This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
- A Diamond guide on how to Teemo in a few minutes [6.13]
- A Diamond Rek'sai jungle guide [6.11]
- A Diamond jungle Gragas guide
- [9.15] Nunu guide by an enthusiast
- Season 9 Singed guide by an enthusiast
- A Diamond jungle Graves guide [6.12]
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
#logic
P.S: Wow, that's a nice score.
Nice build i copy it and tryed it
and it was a nice game for me 0-0-36
Keep up the good work man ;)
Greets
Qalozz
I know why people get early game runes, and I acknowledge that it's certainly viable. But I think that people are also far too eager to dismiss scaling runes.
Mid/late game you will fight for dragon, baron and the towers. It is very much possible to also fight for and take dragon once (maaaybe twice) in the early game. Early game also impacts the rest of the game. All of this is certainly true! Still, the early-game stat bonus becomes irrelevant really, really quickly. A lot of games leave the early laning phase with only a slight advantage on either side (at least when I'm playing). Flat runes versus scaling runes create a race against the clock. By level four/five, the difference is already minimal (link to graph demonstrating the value per rune at each level), and it doesn't take long to reach that level at all. If you didn't get massively ahead on your scaling-runes opponent by level four or five, you've wasted potential.
That's absolutely true! But this applies just as much to the laning phase. Stats are important, but they don't decide absolutely everything. So this argument applies to both the early game as well as the mid and late game.
Depending on your composition, style and build you may very well be playing the frontliner. In which case every bit of tankiness will count.
Whether or not you'll be soaking a lot of the damage totally depends on the support you picked! I definitely think buying utility items on the support is a great idea, but a lot of supports (like
This is correct, but I think that it is important to keep in mind that as the support you're playing a gold-starved position, and you'll want all the help you can get. Runes are indeed the only way you can get more stats early on, but for supports, who usually spend their sparse bits of gold on utility, the extra stats are relevant throughout the midgame and even into the lategame. Stats are worth gold, and you're doomed to be low on gold compared to everyone else. In a sense, your runes are also the only way you can reliably get stats in the mid-game.
Mid to late game you'll only be fighting in teamfights / skirmishes / picks and even so minute differences in tankiness won't mean as much because fights won't be simple faceplants with whoever dealing the most damage coming on top. There's a lot of zone factors to take into consideration and as a support you won't be soaking most of the damage (which is why people buy utilty items on supports rather than straight up tanky items). Items also account for a lot of tankiness mid to late game, while runes are the only way you can get more stats early on (as you can't get items at the start of the game).
Dying early game because of a small factor is really common.
True, but it is also very common in the mid and late game, which both last longer.
I agree with you here as well. An early lead can snowball into a winning or losing lane. But that does not yet win or lose the game! I've seen enough games where a team lost entire fights with several enemies surviving on ~20-100 HP.
That's correct! Someone can seriously fall behind if the enemy secures first blood, and if you're really good at securing those early kills, then I would definitely recommend running an aggressive early game. But to get an advantage out of that, they'll have to do it really, really soon. By level three/four, the difference between the flat runes (at least for armor, my favorite scaling rune) is barely significant anymore. I simply find that taking flat runes into scaling runes makes you rely on a relatively short frame of time. If you don't manage to make the plays you wanted to make in those first few minutes, your advantage is wasted.
The level 18 difference between armor and armor/level runes is 18 armor. That can make quite the difference, as it increases your effective health pool (versus physical damage dealers) by 18% of your max health (barring penetration). You will also have a larger effective health pool late game that can profit from the extra armor. (18% more effective health over 2000 HP means more than 9% more effective health over 700 HP).
Late game deaths also matter a lot more than early deaths in terms of risk. The enemy may snowball after a kill, but if you're good at damage control, they won't. Instead, they'll simply be somewhat ahead, for which your runes and clever play can make up.
That's true. In the end, it really does involve a lot of preferences and strategy, not to mention the relevance of team compositions! In the end, I usually mix it up per champion, depending on their strengths and weaknesses.
Thanks a lot for your insights and for sharing your ideas on the matter! :)
Sincerely,
Kinaré