Actually you "could" do that with most old AD champ with AP scaling.
Sion, Yi, Tryn before rework, Ashe, Blitz, Corki, GP before rework, Jax before rework (you could even go full AP and haul ***, IMO AP raped even more than AD that time), MF before rework, etc.
On some it would even be quite good early, but mid-late you'll start missing something regarding dmg output, and since Penetration got reworked, it's just not really wise anymore to go 1/3 or even less hybrid.
But on 2-3 it should be rather reasonable to go for AP runes and start with some cheap AP item.
Sion, Yi, Tryn before rework, Ashe, Blitz, Corki, GP before rework, Jax before rework (you could even go full AP and haul ***, IMO AP raped even more than AD that time), MF before rework, etc.
On some it would even be quite good early, but mid-late you'll start missing something regarding dmg output, and since Penetration got reworked, it's just not really wise anymore to go 1/3 or even less hybrid.
But on 2-3 it should be rather reasonable to go for AP runes and start with some cheap AP item.
I find this an interesting point, since Tristana has a combo of 330% of her AP (including ultimate, excluding
Explosive Shot passive)
So let's look at the pros and cons shall we:
Pros:
1. You can have AP glyps and AD marks, allowing you to stack.
2. 9 AP glyphs means 10,71 AP, thus 35,34 bonus damage in a full combo, which is a nice amount early game. Especially since AD marks give 10 bonus damage on each auto attack.
3. Enemy botlaners are more likely to buy armor early game instead of MR, allowing your spells to deal even a bit more damage.
Cons:
1. Glyphs would be the optimal spot for AP runes, but also for MR, which allows survival
2. You are ADC for a reason, to deal as much physical damage as possible, not magical damage.
3. Since you will be getting 0 MPen as ADC, if the enemies just have little MR, the amount of damage gain from it will be barely anything.
My thoughts:
It will help indeed with the early game damage, however, it will disallow you to get MR from runes, making you weaker to magical damage dealers. If the enemies have barely any magical damage, then I think you can consider this :D

So let's look at the pros and cons shall we:
Pros:
1. You can have AP glyps and AD marks, allowing you to stack.
2. 9 AP glyphs means 10,71 AP, thus 35,34 bonus damage in a full combo, which is a nice amount early game. Especially since AD marks give 10 bonus damage on each auto attack.
3. Enemy botlaners are more likely to buy armor early game instead of MR, allowing your spells to deal even a bit more damage.
Cons:
1. Glyphs would be the optimal spot for AP runes, but also for MR, which allows survival
2. You are ADC for a reason, to deal as much physical damage as possible, not magical damage.
3. Since you will be getting 0 MPen as ADC, if the enemies just have little MR, the amount of damage gain from it will be barely anything.
My thoughts:
It will help indeed with the early game damage, however, it will disallow you to get MR from runes, making you weaker to magical damage dealers. If the enemies have barely any magical damage, then I think you can consider this :D



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Hybrid pen reds/armor yellows/ap-lvl glyphs/1 ap quint 2 ls quints+leona
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"Carrying"-guide | My reviewservice

"Carrying"-guide | My reviewservice
I've done it before, not sure if I like it that much. Obviously gives you an even stronger early game than she already has, but I run lifesteal quints on her so I can go doran's blade. Magic Pen and AP runes cut into the amount she will be healing each auto, while miniscule, it would add up over time. Maybe I'll revist them

Thanks for the Signature MissMaw!
The real problem is..
Tristana already has one of the most powerful early game stages of all adc's.
Her mid game is her weakest point, so either ad or armour pen runes are more effective.
I personally prefer the armour pen as
Tristana doesn't really scale well with ad at all, but this can make your last hitting a lot more difficult to manage.
I guess it is worth considering, but her base damagea are high enough as they are and every place you could put some ap runes is already filled by runes which are a lot more beneficial for the ad carry role.

Her mid game is her weakest point, so either ad or armour pen runes are more effective.
I personally prefer the armour pen as

I guess it is worth considering, but her base damagea are high enough as they are and every place you could put some ap runes is already filled by runes which are a lot more beneficial for the ad carry role.
Mundo goes where he pleases.
And pleases, where he goes.
runes should supplement your early game. The amount of stats runes provide are pretty minimal, especially at later levels. So it really doesn't matter if you have flat AD or flat ArPen, but it does early game, which is generally why people run flat AD on adc's. I really only think there are a few champions that can effectively run ArPen runes - mainly
Caitlyn,
Ezreal, and
Draven. Even then I'd probably only get them on draven




Thanks for the Signature MissMaw!
grrg wrote:
Actually, armor pen has a larger affect late game than early game. Where as AD has more affect early.
Both are pretty much irrelevant by late game. What really scales like crazy with items is lifesteal quints.
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