though could be borderline viable with a full mana regen page
Scaling Ability Power - More efficient than flat
Ability Power by Level 6. Surprisingly, it's also more gold efficient than
Magic Penetration Marks by Level 12. Could work on late-game, AP-scaling champions
Scaling Attack Damage - At Level 18, this is the most gold efficient rune in the entire game. Preferable to flat
Attack Damage in fast-paced game modes like Dominion or ARAM.
Scaling Health - More efficient than flat
Health by Level 7. However,
Armor is still better for defensive Marks
Scaling Mana - Above average efficiencies. More efficient than flat
Mana by Level 6. Viable on mana stacking champions like Ryze if you're playing on Dominion/ARAM or want to maximize late game damage.
Scaling Magic Resist - Mediocre efficiencies. Ties flat
Magic Resist by Level 11. Stay far away from this Mark.
Seals/Yellows
Ability Power - Same terrible efficiency as the
Mark version
Armor - Not only do Armor Seals have extremely high efficiencies, they're effective against autoattacks, minions, monsters and towers. Since each point of armor gives you
1% of max health against all those threats, Armor Seals give you 52 Health on average. You should use these on every champion.
Attack Damage, Attack Speed - Both of these offensive seals have below average efficiencies. Replacing
Armor Seals for either one will let the opponent out-trade you.
Cooldown Reduction - Not as bad as
Cooldown Marks, but still have terrible efficiencies. Cooldown is cheap to buy in-game, so not worth getting runes for.
Critical Chance - Borderline viable with a critical chance rune page. You can also take a single Critical Chance rune and hope for lucky crit to win your lane.
Critical Damage - Unlike
Critical Damage Marks, not efficient enough to consider
Energy Regeneration - Worth getting on energy champions. How many of these seals you'll need will depend entirely on your playstyle. Play test with one Energy rune and keep increasing until you no longer run out of energy.
Gold - with the boost in passive gold this season, supports are no longer forced to get these. On the other hand, after
18 minutes and 48 seconds, they are more gold efficient than
Armor Seals. If you play support and constantly feel the lack of gold, then you should take these
Health - mediocre efficiencies. For defense,
Armor Seals are much better
Health Regeneration - mediocre efficiencies. If you need Health Regen, you are better off buying Rejuvenation Bead at the start of the game (5hp/5sec vs 3.87hp/5sec total)
Magic Resist - even worse than
Magic Resist Marks. And those are already terrible.
Mana -
Mana Glyphs and
Quints are almost two times better. Borderline viable with a mana page for Ryze
Mana Regeneration - even more gold efficient than
Armor Seals. Ranked lower because only mana hungry champions will need these.
Percent Health - Beats the terrible flat
Health Seals at 1071 health which is a bit past early game. Beats flat
Health Quints at 1734 health which is a bit past mid game. By then, you might as well get
Scaling Health Seals, since Percent Health only beats Scaling Health at 3889 Health. At 3889 Health, you will get an amazing bonus of 175 Health. By comparison, the cheapest Health item (Ruby Crystal) gives 180 Health. Forget about shoddy Health Seals completely and go for
Armor Seals.
Scaling Ability Power - one of the two offensive Seals with average efficiency (other being
Scaling Attack Damage). Beats the terrible flat
Ability Power Seals by Level 6. Still not efficient enough for late game. And since this is a scaling rune, you can't use it for early game cheese either.
Scaling Armor - Beats flat
Armor Seals by Level 10. Early game flat armor is much more important, but Scaling Armor can have a niche in Dominion or ARAM.
Scaling Attack Damage - one of the two offensive Seals with average efficiency (other being
Scaling Ability Power). Beats the terrible flat
Attack Damage Seals by Level 8. Still not efficient enough for late game. And since this is a scaling rune, you can't use it for early game cheese either.
Scaling Energy Regeneration - Same deal as flat
Energy Seals and beats them by Level 10. You can use these on Dominion or ARAM in place of flat ones.
Scaling Health - best of Health Seals. Beats flat
Health Seals by Level 5. Still not worth getting over
Armor Seals.
Scaling Health Regeneration - Beats flat
Health Regeneration Seals by Level 4 and is one of the most gold efficient Seals. Despite that,
Health Regeneration Quints are more than twice as effective if you really need sustain.
Scaling Magic Resist - Beats flat
Magic Resist Seals by Level 8. Avoid these due to mediocre efficiencies.
Scaling Mana - Beats flat
Mana Seals by Level 6. Viable on mana stacking champions like Ryze if you're playing on Dominion/ARAM or want to maximize late game damage.
Scaling Mana Regeneration - Beats flat Mana Regeneration Seals by Level 7. Not as useful as the
flat version since Level 7 is past early game, but worth considering on champions with mana-intensive mid-to-late games (e.g. Anivia), or on Dominion or ARAM
Glyphs/Blues
Ability Power - above average efficiencies. Can be used to maximize magic damage.
Armor - terrible efficiencies:
Seals and
Quints give twice the armor. Stick with
Magic Resist Glyphs for defensive Glyphs
Attack Damage - one of the worst runes in terms of efficiencies. Stay far, far away.
Attack Speed - better than
Attack Damage Glyphs, but still has below-average efficiencies. Can be used to maximize early game physical damage or for attack speed lovers like Vayne.
Cooldown Reduction - best flat efficiencies among all Glyphs and all Cooldown Reduction runes. Cooldown is easy to purchase in-game, but if you need Cooldown at Level 1, then this is the place to get it
Critical Chance - borderline viable with a full Critical Chance page.
Attack Speed Glyphs are more efficient for physical damage, but maximizing Critical Chance is another ball game. You can also take a single Critical Chance rune and hope for lucky Crit to win your lane.
Critical Damage - Unlike
Critical Damage Marks, not efficient enough to consider
Energy - Worth getting on energy champions. How many of these seals you'll need will depend entirely on your playstyle. My suggestion is to play test with one Energy rune and keep increasing until you no longer run out of energy.
Health - worst Health runes. Stick to
Magic Resist Glyphs for defensive needs
Health Regeneration - terrible efficiencies. If you need Health Regen, you are better off buying Rejuvenation Bead at the start of the game (5hp/5sec vs 2.43hp/5sec total)
Magic Penetration - above average efficiencies. Used to maximize late game magic damage. Unless your champion has terrible ratios,
Ability Power Glyphs might be a
better way to cheese.
Magic Resist - extremely high efficiencies and works on any champion. The only question you should ask is whether to take this or the
scaling version. Consider whether you need the upfront Magic Resist: are you facing an Ability Power champion in lane? Get all flats. Are you mostly farming jungle? Get all scaling. Otherwise, a mix of six flats and three scalings work well.
Mana - extremely high efficiencies. However, only optimal on mana stacking champions like Ryze.
Mana Regeneration - not as good at
Mana Regeneration Seals, but still efficient enough to be used for spamming spells early
Scaling Ability Power - Ties flat
Ability Power by Level 7. Despite the most efficient Scaling Ability Power runes, it's difficult to cheese with scaling runes. By the time you reach Level 18, the extra 27.54 Ability Power is negligible. However, you could replace the flat version on Dominion or ARAM.
Scaling Attack Damage - Beats the terrible flat
Attack Damage Glyphs by Level 7, but these runes are terrible themselves. Provides 6.48 Attack Damage by Level 18. For comparison, the cheapest Attack Damage item (Long Sword) provides 10 Attack Damage.
Scaling Cooldown Reduction - Beats
Cooldown Reduction Glyphs by Level 14. Ties
Scaling Energy Glyphs for the highest level needed to beat their flat counterparts. Worth replacing the flat version in Dominion or ARAM.
Scaling Energy - Beats
Energy Glyphs by Level 14. Ties
Scaling Cooldown Reduction Glyphs for the highest level needed to beat their flat counterparts. Worth replacing the flat version in Dominion or ARAM.
Scaling Health - More efficient than
flat Health by Level 5.
Magic Resist is better for defensive Glyphs
Scaling Magic Resist - More efficient than
flat Magic Resist by Level 9. This the best Glyph along with its flat counterpart. Consider whether you need the upfront Magic Resist: are you facing an Ability Power champion in lane? Get all flats. Are you mostly farming jungle? Get all scaling. Otherwise, a mix of six flats and three scalings work well.
Scaling Mana - Beats flat
Mana Seals by Level 8. Viable on mana stacking champions like Ryze if you're playing on Dominion/ARAM or want to maximize late game damage.
Scaling Mana Regeneration - Beats flat
Mana Regeneration Seals by Level 6. Worth considering on champions with mana-intensive mid-to-late games (e.g. Anivia), or on Dominion or ARAM. Consider getting the
Seal versions instead since those are more efficient.
Quintessences
Ability Power - Most efficient Ability Power runes and most efficient flat Quint. For magic damage, take these. If you rather prioritize late game, take
Magic Penetration runes instead. For solid magic damage throughout, use Ability Power Quints and
Magic Penetration Marks.
Armor - Surprisingly more efficient than
Armor Seals. Not as good as
Health Quints at Level 1. In fact, the only Level 1 situation where Armor is slightly better is if you are Gangplank starting with Veteran Scars mastery and a Doran Shield and the opponent only deals physical damage. However by Level 4, Armor Quints are better on average. So Armor is preferable on mid-to-late defensive rune page and champions that scale off armor like Rammus.
Armor Penetration - Good for late-game physical damage. If you rather prioritize early game damage, take
Attack Damage Quints instead (http://www.youtube.com/watch?v=yPsz9kVLMRI).For solid physical damage throughout, take Attack Damage Quints and
Armor Penetration Marks.
Attack Damage - Good for early-game physical damage. If you rather prioritize late game damage,
take Armor Penetration Quints instead.For solid physical damage throughout, take Attack Damage Quints and
Armor Penetration Marks. These are rated higher than Armor Penetration because they can be used on any champion and can help with last-hitting
Attack Speed - Good gold efficiency but out-classed by
Attack Speed Marks. Can be used to maximize attack speed for an on-hit build or attack speed lovers like Vayne, otherwise take
Attack Damage or
Armor Penetration Quints instead.
Cooldown Reduction - Mediocre efficiencies. The total Cooldown Reduction (5.01%) is comparable to what you can get from Masteries.
Ability Power and
Magic Penetration Quints are a better bet for higher magic damage.
Critical Chance - borderline viable with a full Critical Chance page. You can also take a single Critical Chance rune and hope for lucky Crit to win your lane, but since Quint slots are limited, you should use another type of Critical Chance rune for that strategy.
Critical Damage - Unlike
Critical Damage Marks, not efficient enough to consider
Energy - Not as efficient as
Energy Glyphs. Not worth a slot: too many good Quint options and too few Quint slots.
Energy Regeneration - Not as efficient as
Energy Regeneration Seals. Not worth a slot: too many good Quint options and too few Quint slots.
Experience - Grab this if you are confident you can kill the opponent champion with a level advantage. You absolutely must snowball your early game advantage to get this most out of this rune.
Gold - Similar to
Gold Seals, these become more gold efficient than any rune in just under 20 minutes. As a support player, you can decide whether you need more income.
Health - Best of the health runes and the best early game defensive Quint in general. This is optimal for supports and tanks - roles that don't focus on damage.
Health Regeneration - Best Health Regeneration Runes by a mile. If you get hit less than once every ten seconds in lane, you can negate the opponent's Attack Damage Marks and Quints combined. Good for safe, farming lanes. Health Regeneration is useless against a big burst of damage - against Leona/Graves in bot or LeBlanc in the mid for instance. Against big bursts,
Health or
Armor Quints are better.
Hybrid Penetration - Similar to
Hybrid Penetration Marks, though
not as efficient. Consider these if your champion relies on autoattacks and magic damage like Volibear.
Life Steal - Great for any Attack Damage carries. With a Doran Blade start, you will get back 9HP with every auto-attack on average. The second highest gold efficiency out of all flat Quints - highest being
Ability Power Quints.
Magic Penetration -
Ability Power Quints are more efficient. But you can take these if you value
late game magic damage more. For solid magic damage throughout, use
Ability Power Quints and
Magic Penetration Marks.
Magic Resist - These are as good as
Magic Resist Glyphs. On the other hand, there are better defensive Quints like
Health Quints. This is viable on Galio since he scales off Magic Resist. The question then is whether Galio is viable.
Mana - Best mana runes. Viable on mana stacking champions like Ryze.
Mana Regeneration - Best mana regeneration runes. Viable on mana-hungry supports.
Movement Speed - Useful, general purpose rune. Get back to lane faster; group faster; gank faster; chase faster; escape faster. Difficult to put a price on usefulness. Best for junglers and Dominion.
Percent Health - Unimpressive. Check
Percent Health Seal for a detailed analysis. If you want defensive Quints, use flat
Health Quints for early game and
Armor Quints for late game.
Revival - When combining these runes (15% off death timer) with the Good Hands defensive mastery (10% off death timer), you can cut 3 to 12 seconds from the
death timer. This is secretly overpowered on ARAM and Dominion where you die and level up extremely quickly. May also be worth taking if you have a late game team composition.
Scaling Ability Power - Beats flat
Ability Power by Level 12. Very efficient. Preferable to the flat version in fast-paced game modes like Dominion or ARAM.
Scaling Armor - Beats flat
Armor by Level 12. Not very efficient. Preferable to the flat version in fast-paced game modes like Dominion or ARAM.
Scaling Attack Damage - Beats flat
Attack Damage by Level 9. Not nearly as good as
Scaling Attack Damage Marks, but you could still use this in fast-paced game modes like Dominion or ARAM.
Scaling Cooldown Reduction - Beats flat
Cooldown Reduction by Level 13. Flat Cooldown is not efficient enough to be worth the Quint slot and neither is this.
Scaling Health - Beats flat
Health by level 10. By then, the Health from runes is relatively weak. Less than a Ruby Crystal's worth of Health at Level 18. Not worth Quint slots.
Scaling Health Regeneration - Beats flat
Health Regeneration by Level 4. Even though that's early, passive Health Regeneration is only useful in the laning phase. By Level 4, you are already halfway through the laning phase and can buy better stats.
Scaling Magic Resist - Beats flat
Magic Resist at Level 11. Like the flat version, this rune would only be useful on Galio. You could use the scaling version in fast-paced game modes like Dominion or ARAM.
Scaling Mana - Beats flat
Mana by Level 9. Viable on mana stacking champions like Ryze if you're playing on Dominion/ARAM or want to maximize late game damage.
Scaling Mana Regeneration - at level 18, this is the second most gold efficient rune in the game (next to
Scaling Attack Damage Mark). Beats flat
Mana Regeneration by Level 6. You could replace the flat version when playing on Dominion or ARAM.
Spell Vamp - unlike the physical version (
lifesteal), Spell Vamp is harder to use because spell casts are less frequent and cost resources on average. Viable on Ability Power junglers like Nunu, Zac or Diana for a safer, longer jungling.
Acknowledgements
Big thanks to
Trampoline Tales,
VVinrar and
Lanubya! This article is based off math they had already worked out. Alternative efficiencies were taken from
Lanubya's spreadsheet. Gold efficiencies were borrowed from
another spreadsheet. Flat vs Scaling numbers were taken from yet
another spreadsheet. When I couldn't find any numbers, I calculated my own. Please leave your questions and comments below!
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