Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

MOBAFire's first Mini Guide Contest of Season 14 is here! Create or update guides for the 30 featured champions and compete for up to $200 in prizes! 🏆
's Forum Avatar

What Rune Page Strategy works for you?

Creator: Chawoora January 23, 2015 3:34pm
Chawoora
<Member>
Chawoora's Forum Avatar
Show more awards
Posts:
52
Joined:
Aug 5th, 2014
Permalink | Quote | PM | +Rep January 23, 2015 3:34pm | Report
Related to a recent "which rune?' thread:
http://www.mobafire.com/league-of-legends/forum/general/which-runes-are-the-most-useful-ones-33820

I currently have 6 rune pages and I am thinking of adding some more during the 2-for-1 sale, but I am wondering what general rune page strategy works for people. Set of generic rune pages? Rune pages for specific champions? I suspect it has to be a mix. Do you have pairs of "versus AD" and "versus AP" pages? 20 full rune pages?

I have mostly been using 5 "generic" pages (see below) which leaves me one to customize for a specific champion or just to play around with. I am thinking I could use some more pages customized for specific champions and maybe an "AP Mage vs AD" page with some Armor.

I probably play 50% support, 30% jungle, 20% ADC/Mid/Top. For Support I play a lot of Nami and Jana. I used to play more Thresh and Morgana and would like to play more Leona. For Jungle I play mostly Vi, Maokai and Warwick, with a little Nunu, Fiddle, Rammus. Mid is my least-played role put I have played some Ziggs, Ahri, Ryze and would like to play more Swain...and could play Morgana...maybe Akali. I used to play some Ryze top but play mostly Maokai. I would like to get better with Wukong, Jax, Xin Zhao, Irelia, and Tryndamere. My ADCs are the typical ADC FOTM (Lucian, Corki, Jinx, etc.).

Here are my current rune page setups. I tweak them once and a while.

AP Mage
9 - Mark - Magic Pen
5 - Seal - Mana Regen
4 - Seal - Health
9 - Glyph - MR
3 - Quint - AP

AD Bruiser
9 - Mark - AD (or 8 + 1 Crit)
9 - Seal - Armor
3 - Glyph - MR/level
6 - Glyph - MR
3 - Quint - AD

ADC/Jungler
9 - Mark - AD (or 8 + 1 Crit)
9 - Seal - Armor
3 - Glyph - MR/level
6 - Glyph - MR
3 - Quint - Attack Speed

Support
9 - Mark - Hybrid Pen
5 - Seal - Mana Regen
4 - Seal - Health
9 - Glyph - MR
2 - Quint - Armor
1 - Quint - Health

Tank
9 - Mark - Armor
9 - Seal - Health
3 - Glyph - MR/level
6 - Glyph - MR
3 - Quint - Armor

Most of my runes are in use on one page or another, but I also have:
7 - Glyph - Mana (for Ryze)
2 - Quint - Lifesteal (pre-nerf for ADC)
2 - Quint - Movement Speed (Ryze and use sometimes)
Ellodere
<Member>
Ellodere's Forum Avatar
Posts:
61
Joined:
Jan 15th, 2015
Permalink | Quote | PM | +Rep January 24, 2015 12:40am | Report
Chawoora wrote:

AP Mage
9 - Mark - Magic Pen
5 - Seal - Mana Regen
4 - Seal - Health
9 - Glyph - MR
3 - Quint - AP

Glyphs are the least impactful runes in the game according to a good amount of people ( I don't know if I can say that's true), it maybe isn't true because glyphs can still give stats, but anyway, what I want to say is, the 5 mana regeneration seals are worth 2,05 mana per 5 which you traded potentially 40 hp (hp seals) for. If you had instead 4 mp5 glyphs, you could get 72 hp from seals, 1,32 mana regen from glyphs which you'd be only sacrificing 6,64 mr which would be:
528(the average health of AP champions on midlane) + 72 / 100 x 6,64 = 600 / 100 x 6,64 = 6 x 6,64 = 39,84
So trading off the 5 mp5 seals for 5 health seals and 4 mp5 glyphs for 4 mr glyphs will technically go in favor of you because 40 -39,84 = +0,16 more hp!

Even though it's pretty small and kind of negligible when playing against ap mids, it's still significant overall because you won't just be going against ap, but ad mids, so it would be a much more all around build if you had 9 hp seals and 5 mr glyphs and 4 mp5 glyphs.


Chawoora wrote:

AD Bruiser
9 - Mark - AD (or 8 + 1 Crit)
9 - Seal - Armor
3 - Glyph - MR/level
6 - Glyph - MR
3 - Quint - AD

Very good build, you don't need 5 health seals on bruisers in my opinion because you will be buying health anyway in your core and it will increase your armor value pretty high. But if you want to be really really greedy about early tankiness, 5 hp seals and 4 armor seals is good(because it increases the efficient hp of your armor, but I don't know if it packs a better punch than 9 armor seals mid-late game).

The only thing I don't agree with is the 1 crit mark instead of 1 ad, I get it that 1 ad is not much compared to 1 crit, but you gotta think that your crit chance will apply to EVERYTHING, not just champions and you will never know when the crit chance will come into play (becuase it's a volatile stat). That's why I think it's still not worth it, because it's simply not as consistent as an ad mark which compared to the crit mark will NEVER not be applied to your damage.

Chawoora wrote:
ADC/Jungler
9 - Mark - AD (or 8 + 1 Crit)
9 - Seal - Armor
3 - Glyph - MR/level
6 - Glyph - MR
3 - Quint - Attack Speed

For jungler, it's good to have 9 armor seals, for adc it's a bit different. ADC's only really get hp from doran's blad(which you will sell later on) and the only other time they will buy hp is when buying relic's shield or something like an omen's, that's why 5x hp seals and 4x armor seals are really good for all adc's, the 5 hp seals will increase the efficiency of your armor seals and it's really good overall.

Once again, the 1 crit mark is not that good, I recommend not having it, even though you want to be lucky and win fights, it's not necessary because of how minuscule the crit chance will be.

Chawoora wrote:
Support
9 - Mark - Hybrid Pen
5 - Seal - Mana Regen
4 - Seal - Health
9 - Glyph - MR
2 - Quint - Armor
1 - Quint - Health

Same as with your mage build, get 3-4 mp5 glyphs instead of seals, it's much more efficient. Only other thing is that there's both tanky supports and there's ap supports, I use 3 health quints and 5 health seals + 4 armor seals, because it has shown me to be one of the best seals + quints setup. But it really only depends on how much health you are gonna be going as support, the setup I mentioned is really only for early advantages that you get from having this tanky setup, later on I think it gets outscaled by the ones with more armor put into their runepage.

Chawoora wrote:
Tank
9 - Mark - Armor
9 - Seal - Health
3 - Glyph - MR/level
6 - Glyph - MR
3 - Quint - Armor


This really depends on how much health you are building, but I rather go:
9x armor marks
5x health seals
4x armor seals
3x hp quints
4x mr/level glyph
5x mr glyphs

Not much changed compared to your build, but it's really just more early game focused instead of late game focused.


Chawoora wrote:
Most of my runes are in use on one page or another, but I also have:
7 - Glyph - Mana (for Ryze)
2 - Quint - Lifesteal (pre-nerf for ADC)
2 - Quint - Movement Speed (Ryze and use sometimes)

This is good, I like the choices for Ryze, movement speed is extremely good on ryze and so is the mana.

Your builds are really great! I can see you put a lot of thought into them, from what I see you focus a lot on the hp items in game from both seeing your ad bruiser/tank and support runes, is that so?

I don't disagree with that much (except the crit marks), your choices of runes are solid.
NicknameMy
<Editor>
NicknameMy's Forum Avatar
Show more awards
Posts:
6068
Joined:
Apr 27th, 2011
Permalink | Quote | PM | +Rep January 24, 2015 1:35am | Report
A great choice is always CDR/lvl for Glpyhs, as CDR is the most important damage, defense and utility amplifier in the game and getting 15% of it so you just have to get 2 items to cap it out (or 1 if it is Morellonomicon/ Athene's Unholy Grail/ enchantment: magus) Generally, you should aim with any champion to get 40% CDR. If you get 30% CDR with your build, another option is to team up 6 flat CDR glyphs and 3 MR/lvl glyphs. Sorcery should be always picked as long as you don't get Intelligence .

The only role where it is debatable is the ADC, but ADC's use spells as well, especially as escape which is very important to have on a low cooldown.
Chawoora
<Member>
Chawoora's Forum Avatar
Show more awards
Posts:
52
Joined:
Aug 5th, 2014
Permalink | Quote | PM | +Rep January 24, 2015 7:36am | Report
Quoted:
I can see you put a lot of thought into them, from what I see you focus a lot on the hp items in game from both seeing your ad bruiser/tank and support runes, is that so?


Thanks, and thanks for the thoughtful reply. I will add some MP/5 glyphs to my shopping list and play around with mixing HP and Armor Seals. Yes, my playstyle leans heavily towards utility and tank mostly because my mechanics are pretty bad.

I used to have a AP Support and AD Support but Thresh was really the only "AD" Support I was playing and I like the Hybrid Pen on him anyway so they ended up merging. I like a little Armor & HP on Janna and Nami to survive laning. (I usually go 0/9/21 masteries for support)

Quoted:
A great choice is always CDR/lvl for Glpyhs, as CDR is the most important damage, defense and utility amplifier in the game

Something to think about...I do tend to have a lot of CDR in my support items/masteries...but I will look closer at some of my other build paths and see where I could use some CDR from runes.

Well...I picked up 2 more rune pages and will play around with them...and get to playing to earn IP for more runes!!
NicknameMy
<Editor>
NicknameMy's Forum Avatar
Show more awards
Posts:
6068
Joined:
Apr 27th, 2011
Permalink | Quote | PM | +Rep January 24, 2015 8:29am | Report
What I always see getting posted is "Resistance is better than HP, as % HP damage exists." Well guys, that is flat out wrong.

See, every type of defense has a counter, not only HP, the others are:

Magic resist penetration/reduction

Armor resist penetration/reduction

Well, since basically every damage dealer will get Last Whisper/ Void Staff and have another form of penetration or reduction in the build, guess what, your resistances are only 1/2 efficient!

This means, getting actually a bigger amount of HP than resistances and especially shields (which aren't even hit by % hp damage) is the best thing to do.

That is also the reason why face of the mountain is the most efficient defense item in the game.
Ellodere
<Member>
Ellodere's Forum Avatar
Posts:
61
Joined:
Jan 15th, 2015
Permalink | Quote | PM | +Rep January 24, 2015 10:28am | Report
NicknameMy wrote:
What I always see getting posted is "Resistance is better than HP, as % HP damage exists." Well guys, that is flat out wrong.

See, every type of defense has a counter, not only HP, the others are:

Magic resist penetration/reduction

Armor resist penetration/reduction

Well, since basically every damage dealer will get Last Whisper/ Void Staff and have another form of penetration or reduction in the build, guess what, your resistances are only 1/2 efficient!

This means, getting actually a bigger amount of HP than resistances and especially shields (which aren't even hit by % hp damage) is the best thing to do.

That is also the reason why face of the mountain is the most efficient defense item in the game.


face of the mountain is therefore a very good choice as a tank (not just support) because of how it's efficient. It's very unusual to see players go face of the mountain when not playing support, but it works.

That is also another reason Locket of the Iron Solari is efficient, because of what it gives and it's shield.

I however wanna bring up that LW has 35% armor penetration and 40 ad, by using my formula

Attack damage:


I excluded the warlord mastery because I don't honestly like it, and you can just multiply the amount of bonus ad (EXCLUDING the variable Default ad).

Now, to really use this, I will take Lucian as an example.

Lucian has 103 default damage at level 18 (Default ad + (AdL x 17)) and now let's do the math here

103 + 9,9 + 4 + 8,55 (ad from marks) + 2,23 (ad from quint) + (total ad / 100 x 4,5) = 127,58 + (127,58 / 100 x 4,5) =127,58 + 5,7456 = 133,3256 damage with auto attacks

Now, to simply take an average number of 100 armor at level 18 (just as an example) 100 armor x 0.65 (the armor after calculating the armor reduction from LW) = 65 armor

133,3256 x 0,5 = 66,6628

With LW

167,58 + (165,58 / 100 x 4,5) = 167,58 + 7,5411 = 175,1211
175,1211 x 0,65 = 113,828715

That's a almost 50% more damage! Almost.

So armor isn't really 50% less efficient once someone buys LW, just really close to being that.

I really only took the auto attack damage from my formula and combined it with the LW stats (you have to redo from the point before adding havoc and double edged sword because otherwise your result will be wrong (the damage increase needs to come AFTER adding together all ad bonuses).

That's really just an example of how much damage you really get from it against a target with 100 armor.
NicknameMy
<Editor>
NicknameMy's Forum Avatar
Show more awards
Posts:
6068
Joined:
Apr 27th, 2011
Permalink | Quote | PM | +Rep January 24, 2015 1:14pm | Report
The problem is, players value the gold generating passive of the item actually waay to high and actually overlook how cost efficient the item is even without it. And then, it is nothing to bad as well, as it helps you pushing and gives sustain.

Thing is, the problem is, there is not just Last Whisper/ Void Staff, there is also Youmuu's Ghostblade/ Sorcerer's Shoes (often used on carries) and Black Cleaver/ Liandry's Torment (not so often used on carries). There are also the runes related to them, mages will definitly pick up magic penetration marks.

This way, the value goes even higher, making health even more efficient.

This is also why health/level seals are a very worthwile suggestion for top lane. As long as your enemy doesn't deal 100% physical damage at top, health is actually superior to armor. And then, health/lvl seals are stronger than health seals at level 6, so if you can get to this point without much harm, you can actually benefit from a way stronger lategame.
Sandrino Rhys
<Member>
Sandrino Rhys's Forum Avatar
Show more awards
Posts:
57
Joined:
Dec 11th, 2012
Permalink | Quote | PM | +Rep April 4, 2015 9:09am | Report
NicknameMy wrote:

This is also why health/level seals are a very worthwile suggestion for top lane. As long as your enemy doesn't deal 100% physical damage at top, health is actually superior to armor. And then, health/lvl seals are stronger than health seals at level 6, so if you can get to this point without much harm, you can actually benefit from a way stronger lategame.


This is only true if you completely disregard health regen and health potions. Armor makes each hit point stronger, where health of course only gives you more hit points. This means that armor seals/ quints are actually much more effective in the early game than it initially appears, because all champs have some health regen, and all starts have at least 1 health pot. The only time that flat health seals are stronger than flat armor seals is when you INSTANTLY have an all-in at level one. Otherwise, armor is better.

NicknameMy wrote:
What I always see getting posted is "Resistance is better than HP, as % HP damage exists." Well guys, that is flat out wrong.

What? No. Neither is better than the other, they're different. Resistances are more effective the more flat shields you have, the fewer pen items they have, and the higher your base health is. Health is more effective the more %health shields you have, the more pen items they have, the less %health damage they have, and the lower your base health is.

NicknameMy wrote:
This means, getting actually a bigger amount of HP than resistances and especially shields (which aren't even hit by % hp damage) is the best thing to do.

As for the shields, yes- shields are amazing and generally underrated. As for health being>resistances, see the above. They do different things, and the math is actually pretty complicated as to which is better.

In reality, the best bet is to get a mixture of resistances and health. My (super generic) formula?
75 armor/ 1000 health
40 MR/ 1000 health

This is only a rule of thumb, but it tends to get you a pretty decent build, assuming a standard team comp from the enemy team with standard damage mix.

On another note, I don't tend to build resistance items (think Frozen Heart, Thornmail, Guardian Angel) in particular for the resistances. If I wanted to be as tanky as possible, I'd build health+resistance items ( Sunfire Aegis, Randuin's Omen, Banshee's Veil). Instead, I buy them for their utility- the attack speed debuff, auto attack return damage, and GA passive.

Finally, to the OP, a resource with pretty decent info on what runes are useful on who, and why, Here[/url
I post stuff
<Member>
I post stuff's Forum Avatar
Show more awards
Posts:
374
Joined:
Sep 15th, 2012
Permalink | Quote | PM | +Rep April 4, 2015 1:29pm | Report
CDR.

I use scaling CDR blues and one scaling Quint. 5% from masteries and the rest just from Ionian boots.

This means that as a Poppy I will scale into late game no matter what. Imho CDR rules.
I don't play LoL anymore.

You need to log in before commenting.

League of Legends Champions:

Teamfight Tactics Guide