I always found them to be unnecessary on WW, but I usually end up jungling slow anyways, so I'm probably wrong.

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AnIh wrote:
AS runes are for these junglers :
red + quint -> udyr (arp or other can be better depend of your path and skill build but AS are good for all AND for lategame)
blue + yellow > yi (or quint too , dont remember)
full as -> irelia / ww
ArPen is much more useful for Udyr late-game than AS is.
Searz wrote:
The thing I was saying was that at least 5-10ArP is optimal on a jungler like Udyr. Using all 9 ArP marks (15ArP) is wasteful since more ArP is wasted against some monsters.
I couldnt find the post where Searz compared jungle times, but I remember a mix of ArPen/AS was faster.
Searz wrote:
Those who get more survivability with AS quints + marks should probably use them. But not all.
Yeah, the reason these 2 get AS is because they heal based on attacks, not damage.
Jebus McAzn wrote:
With a typical Udyr that goes Triforce+Tiger Stance, ArP is a bit more useful. Still, I'd go AS runes for the early game jungling speed.
The thing is that you get faster by a second or 2 when you jungle Udyr with 10ArP instead of 10%AS. The difference is hardly noticeable, but ArP is more useful later on anyway so I'd rather grab that.
I'm a strong independent black mage who don't need no mana.
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red + quint -> udyr (arp or other can be better depend of your path and skill build but AS are good for all AND for lategame)
blue + yellow > yi (or quint too , dont remember)
full as -> irelia / ww