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Typical AD Carry Runes?

Creator: MasterShorty June 13, 2012 9:12am
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MasterShorty
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I was just wondering was is commonly used for Ad carries rune-wise.

I usually jungle or solo top, and so I usually just use Armour Penetration Marks, or Magic Penetration (Depending on what champ I am playing), Flat Armour Seals, Magic Resist Per Level Glyphs, and either Health, or Movespeed Quints.

Do you guyz think that Attack Damage Marks with Attack Speed Quints would be better?
I know that TheOddOne uses Armour Pen for his Ezreal Build, but idk if thats what everyone uses.
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Depends on the AD carry. Most of the time, Armor penetration is important. As for the rest, people go from AD, AS to armor and MR or even HP.

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Been running uber secret powa lately.

Will update later on with results.
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  • Reds: Flat AD or ArP. There's argument about which is better and in the long run you'll want both, but I'd go with ArP for now since you already have it.
  • Yellows: Flat armor or flat AD. Depending on if you want survivability or dem deeps.
  • Blues: MR/level, flat MR, flat AD. Again, survivability or dem deeps. Flat versus scaling is really a matter of whether or not you need it to survive poke before level 6.
  • Quints: Flat AD or ArP. Unless the enemy team is all squishies, you'll want flat AD. ArP is mostly for TBC builds against teams with no one over 150-ish armor.

Those should cover most of your AD needs. Since you already have one version of the reds, yellows, and blues, I'd suggest concentrating on the flat AD quints first, and then just putting it all together for a fairly good rune page.

Attack speed runes do give a big boost in ideal DPS, but it's actually hard to bring their bonus to bear unless your enemies are dumb enough to try to slug it out with you (and if they are, you'll either win regardless or trying to slug it out isn't actually dumb for them to do). AD and ArP runes provide more damage when poking and chasing, where AS falls very short.
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You could go for a full flat ad page. The primary goal would be to give you an easier early game.
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I personally have AS runes atm because it allows me to insta infinity without many AS worries. Don't have problems with it either (now I think of it, I never lost as Tristana on non-pbe o.o). When I go to PBE, per example, I can't stand my carry's attack speed since I have no runes yet
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AS+AD is freaking cool to last hit
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ArP marks
Armor seals
Mana-reg/lvl or MR/lvl glyphs
AD quints

These are best 90% of the time.

AD marks can be used if you want lasthitting assistance and/or more damage the first 3 levels.
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Mmhmm, but in the bot lane, the first 3 levels are sorta ruined by supports having heals and disables :P So yeah that sounds fine.

Although I've been running 15 ArP (ARP reds) and 13 AD (AD all else) and it's stronk.
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Depends on what champ youre playing and the build youre folowing.
Lets say you going for a champ that relies on crit like Tryn
Marks Crit bonus damage Seals AR per LVL Glyphs MR per lvl Quints crit bonus damage
Gankgplank criting like a boss guide
On champ that goes more for AD
Flat or per lvl damage marks and quints AR per lvl seals MR per lvl glyphs
On champ that has a good scaleing ARP ability like Urgots E
ARP Marks mana regen seals MR glyphs ARP quints
Urgot guide
On a jungle AD
go AS Marks and Quints Flat AR Seals and CDR glyphs
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