Earlygame power: AD.
Lategame power: ArP.
It's really own preference. There are ppl that say that a match is won in the earlgame and you should go for raw power, and there are those who think that the mid- or lategame has a greater impact.
It also depends on your champions abilities.
I run all AD Marks and Quints on my Lanedyr because his Tigerstance got an AWESOME scaling on it and I run all AD Marks and Quints on Jax because of his passive and the best earlgame power ingame.
On the average AD Carry I always run AD Quints and ArP Marks, works very fine for me.
AD/lvl runes are ****, dont get them.
Lategame power: ArP.
It's really own preference. There are ppl that say that a match is won in the earlgame and you should go for raw power, and there are those who think that the mid- or lategame has a greater impact.
It also depends on your champions abilities.
I run all AD Marks and Quints on my Lanedyr because his Tigerstance got an AWESOME scaling on it and I run all AD Marks and Quints on Jax because of his passive and the best earlgame power ingame.
On the average AD Carry I always run AD Quints and ArP Marks, works very fine for me.
AD/lvl runes are ****, dont get them.
El Psy Congroo.

|You can't spell slaughter without laughter.|
NEVER AD/lvl.
AD quints are great, but if you want the most globally useful runes you should just buy ArP quints and marks.
AD quints are great, but if you want the most globally useful runes you should just buy ArP quints and marks.
"Blizzard spoke thus; Thou shalt not BM. And the players replied Nay, I shall Play my hand with Lethal already on the board. And so Blizzard sent unto them this Brawl of Yogg, As a lesson for their sins of Pride and Greed, for he is the Prophet of Madness and RNG. On that day, the tavern descended into an era of chaos and darkness, until the weekend passed and everyone forgot all about it. Amen. Book of SMOrc, Verse 20, Chapter 4." - Feam T
Lugignaf wrote:
It also depends who you are.
If you're Shaco or... Jax I think... AD is better than ArP. Because they have skills that deal damage based off a percent of their AD in magic damage. *borrowed from Searz's rune guide*
While this is true it only really helps early game. It becomes very marginally useful late game where you're buying more power items anyways.







"AD is usually better than ArP for champions who have abilities that scale with AD but don't deal physical damage."
Shaco AND Jax are like that.
Shaco AND Jax are like that.
Google has a job title called "Head of Black Community Engagement"..
I don't know whether to cry or laugh.. or both.
I don't know whether to cry or laugh.. or both.
ArP > AD.
The point is that it is way harder to get ArP than AD too.
AD is only good on fiew champs that have extraordinary earlygame. Apart from that you will nearly always go better with ArP.
The point is that it is way harder to get ArP than AD too.
AD is only good on fiew champs that have extraordinary earlygame. Apart from that you will nearly always go better with ArP.
I explain why AD marks aren't as good in the guide :P
But I'll just write it out for you here :)
AD marks give less stats compared to quintessences. Most quints give 2 times the stats of the primary runes(like ArP marks and ArP quints), but AD quints give 2.37 times thestats.
AD scales with crit, so for champions who benefit a lot from early domination (Cait, Vayne, Tristana, Corki (Corki gets AD not because he builds crit, but because his spells scale with it, but doesn't deal physical damage) and so on) they are an obvious choice imo since they don't fall off that much in lategame on crit builds.
AD quints are also great for junglers that start with lifesteal because they give survivability (higher HP) and faster jungle .
But I'll just write it out for you here :)
AD marks give less stats compared to quintessences. Most quints give 2 times the stats of the primary runes(like ArP marks and ArP quints), but AD quints give 2.37 times thestats.
AD scales with crit, so for champions who benefit a lot from early domination (Cait, Vayne, Tristana, Corki (Corki gets AD not because he builds crit, but because his spells scale with it, but doesn't deal physical damage) and so on) they are an obvious choice imo since they don't fall off that much in lategame on crit builds.
AD quints are also great for junglers that start with lifesteal because they give survivability (higher HP) and faster jungle .
"Well, basically you should treat me like a prostitute." - TotalBiscuit
9 armor pen marks give 15 armor pen.
3 armor pen quints give 10 armor pen.
9 AD marks give 8.5 AD.
3 AD quints give 6.75 AD.
I'm just wondering if you've done the calculations - obviously 25 armor pen is sub-optimal - but which of the following maximizes early game DPS (assuming you get 3 points in Sunder in the offense mastery, for 6 more armor pen):
0 armor pen and 15.3 AD
8.5 AD and 10 armor pen
6.75 AD and 15 armor pen
3 armor pen quints give 10 armor pen.
9 AD marks give 8.5 AD.
3 AD quints give 6.75 AD.
I'm just wondering if you've done the calculations - obviously 25 armor pen is sub-optimal - but which of the following maximizes early game DPS (assuming you get 3 points in Sunder in the offense mastery, for 6 more armor pen):
0 armor pen and 15.3 AD
8.5 AD and 10 armor pen
6.75 AD and 15 armor pen





You need to log in before commenting.
<Member>