I think the argument used to be that flat armor/MR runes were better overall since hp5 wasn't good for fighting. Sure, they're slightly better if you're getting poked a lot, or doing a lot of poking, but as soon as they engage, your runes are basically useless.
As for taking them in the jungle, you simply can't unless you're on someone who sustains super easily like Nunu or Warwick. You need that damage reduction and the "jungle phase" doesn't last long enough to give you more HP than you save with the HP5 runes.
As for taking them in the jungle, you simply can't unless you're on someone who sustains super easily like Nunu or Warwick. You need that damage reduction and the "jungle phase" doesn't last long enough to give you more HP than you save with the HP5 runes.

because with hp5 you're basically guaranteeing that you will lose trades to those who take combat runes early on. theres no point in running setups that will force you to play reactionary if there's no benefit later on.
for junglers that's even worse because as a jungler because your clear will be slower + you'll take more damage + you need time to regen, in which case you will lose opportunities to skirmish or countergank, which is completely pointless on a role that's meant to do the aforementioned.
the only role i could see hp5 (only quints) working would be top, but that's suboptimal.
for junglers that's even worse because as a jungler because your clear will be slower + you'll take more damage + you need time to regen, in which case you will lose opportunities to skirmish or countergank, which is completely pointless on a role that's meant to do the aforementioned.
the only role i could see hp5 (only quints) working would be top, but that's suboptimal.
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I've been thinking about using HP5 quints on my jungler and support pages.
Just the quints give 8.1 HP5. This is between an 8 and 20 level advantage depending on the champ you play, whereas other defensive runes like armor only give a 3-5 level advantage.
Flat HP quints give 78 hp. Which is nice but the HP5 quints will regen this in 48 seconds. Unless you are recalling every 48 seconds, HP5 quints will give you way more sustain and ability to survive multiple trades before you first back.
Flat Armor quints with 12.78 armor. The median base HP at level 1 is 549.7 HP, which gives about 70 extra effective health vs physical damage. The HP5 quints will regen this in 43 seconds.
In 5 minutes, these 3 runes will regen 486 hp. Early game, that is nearly your entire HP bar.
I realize they fall off hard late game, but if you are playing an aggressive support (as I like to) it would give early game sustain that the enemy won't have, allowing you to be in better position to trade sooner than your opponent. And I'm not sure about taking these on jungle, but I'm still working it out.