Wait until you can buy the tier 3 runes before you buy any or you're just wasting IP. I suggest starting by reading Searz rune guide.
Some good all around runes to begin with are:
Caster:
Greater Mark of Magic Penetration
Greater Seal of Scaling Mana Regeneration
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power
Everything else:
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
Get the armour seals and MR/lvl glyphs first, they are strong on anyone. 4/6 of my runepages use MR/lvl and 5/6 of them use armour.
Some good all around runes to begin with are:
Caster:




Everything else:




Get the armour seals and MR/lvl glyphs first, they are strong on anyone. 4/6 of my runepages use MR/lvl and 5/6 of them use armour.
All the pros use AD nowadays. ArP is okay too though.
They are virtually the same against enemy champions (I think ArP has a slight damage advantage) but AD also helps with last hitting.
They are virtually the same against enemy champions (I think ArP has a slight damage advantage) but AD also helps with last hitting.
Luther3000 wrote:
All the pros use AD nowadays. ArP is okay too though.
They are virtually the same against enemy champions (I think ArP has a slight damage advantage) but AD also helps with last hitting.
The pros probably think that AD marks and quints are equally strong. They don't really have much of a clue of how they actually compare.
ArP marks still are overall stronger on most champions. Especially junglers.
"Doing something, almost being done, then parents come in and don't let you finish.
Yes, I had a rough childhood." - devdevil
Yes, I had a rough childhood." - devdevil
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