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Introduction
For runes, I like to take offensives runes while also keeping a bit of defense, which is extremely useful early game.
Greater Quintessence of Ability Power give me a great amount of early AP, thus making me a real threat to the opponent laner.
Greater Glyph of Scaling Magic Resist help me face AP carries in lane. When jungling, they can be replaced with Greater Glyph of Ability Power or Greater Glyph of Scaling Ability Power for better jungling and more powerful ganks.
Greater Seal of Mana Regeneration helps Brand deal with his high mana costs until he can get blue. When jungling or if you feel confident about your mana control (or if you're worried about facing an AD mid), take Greater Seal of Armor instead.
Finally, Greater Mark of Magic Penetration increase the danger you represent, especially early game, in both lane and as a jungler.
I consider this the standard Runes set for any kind of player and mostly beginners.
Greater Quintessence of Ability Power give me a great amount of early AP, thus making me a real threat to the opponent laner.
Greater Glyph of Scaling Magic Resist help me face AP carries in lane. When jungling, they can be replaced with Greater Glyph of Ability Power or Greater Glyph of Scaling Ability Power for better jungling and more powerful ganks.
Greater Seal of Mana Regeneration helps Brand deal with his high mana costs until he can get blue. When jungling or if you feel confident about your mana control (or if you're worried about facing an AD mid), take Greater Seal of Armor instead.
Finally, Greater Mark of Magic Penetration increase the danger you represent, especially early game, in both lane and as a jungler.
I consider this the standard Runes set for any kind of player and mostly beginners.
Ignite will help you secure kills early on and still proves useful late game to finish fleeing enemies. Take this one in lane the most.
Flash is a great spell that can be used both offensively (to secure a kill or to jump on an enemy) or defensively (to flash away from an enemy gank, or possibly over walls). Make sure to use it only if necessary, however, because its cooldown is quite long.
Flash is a great spell that can be used both offensively (to secure a kill or to jump on an enemy) or defensively (to flash away from an enemy gank, or possibly over walls). Make sure to use it only if necessary, however, because its cooldown is quite long.
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