Health quints are universally good for any champion. Greater Glyphs of Shielding and Greater Glyphs of Focus are also universally good.
Greater Seals of Clarity/Evasion work on most champs.
As for marks, you usually always want Desolation or Insight - personally I find Insight to be more useful, but that's because I usually play mages. There's no be-all-end-all good Mark for all champions.
Greater Seals of Clarity/Evasion work on most champs.
As for marks, you usually always want Desolation or Insight - personally I find Insight to be more useful, but that's because I usually play mages. There's no be-all-end-all good Mark for all champions.





I found a good synergy for all champs runs something like this:
9x MPen/ArP Marks [Red]
9x AtkSpd/Armor Seals [Yellow]
9x FlatMana/CooldownperLevel Glyphs [Blues]
3x FlatHP/FlatAP Quints [Biggies]
Switch off for Tanks or Squishies, or whichever you depend on most.
Been using that for nearly 800 games.
9x MPen/ArP Marks [Red]
9x AtkSpd/Armor Seals [Yellow]
9x FlatMana/CooldownperLevel Glyphs [Blues]
3x FlatHP/FlatAP Quints [Biggies]
Switch off for Tanks or Squishies, or whichever you depend on most.
Been using that for nearly 800 games.
Diesel said most of what should have been said I think. I'd like to add Mana Regen per level for Yellow runes. Unless you play those manaless heroes a lot, those runes allow you to spam your spells with most champs. For blue, the CDr per level Diesel mentionned seem better than flat mana to me.
(btw, HP quints cost HELLA'LOTS, but they're pretty kickass. I prefer having 3APen + 3 MPen though. Personal much I guess)
(btw, HP quints cost HELLA'LOTS, but they're pretty kickass. I prefer having 3APen + 3 MPen though. Personal much I guess)
In a thread about his own ban,
In a thread about toxic players,
gabpin wrote:
stfu I only did that : swearing and thats why i got ban are u ****** or something ?
In a thread about toxic players,
throatslasher wrote:
Go be a whiny baby elsewhere. Find and abuse the ignore button. No sense stinking up this forum with your crying.
Get your Health Quints now! Festive ones are discounted. I would say that
Marks - Desolation/Insight
Glyphs - Evasion/Clarity
Seals - Focus/Shielding
Quints - Desolation/Flat HP
are probably your best bets. But that's just me :)
Marks - Desolation/Insight
Glyphs - Evasion/Clarity
Seals - Focus/Shielding
Quints - Desolation/Flat HP
are probably your best bets. But that's just me :)
It's rainin' men, hallelujah, it's rainin' Spartans.
Pantheon - A Slice of Justice. The Last Pantheon guide you'll ever read!
Pantheon - A Slice of Justice. The Last Pantheon guide you'll ever read!
So far I'm finding that the best universal runes are as follows:
Marks: ArPen for physical, MagPen for magical
Seals: HP for manaless champions, MP regen/level for everyone else
Glyphs: Straight CDR
Quints: Straight HP
Of course, because these are the universal runes, they will not be the best possible choice for every champion.
Instead of setting 2 or 3 universal rune pages that can be used for every single champion that falls under each class, what I like to do is identify which 3-4 champions I'm most likely to play for a week and then setup rune pages for them accordingly. Sure this means you might limit yourself to only a couple champions and setting up rune pages is annoying, but I find it helps me discover and learn more about rune crafting for champions and what works best on each champ. Plus you'll be surprised how often rune pages set up specifically for one champion can easily work on another champion.
Marks: ArPen for physical, MagPen for magical
Seals: HP for manaless champions, MP regen/level for everyone else
Glyphs: Straight CDR
Quints: Straight HP
Of course, because these are the universal runes, they will not be the best possible choice for every champion.
Instead of setting 2 or 3 universal rune pages that can be used for every single champion that falls under each class, what I like to do is identify which 3-4 champions I'm most likely to play for a week and then setup rune pages for them accordingly. Sure this means you might limit yourself to only a couple champions and setting up rune pages is annoying, but I find it helps me discover and learn more about rune crafting for champions and what works best on each champ. Plus you'll be surprised how often rune pages set up specifically for one champion can easily work on another champion.
Flipping tables is fun!
(╯ಠ_ಠ)╯︵ â”»â”â”»
(╯ಠ_ಠ)╯︵ â”»â”â”»
In my personal opinion, The first runes anybody should ever go for are as follows.
Flat Health Quints
Armor Pen Reds
Magic Pen Reds
You will need these runes on damn near every champion you will play. They are by far the best bang for their buck.
Other good choices are MP5/lvl Yellows, and Cooldown/lvl Blues(Most people grab the flat ones, the per lvl ones are better late game, if you play a Carry, get the ones per lvl). I suggest those as well.
Flat Health Quints
Armor Pen Reds
Magic Pen Reds
You will need these runes on damn near every champion you will play. They are by far the best bang for their buck.
Other good choices are MP5/lvl Yellows, and Cooldown/lvl Blues(Most people grab the flat ones, the per lvl ones are better late game, if you play a Carry, get the ones per lvl). I suggest those as well.
I grab HP5/lvl yellows for all my champions, namely because I can't afford any more than 1 set of runes at this point in time, and it greatly helps the laning phase. I find that I benefit from these runes almost every game, and they're entirely universal. If you do play manaless champions a lot, I'd say grab health regen yellows. As for reds, blues, and quints, I'd only be reiterating what others have said by saying MPen/ArPen reds, CDr blues, and flat health quints.
You need to log in before commenting.
9x attack speed Marks
9x dodge seals
9x cooldown glyphs
3x health quints
What are your thoughts?