Really depends on your route, champion, masteries and starting item.
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The ones you listed are good for most junglers. I'd use ArP quints.
Certain junglers prefer AD reds and/or quints and obviously for someone like Fiddlesticks or Amumu it's going to be different.
Certain junglers prefer AD reds and/or quints and obviously for someone like Fiddlesticks or Amumu it's going to be different.
I like MR/lvl blue better since you're generally going to transition into an offtank on most junglers.
Luther3000 wrote:
I like MR/lvl blue better since you're generally going to transition into an offtank on most junglers.
Quoted:
It is tailored for my shaco. but i bassicly works on all junglers.
Standard jungle runes -
9 ArP
9 Armour
9 MR/Level OR flat MR
3 ArP quints (if your champion has skills that scale well with AD, roll with AD, usually, like Pantheon)
Though there are a LOT of exceptions.
Champions that benefit from AS (Udyr/Noc/Shyv) might want AS marks to focus on their jungling. This may detract from their transitional capabilities, though.
Really, really depends though.
For a standard jungle rune page, go with the runes above.
Common variants -
3 AD reds
6 ArP reds (so you do true damage to creeps with offence masteries)
9 Armour
9 MR/Level OR flat MR
3 AD quints
For AD heavy champions such as Lee or Panth for a good early game.
9 AS
9 Armour
9 MR/Level OR flat MR
3 ArP quints
AS heavy champions.
9 MrP
9 Armour
9 MR/Level OR flat MR
3 AP quints
Magical damage champions. Singed, for example.
9 ArP
9 Armour
9 MR/Level OR flat MR
3 ArP quints (if your champion has skills that scale well with AD, roll with AD, usually, like Pantheon)
Though there are a LOT of exceptions.
Champions that benefit from AS (Udyr/Noc/Shyv) might want AS marks to focus on their jungling. This may detract from their transitional capabilities, though.
Really, really depends though.
For a standard jungle rune page, go with the runes above.
Common variants -
3 AD reds
6 ArP reds (so you do true damage to creeps with offence masteries)
9 Armour
9 MR/Level OR flat MR
3 AD quints
For AD heavy champions such as Lee or Panth for a good early game.
9 AS
9 Armour
9 MR/Level OR flat MR
3 ArP quints
AS heavy champions.
9 MrP
9 Armour
9 MR/Level OR flat MR
3 AP quints
Magical damage champions. Singed, for example.
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Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Optional Quints.
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EDIT: HOLY GRAMMAR