In the past all the players had Runes and Masteries, however, In pre-season 8 Riot introduced a new system. Now both Runes and Masteries in LoL are replaced with a new feature, called Runes Reforged.
It allows the player to whether choose a Rune Page from 5 in-built pages or make their own one both in champion select and outside of the game in the client.
If you don’t pick any, the game will automatically assign you one of the 5 basic Rune Pages.
Each Rune Page contains two different Paths – one primary one with a Keystone Rune, and a secondary one.
The Primary Path includes 1 Keystone Slot and 3 Lesser slots, and the secondary one has 2 Lesser ones. The way you will choose your Runes reminds of old Masteries.
Except for those you will also be able to pick Shards, which give you statistics, just like the old Runes used to work.
Aside from the Keystone Runes, on your Rune Page you will also choose 3 Lesser Runes in the main tree and two in the Secondary Path that you chose. Even with the fact the they benefit you less then the main Rune, if used properly they can give you quite an advantage over your enemies. When it somes to lesser runes you can choose one out of three available in each of the Rows, just like you would in the old masteries.
20-100% of your Life Steal or Spell Vamp grants you a Shield.
After you Kill or Assist a Champion, after 1 second restores 12% of your missing Health and you get 20 Bonus Gold.
Participating in a champion kill restores 20% of your maximum Mana, and 10% of your Ultimate’s cooldown.
Grants you 3% Attack Speed at first, and 1.5% more for each stack, up to 10 stacks with 18% Attack Speed.
You get 5% Tenacity at the start, 2.5% more for each stack, with 30% Crowd Control Reduction at 10 stacks.
You don’t get anything at the very start of the game. 0.6% Life Steal for each Legend Stack with a maximum of 12% Life Steal at 20 stacks.
You deal 7% more damage to Champions lower than 40% Maximum Health, and bonus AD/AP for 10 seconds after Killing or Assisting.
You deal 5-15% more damage to champions, based on HP difference. Scaling from 10% more health up to 100%. Good against tanks.
When you are below 60%-30% of your Maximum Health, you deal 5-11% more damage to enemy champions.
Every 4 seconds after slowing or immobilizing an enemy champion, your auto-attacks and abilities deal more damage to them.
Damaging an enemy champion restores you health and bonus AD/AP. It can be triggered every 20 seconds, scales with level and items that increase healing.
Teleporting, dashing, blinking or leaving stealth grants you Lethality and Magic Penetration for the next 5 seconds. Hextech Protobelt, and jungle plant – Blast Cone work as well.
Zombie Wards spawn after destroying wards, if there is already a Ward you can place it in the next 30 seconds. You also get AP/AD with a cap of 18 AD or 30 AP at 10 spawned wards.
If your ward expires a Ghost Poro spawns there for the next 60 seconds. You also gain bonus damage from the poro’s spawning, with the cap being 18 AD or 30 AP. When an enemy, even stealthed is in the Poro’s sight, it will start running away.
Champion takedowns grant you adaptive damage. You can have a maximum of 10 stacks, with 18 AD or 30 AP.
Damaging an enemy heals you based on your stacks, max 14% at 5 stacks. Scales with items that increase your Heal Power, and reduced on AoE abilities.
Reduces the cooldown of Active Effects on Items and Trinkets, max 40% at 5 stacks. It can be increased further by Runes like Cosmic Insight or Perfect Timing, and certain items.
You gain Movement Speed after you stay out of combat for 3 seconds, casting an ability or debuff, even non-damaging, will cancel the Buff.
Grants you CDR on the ultimate, capped at 20% at 5 stacks. While having 40% CDR cap is increased to 52%, or 56% with Cosmic Insight.
Taking magic damage below 30% health grants a shield for 4 seconds that scales with level and AD/AP.
Every 15 seconds, hitting a champion increases your maximum Mana by 25. At 10 stacks it will also will restore 1% of your missing Mana every 5 seconds.
1.5 second after you cast your Ultimate you get 100 bonus movement speed for 2.5 seconds. It will be applied after the channel ends ( except for Sion, Kled ).
Gives 10% Cooldown Reduction at level 10, and excessive amount of CDR is turned into adaptive damage.
All movement speed buffs will be 10% more effective on you. Works also with allied buffs and items.
While 70% health you gain 3-30 AP or 1.8-18 AD adaptively.
Every 10 seconds your first ability deals 10-30 damage 1 second after the ability hits. Works only on champions.
You gain 25 movement speed and adaptive damage in the River.
Every 10 minutes you get bonus AD / AP.
Every 45 seconds while in the range of a tower for 3 seconds attacking it will deal bonus damage equal to 35% of your maximum health.
You mark enemy champions by slowing or immobilizing them. For 4 seconds allies’ basic attacks will heal them based on your maximum health, and it will proc items like Ardent Censer or Athene’s Unholy Grail.
Gain bonus Magic Resist and Armor while shielded, and your next basic attack on a champion will deal bonus damage.
Increases all your Armor and MR by 5%, and in the 10th minute of the game, you gain bonus 8 Armor and 8 Magic Resist.
Taking damage from an enemy champion,regenerates some of it back over 10 seconds.
Every 45 seconds after taking damage, for the next 1.5 seconds the next three attacks from this champion will deal less damage.
Every 8 monsters or lane minions that die near you grant 3 bonus health, stacking. At 15 stacks you gain also 3.5% maximum health more. Units like Zyra’s Plants also grant stacks, works only on units you have sight of.
Gives 5% Heal and Shield Power, and your heals and shields are 10% more effective on champions below 40% health.
Casting a Summoner Spell gives 15% Slow Resistance and Tenacity for 10 seconds, and every Summoner Spell on cooldown you get 10% Tenacity. Works on Smite only when both charges are used.
Using your Flash will replace it with Hexflash for the cooldown duration. You need to charge it for 1 – 2.5 seconds, and the cooldown of Hexflash is 20 seconds. If you enter combat with champions or release the button it will go on a 10-second cooldown.
You recieve boots in the 10th minute of the game, that can be shortened by taking part in champion kills. You can’t buy boots, and the rune doesn’t work on champions like Cassiopeia.
You get a Stopwatch at the start of the game, usable after 10 minutes. Also reduces cooldown of items like Guardian Angel, Zhonya’s Hourglass, Gargoyle Stoneplate, or Wooglet’s Witchtrap by 15%.
After 2nd minute of the game, you can go in debt while buying items and consumables. The base debt is 145 gold, increasing by 5 gold every minute. At 20 minutes, you can go 245 gold in debt. For going in debt you need to pay a 50 gold fee.
At the start of the game you get 3 Minion Dematerializers usable after 3 minutes to execute a basic lane minion. You then gain gold and experience, and aside form that you also get 6% increased damage against the type of minion you just killed. Usable every 10 seconds, and if used with Relic Shield shares the gold and experience with a nearby player.
You get Biscuits every 3 minutes, if your inventory is full the biscuit appears when there is space. Restores 15% of your missing Mana and Health and grant you 40 maximum mana.
At the 10th minute of the game, you gain 5% CDR and increses its’ cap to 45%. Also reduces the cooldown of your Summoner Spells and active items by 5%.
Moving towards a movement impaired ally or an enemy grants 15 bonus movement speed while at least 1000 units from the champion.
If you use a consumable like potion or biscuit, it will grant you half of the effect instantly, and then the rest of it through the whole duration of it. You can’t use any other consumable while the effect persists, and while the consumable is active, you gain 5% bonus movement speed.