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Middle Runes, How to build your AP Carry






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Introduction
BLABLAThis time I won't be devoting my time to a Champion of the League but to you fellow summoners. This guide is meant to make you able to choose your runes alone, accordingly to different relevant factors. I will explain what Runes can be taken Middle Lane as an AP Carry.
BLABLAI'm writting a guide abour Runes, because I figured out that a lot of people just copy/paste the runes they see in a high LKS rated guide. It's not the right behaviour in my opinion and I'll try to explain why.
BLABLAI currently have around 1k8 ELO and my main role is to play as a Middle AP Carry. Consequently I believe that what my League of Legends experience can help other people building up their own rune page.
BLABLAEither you'd be a new or experienced player I trully believe this guide can help you to have a new vision over all the runing process and how runing actually works.
BLABLAI give some Middle AP Carry Advices but there's a lot of generic stuff that can be applied to any lane, so even if you don't play AP Carry I'd love you to read my guide ;)
BLABLAYou can find a short dictionnary of the term used among the guide.
BLABLAHave a nice read ladies and gentlemen.
Runing is highly Situational
Runes depend on what you expect to face on your lane. Basically a Top-Laner needs to have the Runes to face the enemy Top-Laner (AD or AP Damages), or the Bot-Lane (AD/AP or AD only Damages) or also the AP Carry (AP Damages). But the Top Laner can also be an AD Assassin, an AD or AP Bruiser or an AP/AD Tank so he needs to have both Resistance Penetration for instance.
To one Champion belongs several optimal Rune Pages
If you follow what's written upside, you will need different set of Runes for the same (or same kind of) Champion. You may want to have two rune sets for an AP Assassin in order to play either really aggressive either more defensively versus a difficult opponent.
Runing depends on Enemy team's in-game Skills
That's why copy/pasting high Elo's Rune Pages is not effective. Understanding why he chooses his Runes is wiser. A high ELO gets 



Theorycrafting can help you knowing wether or not a Rune Set is optimal
You don't know if 

Runing rely on the Champion you are playing with
Runing for 






Runing rely on the Champion you are laning against
Basically don't get 




Runing rely on your Playstyle
If you are constantly pushing, or dodging the enemy skill shot, why did you pick these 


Your ultimate Rune choice will come from in-game Experience
No matter the maths, the theorycrafting or other people's advices, if you like to play with 



Any Rune Page is viable if his owner can give a logical reason for his choices
Always listen to people that seem to be giving explainations for their choices. Never think that your choice is better than your friend's one before you actually tested it or did the math about it. People thought Greater Quintessence of Hybrid Penetration was a complete useless choice on 

Flat Ability Power
Why ?- Increases early Trade potential, early kill capabilities alone or on a gank
- Gives early push power, push control and spell-farm capabilities
Why not ?
- Only early offensive choice
Scaling Ability Power
Why ?- Increases Late Game damages by amplifying

- Scales well with late-game champions like


Why not ?
- Few to none advantages early game
Flat Attack Damage
Why ?- Gives easier last hits with hard Champions like

- Increases pushing potential of Champions that does not have AoE spells like


- Increases early lane control for strong Auto Hits champions like


Why not ?
- Absolutley no use after level 3-4
- Decreases your Magic Penetration even if you take only one of these
Flat Ability Power
Why ?- Increases early Trade potential, early kill capabilities alone or on a gank
- Gives early push power, push control and spell-farm capabilities
Why not ?
- Only early offensive choice
Scaling Ability Power
Why ?- Increases Late Game damages by amplifying

- Scales well with late-game champions like


Why not ?
- Few to none advantages early game
Laning Phase : The "early game", time you spend farming/trading with your opponent when your two turrets are still up.
Push Control : The capability to push or be pushed easily (by killing all the minions under your turret with one or two spells).
Push Power : The capability to quickly push the minion wave under the enemy turret.
Scaling Rune : Opposed to "Flat". It means a Bonus that increases every champion level up.
Sustain : Sustain means being able to stay on a lane for a long time, thanks to Mana and Life regeneration or LifeSteal/Spellvamp or any other form of hp/mana recovering from the Champion abilities.
Theorycrafting : The Art of using maths to compare two things to know which one of them is optimal.
Trade, Trades, Trading : Calculating Damage Received versus Damage Dealt when a fight occurs on your lane between you and your opponent.
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