Wait until you can buy the tier 3 runes before you buy any or you're just wasting IP. I suggest starting by reading Searz rune guide.
Some good all around runes to begin with are:
Caster:
Greater Mark of Magic Penetration
Greater Seal of Scaling Mana Regeneration
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power
Everything else:
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
Get the armour seals and MR/lvl glyphs first, they are strong on anyone. 4/6 of my runepages use MR/lvl and 5/6 of them use armour.
Some good all around runes to begin with are:
Caster:




Everything else:




Get the armour seals and MR/lvl glyphs first, they are strong on anyone. 4/6 of my runepages use MR/lvl and 5/6 of them use armour.
All the pros use AD nowadays. ArP is okay too though.
They are virtually the same against enemy champions (I think ArP has a slight damage advantage) but AD also helps with last hitting.
They are virtually the same against enemy champions (I think ArP has a slight damage advantage) but AD also helps with last hitting.
Luther3000 wrote:
All the pros use AD nowadays. ArP is okay too though.
They are virtually the same against enemy champions (I think ArP has a slight damage advantage) but AD also helps with last hitting.
The pros probably think that AD marks and quints are equally strong. They don't really have much of a clue of how they actually compare.
ArP marks still are overall stronger on most champions. Especially junglers.
"We've had a few gloomy years with bad console ports, and what do we get in the light at the end of the console-tunnel? A tablet OS ported to PC." - Atlas Tasume, on Windows 8
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