League of Legends runes and their role in Season 6
Major changes have hit League of Legends pretty hard in 2016 and even though on the surface these changes have only involved the Masteries tree it is obvious that they have greatly impacted the entire game as runes need to be moved around a bit in order to adapt to or to fully compliment Masteries while allowing Summoners to perform at a highly functional level according to their selected roles and lanes.
League of Legends have upped their game year by year refining the mechanics of the game and allowing players to develop a personal style and maybe make it as close to unique as possible. It is a social game , it relies strongly on community and being able to work as part of a team and the higher a player goes on the ranked ladder, the better his game has to be. Masteries and runes are an essential part of what a player brings to the table and today we take an id depth look at runes in Season 6.
When reaching level 30 two pages of runes become available and through purchases made with either RP or IP a player can start building Rune Pages to fit his Champions. Normally players build a Physical Damage page and an Ability Power page.
The Physical Damage page usually consists of Attack Damage Marks, Seals of Armor, Glyphs of Magic Resist and Attack Damage Quintessences. This type of page works for any Physical Damage dealer, it’s really solid, does it’s job all the time.
The Magic Damage page is made up of Magic Penetration Marks, Seals of Armor, Glyphs of Magic Resist and Quintessences of Ability Power . This second page works for any Magic Damage Champion whether it’s Janna or Soraka or even a high powered mage like Karthus.
These are generally accepted, generally fine pages.
Keep in mind that you are free to stray from the Meta and put a personal touch on anything. For instance this is my rune page for Karthus
However let’s go deeper and figure out what the goal of the Rune Page should be:
it should help you do your major role casting spells, dealing damage or maybe auto attacking and it should help you protect yourself.
Rune roles – The way runes are intended to be used, essentially seals are always protection and glyphs are almost always protection and you kind of branch out from there based on what you’re supposed to be doing.
Runes are basically classified into 7 major categories in terms of what type/class of champion you are playing and for most of these categories there are usually 2 types which depend what type of enemy you are facing. There are flat resists for the Champion you are facing and also Scaling resists for the Champion you are not facing in your lane but will face later on in team-fights.
Fighters are Physical Damage dealers and auto attack focused Champions such as Irelia, Gnar, Darius where you would be running the same Attack Damage Marks, if you are up against a Physical Damage Champion you are running Armor Seals and of course scaling Magic Resist Glyphs (for later) and Attack Speed Quintessences because you care about your Attack Speed while playing a fighter. Should you be facing an AP Champion things slightly change: same Attack Damage Marks, Scaling Health Seals and flat Magic Resist Glyphs with Attack Speed Quintessences.
If you are playing someone like Renekton or Fiora or even Gangplank you are probably playing against Physical Damage or at least getting auto-attacked a lot. Flat Armor Seals, Scaling Magic Resist Glyphs help you absorb some of the damage and allow you to stay on the lane longer.
Physical Damage Casters, these guys don’t care about auto attacks as much, they care about their Attack Damage but they are absolutely interested in and depend a lot on their Physical Damage spells. These are Champions such as Jayce, Zed,or Talon. This in terms of Runes will mean Armor Penetration Marks, Armor Seals and Scaling Magic Resist Glyphs with Attacks Damage Quintessences vs an AD lane.
Vs an AP lane you would need a Magic Resist version consisting of Armor Penetration Marks, Scaling Health for the Seals, flat Magic Resist Glyphs and Attack Damage Quintessences.
Tanks in a solo lane are most of the time in the Top Lane, most top lane tanks are Physical Damage based so you wouldd need to run Armor Seals, Scaling Magic Resist glyphs but while playing a champion such as Malphite , Maokai or Singed you need Magic Penetration Marks and Ability power Quintessences because you care about the Magic Damage dealt by your Champions’s abilities.
Should you not care about your ability damage you can make some concessions and take Armor Marks instead which frees up the Seals for Scaling Health, while you will still run Scaling Magic Resist Glyphs .However now you can now run Health Regeneration Quintessences which will put a large array of defensive strategies at your disposal. These pretty much insure your survival on the lane and they might go well on a Malphite, Dr. Mundo or Sion. Keep in mind that staying longer on the lane means better CS ( Creep Score) which leads to better items.
Junglers have a very special requirement which is always getting flat Armor Seals because surviving the jungle clearing and being able to gank at high health is an absolute priority. The second thing about junglers is that even the largest Tanks used in Jungle such as Gragas are running a lot of damage focused runes because the other really important aside from coming out of the jungle at high health is clearing the jungle really, really fast. That grants you faster gold income, a faster and better build thus helping you be more useful to your team.
Unlike in a lane where minions are always spawning and coming over to you and dying no matter what, in the jungle you are limited by your own clearing speed. So as a tank, knowing the fact that jungle camps do not have magic resist and most of them don’t even have armor anymore you will need Attacks Speed on the marks section of the Runes Page as it is the best way to increase your damage for this slot. Attack Speed Marks, Armor Seals , Cooldown Reduction glyphs and Ability Power Quintessences. Ability Power Quintessences will come in really handy and are going to provide a lot of value to a jungle Tank such as Gragas or Zac. It all amounts to fast clear speeds and getting out as fast as possible. The difference between a good and a bad Jungler is how much help he can provide to his team and how much pressure he can put on the enemy team. Being strong enough to maybe solo important objectives such as Drake or being able to help take down the Rift herald fast is also extremely important.
When it comes to Champions such as Evelyn or Nidalee which are mages but they also have some attack damage you might want to think about running Attack Damage Marks , Seals of Armor, Ablity Power Glyphs and Quintessences.
Full Ap Mages such as Brand, Karma or Karthus in the jungle will need to run Magic Penetration Marks, Seals of Armor , Ability Power Glyphs and Ability Power Quintessences.
For all the Attack Damage Junglers such as Lee Sin, Jarvan or Master Yi things are not so complicated. For Master Yi you could run a flat Armor, Attack Speed and Attack Damage Rune Page.
For Lee Sin, Flat Armor and Atack Damage.
Mid Laners are usually AP burst casters, extremely powerful but squishy and vulnerable (Zhonya’s Hourglass, anyone?).
Whith slight differences these Champions all share some basic needs when it comes to stats and abilities. Magic Penetration Marks, Ability Power Quintessences are an absolute must. Also something else that might help you improve a lot would be Cooldown Reduction per Level and Health per level.
But should you not need Cooldown Reduction with a Champ such as Cassyopeea it might be good to replace it with Scaling Ability Power.
If you are really defensive and afraid of your lane opponent ( maybe your counter, maybe a really aggressive LeBlanc for instance) the way to go would be using Magic Resist Glyphs. Should you be afraid of a Zed or a Physical Damage lane opponent just change to what grants you more protection and get Armor.
Marksmen are Champion with really strong auto attacks upon which they rely for farming on the lane. Unfortunately for them, they level a little bit slower than let’s say Mid Laners or Top Laners because they share a lane with their Support and the Xp is shared.
Marksmen in the bottom lane normally prefer the scaling of defensive stats. Marksmen are in a duo lane and face a AD Champion ( Marksman) and usually an Ap Champion (Support). So usually the best way to go for a marksman is to get flat Magic Resist and Flat Armor. Attack Damage Marks and Attack speed Quintessences come in to complete the Rune page.
Attack Damage helps a lot with last hits and Attack Speed Quintessences are the most useful runes in the game if you auto-attack a lot ( and you’d better be). Mastering Last Hitting no matter what the situation is on your lane is vital to being a good ADC player. Last hitting minions while pushing the enemy tower (careful so you don’t get ganked…) or last hitting under your tower while the enemy is pushing you take time to learn, nut once mastered you will become a valuable asset of any team.
For Marksmen who are not so dependent on Attack speed such as Graves the Attack Speed Quintessences could be swapped for Attack Damage Quints.
Supports are there to help the ADC’s do their thing safely, to keep the ADC alive and boost/buff their team’s stats.
Lane Bully– Brand, Vel Koz, Zyra require flat stats everywhere from level 1so that they can start punishing the enemy as soon as possible. A bully Support can put a lot of pressure on the enemy ADC by constantly poking and keeping him at low health. The enemy ADC will not be able to focus on his Creep Score and by being low health they will be wary of getting ganked. A bully Support should opt for Magic Penetration Marks, Ability Power Quintessences, Ability power Glyphs, and Seals of Health.
Enchanter Support– these are the champions in League of Legends who are there for buffing theior team . Champions such as Soraka, Janna, Nami. An enchanter support is running a very underappreciated Rune called a Mark of Armor. These supports don’t really deal Damage, they don’t need Attack Speed or Magic Penetration. Their build focuses on defense and scaling AP. This allows you to also run Seals of Health and be more durable on the lane. Because they are CDR dependant you might want to go for the Cooldown Reduction Glyphs and maybe Ability Power Quintessences.
Tank Supports– should be running Flat Armor Marks, Health Seals for that early game tankyness, Magic Resist Glyphs and Health Regeneration Quintessences. As a support Tank you need to be able to take a lot of harass, a lot of poke and maybe block a lot of damage meant for the Marksman you are doing your best to protect.
Grabbing the best Runes set up before a match and adapting in such a way so that you can minimize incoming Damage while maximizing the Damage you deal to opponents and making sure you can stay on your lane for as long as possible is key to success.
Matching your Runes with appropriate Summoner Spells and Masteries Tree might just be that edge you need when facing off against an enemy. A real common mistake is forgetting to check runes and masteries while in Champion Select and sometimes ending up playing Karthus MiD Lane with Attack Damage Runes .
Also, as League of Legends keeps getting patches and updates, make it a point to keep reading Patch notes, to stay informed about changes that might affect gameplay. If you want to evolve, you must adapt!
Stay tuned for an in-depth look at Masteries!