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Middle Runes, How to build your AP Carry ?
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Introduction
BLABLAFirst of all, English is not my native language. Please excuse all the mistake you can find. I try to polish the guide everytime I can so if you find out mistakes, just point them out please, I'll fix them.
BLABLAI'm not writting a guide on a Champion of the League this time. I'm speaking about Runing and what it means. 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.
BLABLAThe main reason that brought me here is 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'm currently Gold I and my main role is to be the Middle AP Carry. Consequently I believe that 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 you can find relevant stuff in there ;)
BLABLAYou can find a short dictionnary of the terms used among the guide.
BLABLAHave a nice read ladies and gentlemen.
Dafuq Runes are for ?
BLABLAFirst of all, I need to clarify a point : what is the goal of the Runes.
BLABLARunes have several goals :
- Make it up for a weakness your Champion has, wether it be early, middle or late game
- Amplify one or several of your Champion's strength (calling it synergizing)
- Give you an advantage over your opponent (via damages or resistances)
- Make it up for a hard match-up
- Make it up for a situation (duo-lane, jungler that won't give you blue, ad lane, you feel like the jungler's going to camp you...)
- Increase your playstyle advantages
Proper path to Runing
BLABLANo matter your Rune choice, there's a proper way to set up your Rune Page.
BLABLAYour Rune Page should not give you more than 5 different bonuses (one for each color plus one).
BLABLARight-click to quickly add/remove Rune to your Rune Setup.
BLABLAIf you play SoloQ it's good to have at least 2 Rune Pages for each Secondary role and 4 Rune Pages for your Main role.
BLABLAIf you don't have a lot of IP's, you should focus your Rune purchases on "Usual Choices" below.
BLABLAYou should not buy any Rune before level 20.
BLABLAYou should always understand why you choose a type of Rune over the others.
Rune Setup Examples
Good Rune Setup

VS
Bad Rune Setup

Good Rune Setup

VS
Bad Rune Setup

BLABLAThese are general tips on what to remember when you build up your rune page.
Runing depends 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.
You 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.
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
Greater Glyph of Magic Resist on his
Kassadin ? Maybe because he likes to play defensively when you prefer to go for the kill. A high ELO gets
Greater Quintessence of Gold on his Jungler ? Because at his ELO he can't have that much successful ganks. A high ELO gets two
Greater Mark of Attack Damage on his AP ? Because Farming is far more important at his level than our. I could give a lot of other example, but to be clear, just understand why someone chooses a Rune and not another. Make your Runing effective for your level.
You don't know if
Greater Mark of Magic Penetration are better than
Greater Quintessence of Magic Penetration ? Just put down the maths on a piece of paper and check by yourself. Repeat the process for anything you want to compare. You can also check on the internet to see the maths done by less lazy people.
Runing for
Vladimir or
Zilean or
Kassadin would be really different. If it's not, there's a problem. All of these champions have the same type of damages but can be Runed differently,
Vladimir could benefit a lot from
Greater Quintessence of Spell Vamp when
Kassadin would need
Greater Quintessence of Ability Power as an AP Assassin.
Basically don't get
Greater Glyph of Magic Resist if you face an AD Assassin Midlane. But remember that
Greater Seal of Armor can still be useful even if you face an AP Carry mid, think about the 90 AD
Xin Zhao that will jump on you with his
Three Talon Strike activated. You need to think beyond the lane level, beyond the jungle Level. Why do Top Elos get
Greater Glyph of Scaling Magic Resist when they face an AD Top ? Because Magic Resist does not increase per level and really few Magic Resist items are interesting for Top Laners, so they prefer to pick these Runes to cover the lack from MR/Level in the end-game.
If you are constantly pushing and making the enemy unable to land skill shot, why did you pick these
Greater Glyph of Magic Resist for ? You would have dealt more damages with proper
Greater Glyph of Ability Power set rune. On the contrary, if you find yourself being a really good mana manager you should not need
Greater Seal of Mana Regeneration. Make yourself comfortable with your playstyle and choose your Runes accordingly.
No matter the maths or other people's advices, if you like to play with
Greater Quintessence of Movement Speed on
Katarina or using
Greater Quintessence of Spell Vamp with
Vladimir, just go ahead. You should never stop using a Rune Setup you were comformtable with unless it is really uneffecient.
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
Shyvana and
Dr. Mundo (Season 2) before a High ELO Jungler publish his guide and put the Damage Theorycrafting with it.
Runing is highly Situational
Runing depends 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
You 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 and making the enemy unable to land skill shot, why did you pick these 


Your ultimate Rune choice will come from in-game Experience
No matter the maths 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 

BLABLATo be clear : I recommand you to build your page depending on your own choices, not mine or anyone else's. The choices I present are not what I recommand, but what I think can be taken into consideration.
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
Why ?
- Take only 1 or 2 of these
- Gives easier last hits with hard Champions like
Anivia
- Increases pushing potential of Champions that does not have AoE spells like
Fiddlesticks or
Nidalee
- Increases early lane control for strong Auto Hits champions like
Annie or
Ezreal
Why not ?
- Absolutley no use after level 3-4
- Decreases your starting Ability Power, even if you take only one of these
Why ?
- Gives important Lane Control
- Makes your side ganks easier
- Increases your survivability over the entire game
- Helps dodging skillshots
Why not ?
- Less trade potential
- Less pushing control
- Needs to be exploited (change your playstyle)
Why ?
- Highly situational (
Diana,
Teemo,
Kayle for instance)
- Synergyze with your champion
- Increases early Auto Hit harass
- Helps eary Last Hits
- Helps farming under turret
Why not ?
- No damage bonus on quick trades (spell vs spell)
- Less damage on spells
- Auto-Hits push your lane
- Useless if no synergy with your champion
Why ?
- Highly situational (
Vladimir,
Katarina,
Ryze for instance)
- Gives you Sustain (For mana-free casters : gives unlimited amount of Sustain)
- Makes you able to survive through
Ignite without
Health Potion
- For mana-free casters : gives unlimited amount of Sustain
- Increases tankiness through damages
- Gives a rare and expansive stat
Why not ?
- Needs to have access to enemy minions to heal (doesn't work if you are being zoned)
- No damage bonus at all
- Needs to be exploited (change your playstyle)
Why ?
- Often face an AD Caster like
Zed or
Kha'Zix
- Gives defensive stats against an enemy AP Carry's Auto Hits
- Gives defensive stats against an enemy AD Jungler
Why not ?
- Can be useless depending on the match-up
- Only useful early on
Why ?
- Increases potential of the %AP bonus from
Rabadon's Deathcap
Why not ?
- Few bonus early game
Why ?
- Helps you push, trade and harass over your laning phase
Why not ?
- Mana should not be an issue because you need to learn how to manage your mana pool
- AP Carries often build
Chalice of Harmony or
Tear of the Goddess or Catalyst the Protector what makes these Runes kinda useless
Why ?
- Magic Penetration scales with Magic Damages (obvious yo)
- Others Marks are useless for an AP Caster
Why not ?
- No reason not to take these
Why ?
- Take only few of these
- If you like to harass with Auto-hits early on
- If you have a Champion that benefits from Attack Damage in any way (
Annie's range,
Ezreal's
Mystic Shot)
- If you need few more damages for your Auto Hits (like
Anivia or
Swain)
Why not ?
- Hurts your flat Magic Penetration
- Needs to be exploited (change your playstyle)
- Better get
Greater Quintessence of Attack Damage rather than Marks
Why ?
- Scales with %AP Bonus from
Rabadon's Deathcap
Why not ?
- Weak bonuses early game
Why ?
- Highly decreases enemy's damage output early game
Why not ?
- Only useful if you face an AP Carry
- Gives you no Push Control
Why ?
- Increases killing potential early on
- Increases pushing capabilities
Why not ?
-
Greater Glyph of Scaling Ability Power bypass these at level 8, right before you hit level 9 (and you max your first damage ability)
- Advantage fades off quickly versus
Greater Glyph of Scaling Ability Power due to the items you get between level 1 and 8
Usual Choice
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
Other Choices
Flat Attack Damage
Why ?- Take only 1 or 2 of these
- 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 starting Ability Power, even if you take only one of these
Movement Speed
Why ?- Gives important Lane Control
- Makes your side ganks easier
- Increases your survivability over the entire game
- Helps dodging skillshots
Why not ?
- Less trade potential
- Less pushing control
- Needs to be exploited (change your playstyle)
Attack Speed
Why ?- Highly situational (



- Synergyze with your champion
- Increases early Auto Hit harass
- Helps eary Last Hits
- Helps farming under turret
Why not ?
- No damage bonus on quick trades (spell vs spell)
- Less damage on spells
- Auto-Hits push your lane
- Useless if no synergy with your champion
Spell Vamp
Why ?- Highly situational (



- Gives you Sustain (For mana-free casters : gives unlimited amount of Sustain)
- Makes you able to survive through


- For mana-free casters : gives unlimited amount of Sustain
- Increases tankiness through damages
- Gives a rare and expansive stat
Why not ?
- Needs to have access to enemy minions to heal (doesn't work if you are being zoned)
- No damage bonus at all
- Needs to be exploited (change your playstyle)
Usual Choice
Flat Armor
Why ?- Often face an AD Caster like


- Gives defensive stats against an enemy AP Carry's Auto Hits
- Gives defensive stats against an enemy AD Jungler
Why not ?
- Can be useless depending on the match-up
- Only useful early on
Other Choices
Scaling Ability Power
Why ?- Increases potential of the %AP bonus from

Why not ?
- Few bonus early game
Flat Mana Regeneration
Why ?- Helps you push, trade and harass over your laning phase
Why not ?
- Mana should not be an issue because you need to learn how to manage your mana pool
- AP Carries often build


Usual Choice
Flat Magic Penetration
Why ?- Magic Penetration scales with Magic Damages (obvious yo)
- Others Marks are useless for an AP Caster
Why not ?
- No reason not to take these
Other Choices
Flat Attack Damage
Why ?- Take only few of these
- If you like to harass with Auto-hits early on
- If you have a Champion that benefits from Attack Damage in any way (



- If you need few more damages for your Auto Hits (like


Why not ?
- Hurts your flat Magic Penetration
- Needs to be exploited (change your playstyle)
- Better get

Usual Choice
Scaling Ability Power
Why ?- Scales with %AP Bonus from

Why not ?
- Weak bonuses early game
Other Choices
Flat Magic Resist
Why ?- Highly decreases enemy's damage output early game
Why not ?
- Only useful if you face an AP Carry
- Gives you no Push Control
Flat Ability Power
Why ?- Increases killing potential early on
- Increases pushing capabilities
Why not ?
-

- Advantage fades off quickly versus

Flat Rune : Opposed to "Scaling". It means a Bonus that does not increase per level.
Lane Control : The ability to farm safely, choose wether or not to trade or set up ganks easily.
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.
Scale with (to) : Look for "Synergizing" below.
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.
Synergy, Synergizing : Two attributes going into a virtuous circle. A perfect example of synergy is Critical Strike Chance and Attack Speed, the most Attack Speed you get, the more Critical Strikes you procc in few seconds. Another simple example is Magic Penetration with Magic Damages.
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.
Zoning, being Zoned : Zoning is the fact of putting so much pressure on your opponent that he is forced to stand far away from your minions. You can also zone an opponent during a teamfight by saving a CC for him (
Taric's
Dazzle or
Vi's
Cease and Desist).
Lane Control : The ability to farm safely, choose wether or not to trade or set up ganks easily.
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.
Scale with (to) : Look for "Synergizing" below.
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.
Synergy, Synergizing : Two attributes going into a virtuous circle. A perfect example of synergy is Critical Strike Chance and Attack Speed, the most Attack Speed you get, the more Critical Strikes you procc in few seconds. Another simple example is Magic Penetration with Magic Damages.
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.
Zoning, being Zoned : Zoning is the fact of putting so much pressure on your opponent that he is forced to stand far away from your minions. You can also zone an opponent during a teamfight by saving a CC for him (




BLABLAHere is the end of the guide, I hope I could help you out, at least a bit.
BLABLAFeel free to post on the guide or directly pm me if you want to point out English or Game mistakes. I'd be glad to debate with you and update my guide accordingly.
BLABLAHope to see you on the battlefield fellow summoners !
BLABLAFeel free to post on the guide or directly pm me if you want to point out English or Game mistakes. I'd be glad to debate with you and update my guide accordingly.
BLABLAHope to see you on the battlefield fellow summoners !
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