In the past all the players had Runes and Masteries to customize their champions capabilities.
In pre-season 8 Riot introduced new Runes to League of Legends.
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.
The rune Pages are completely customizable both in champion select and outside of the game in the client.
If you dont pick any active and valid Rune Page, 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 picked Keystone Rune, and a secondary one.
The Primary Path includes 1 Keystone Slot and 3 Lesser Slots, and the secondary path includes 2 Lesser Slots.
The way you will choose your Runes reminds of how you would pick your Masteries in the past.
Except for those you will also be able to pick Shards, which give you a fixed amount of statistics, just like the old Runes in League of Legends 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.
In this part you need to think which Rune would be more often useful for the champion you play. If having your Ultimate up more often is more important for you than a shield from Life Stealing, or the bonus Gold and Healing from Takedowns to help you survive more, you know what your choice should be.
It allows your champion to survive even longer in fights, because ( based on your level ) 20-100% of your Healing grants you a Shield. It applies only to Life Steal and Spell Vamp, not your Health Regeneration or Healing Abilities.
After you Kill or Assist in a champion Takedown, this Lesser Rune after 1 second restores 12% of your missing Health and you get 20 Bonus Gold.
Participating in a Kill restores 20% of your Maximum Mana, and 10% of your Ultimate’s Cooldown. However it doesn’t reduce the recharge time of Ultimates for champion like Teemo and Corki. Then it only reduces the current Recharge time.
All of the Runes in this Row base on Legend Stacks : one Legend Stack can be aquired by getting 20 Points for: Killing Champions and Epic Monsters (20 points), Large Monsters (5 points), or Lane Minions (1 point).
This Rune grants you 3% Attack Speed at the start, and then ( based on the amount of Legend Stacks ) it will give you 1.5% for each stack, with a maximum of 10 stacks. This way you will have 18% AS with the max stacks.
When the game starts you will get 5% Tenacity, for each Legend Stack you get 2.5% more, which leaves you with 30% Crowd Control Reduction, when you have 10 stacks.
You get 0.6% Life Steal for each Legend Stack. You don’t get anything at the very start of the game, but you can get a maximum of 20 stacks. This means you can have up to 12% Life Steal. It makes it worse then the other two runes at the start, but better in the later stages of the game.
These Runes highly depend on combat, teamfights and the enemies you play against. If you would be playing against a few tanks, it’s better to use Cut Down. However if you expect to not lose much health in a teamfight ,or you will be playing against Squishy champions, you should definitely use Coup the Grace.
Thanks to this passive you will deal 7% more damage to Champions which are lower than 40% of their Maximum Health. Also after Killing or Assisting you get bonus AD/AP for 10 seconds.
As this Rune bases on how much Max. Health your enemies have compare to you, its good against tanky champions. You deal 5-15% more damage to champions, based on how much more health they have scaling from 10% more health up to 100%.
When you are below 60% of your Maximum Health ( increasing down to 30% ) you deal 5-11% more damage to enemy champions.
All the Runes in this row are about combat, so you will need to pick one based on which one will you be able to trigger more often and easier then others. Its pointless to take a Rune requiring you to stun or slow a target without having one, if you instead have a lot of dashes and blinks and your champion will benefit more from Sudden Impact.
Every 4 seconds, if an enemy champion is slowed or immobilized, your auto-attacks and abilities deal more damage to them. This Rune doesn’t count the ability that slowed/immobilized the target, unless the target was slowed already.
Damaging an enemy champion restores you health and bonus AD/AP ( based on your level ). It can be triggered every 20 seconds, and will heal even more if you have built items like Spirit Visage.
When you enter combat with an enemy right after teleporting, dashing, blinking or leaving stealth, you will gain Lethality and Magic Penetration for the next 5 seconds. It can also be triggered by abilities which don’t deal damage, or using items like Hextech Protobelt, or even a jungle plant – Blast Cone. After the buff ends the rune goes on a 4 second cooldown.
This row’s Runes give you bonus AP or AD for different actions you need to take in the game. You need to decide based on what will most likely give you all the stacks sooner then the other two. You need to consider if you will be able to participate in 10 kills sooner then you will be able to destroy 10 wards, and make your decision based on that.
After destroying an enemy ward, a Zombie Ward spawns in it’s place, and if an allied ward is already in this bush you get a zombie ward in your trinket’s place to place it in the next 30 seconds wherever on the map. For spawning zombie wards you get adaptive bonus damage with a cap of 18 AD or 30 AP at 10 spawned wards.
If your ward expires without an enemy destroying it, a Ghost Poro is spawned in it’s place for the next 60 seconds. You also gain bonus damage from the poro’s spawning, with the cap being 18 AD and 30 AP adaptively. When an enemy in stealth is in the poro’s sight, it will start running away anyways. This way if the 60 seconds didn’t yet pass, you can predict that an enemy is there.
You collect Eyeballs for killing or assisting in champion Takedowns. For getting an Eyeball you get AD or AP depending on what you have most bonus damage from. You can have a maximum of 10 Eyeballs, which gives you 18 AD or 30 AP.
All fo the Runes in this row base on Bounty Hunter Stacks, which can be gained by champion Takedowns, however a champion can give you only 1 stack, so to have all 5 you need to participate in a kill of all the enemies. On the Twisted Treeline map those stacks can be gained for 3 killed enemies, and closing both of the Altars.
Damaging an enemy with your Abilities, Items, or On-Hit Effects heals you based on your Bounty Hunter Stacks, with the maximum of 14% at 5 stacks. This Rune can heal you even more, if you bought items increasing your Heal Power, and is reduced upon casting AoE abilities.
Getting Bounty Hunter Stacks reduces the cooldown of Active Effects of your Items and Trinkets, up to a maximum of 40% at 5 stacks. The reduction can be increased even more by Runes like Cosmic Insight, and for some items also Perfect Timing.
You gain out-of-combat Movement Speed for gathering Bounty Hunter Stacks. The buff is appllied right after you stay out of combat for 3 seconds, and casting an ability or debuff (even if not dealing damage) will cancel the Buff.
Gaining Bounty Hunter Stacks will grant you CDR for your ultimate, with a cap of 20% at 5 stacks (if there is no other cooldown reduction from other sources). If rune is used along with having 40% CDR the reduction is capped at 52%, and if used also with Cosmic Insight, to 56%.
This row can highly benefit your lane and early stages of the game as a jungler. You need to base you decision on what will you need more. If you are playing against a champion using mostly magic damage Nullyfying Orb will be most likely better, but if mana is what you need more you should pick Manaflow Band. If you however have an ultimate that has to be charged or might put you in a dangerous situation, Nimbus Cloak is probably the best option to escape shortly after.
When you take magic damage that takes your health below 30%, you get a shield for 4 seconds. The bigger your level and bonus AD/AP, the more it will shield you for. It is really similar to how Hexdrinker and Maw of Malmortius works.
Every 15 seconds, hitting a champion with your ability increases your maximum mana by 25. After reaching 10 stacks, except for the 250 mana that you have permanently, this Rune will also every 5 seconds restore 1% of your missing mana.
1.5 second after you cast your Ult you get 100 bonus movement speed for 2.5 seconds. Channeled Ultimate’s will apply the buff after the channel ends, unless the channel involves movement ( Sion, Kled ).
This row is focused more on mid and late game stages. If you are expecting to play with a bit of champions with movement speed buffs like Sona or Karma you should definetly go for Celerity, if you however are in need of CDR more then then the damage coming from Absolute Focus, you should pick Transcendence.
When you reach level 10, this Rune will grant you 10% Cooldown Reduction. If you go above the cap of your CDR, this Rune will also change the excessive amount into AD or AP. As the Rune starts to work only after level 10 it will be useful only in the later stages of the game.
All of the movement speed buffs will be 10% more effective on you. This includes both your and your allies buffs as well as the buffs from items like Youmuu’s Ghostblade or Righteous Glory.
You gain based on your level 3-30 AP or 1.8-18 AD adaptively. This however occurs only when you are above 70% of your maximum health.
If you think the movement speed and damage in thes river is what you need, Waterwalking will be more of a use for your roams or fights for the Baron or Dragon. If you however think you would have a better use of the extra damage from Scorch or damage increasing throught the whole game no matter if you have an advantage over the enemies, thanks to Gathering Storm, you should pick those instead.
Every 10 seconds your first ability will burn champions, and deals 10-30 damage 1 second after the ability hits. If you use an ability which hits multiple targets, it will burn the closest one.
You gain bonus 25 movement speed and bonus adaptive damage ( AD / AP ) while in the River.
Every 10 minutes you get bonus AD or AP based on which statistic you have more bonuses for. This Rune can also affect items, as well as champion abilities and passives, like Rabadon’s Deathcap, Vladimir’s and Jhin’s passive, Jax’s Ultimate.
This row is more focused on early and mid stages of the game. It also depends on what will your playstyle be. If you are planning on pushing a lot, being around turrets, Demolish is the best way to go. If you know you will be recieving shields, or you will have an ability or item to shield yourself, you would probably go for Shield Bash. As Font of Life is more of an ability for duo lanes and late game, its better for tanky supports rather then toplaners, which sometimes spend most the game on Top Lane.
When you are in the range of 600 units from structures like towers, every 45 seconds you will be able to get stacks with a maximum of 6 stacks if you have been in the range for 3 seconds, but you will lose them if you move out of the range of the rune. If while having all stacks you will attack a turret, it will deal bonus damage equal to 35% of your maximum health.
You mark enemy champions by slowing or immobilizing them. They are marked for 4 seconds, and while that all of your allies using basic attacks on them will heal based on your maximum health – it heals 40% of the full amount instantly, and then the rest over the next 1.75 seconds. This type of healing will proc items like Ardent Censer and Athene’s Unholy Grail.
While you are shielded, you gain bonus Magic Resist and Armor. Your next basic attack while the next 2 seconds from the expiration of the shield, which is used on a champion will deal bonus damage.
If you will be playing against a really agressive champion, its better to take Bone Plating so you wouldn’t lose alot of HP when he tries to trade damage you, or Second Wind to regenerate some of the health after a trade. However if you think you will have a passive opponent, take Conditioning, which will grant you more resistances to survive more in team-fights later in the game.
In the 10th minute of the game, you gain bonus 8 Armor and 8 Magic Resist. This Rune will also increase all your Armor and MR by 5%, It won’t however affect the abilities which scale with bonus resistances, like Taric’s E – Dazzle which bases on bonus armor.
When you recieve damage from an enemy champion, you will regenerate some of it back ( based on your missing health ) over the next 10 seconds.
Every 45 seconds ,if you take damage from an enemy champion, for the next 1.5 seconds the next three basic attacks or abilities from this champion will deal less damage. The amount of reduction depends on your level. This Rune works only on a champion that triggered the rune, and the attack that procced the rune will not count to the 3 that will have the damage reduced.
Overgrowth will let you get some bonus health, which is especially good if you will be farming a lot. However, if Tenacity – against for example a team with a high amount of Crowd Control – is more valuable to you, pick Unflinching. The third rune, Revitalize is good not only for tanks, but also fighers which can heal up a lot more health back, but its also good for tanks, since they can stay on a lower amount of health longer then most of the champions.
You get a stack for every 8 monsters or lane minions that die within 1400 units from you. The stacks give you 3 bonus health, and after gathering 15 stacks you gain also another 3.5% maximum health more. You can get stacks also form other things aside form minions and monsters, like Zyra’s Plants.You also need to have sight on the dying targets, if there is terrain blocking or you are nearisghted, the distance you get stacks from will be reduced.
This rune gives you 5% Heal and Shield Power, and your heals and shields will be 10% more effective against champions below 40% health. Also healing and shielding on you, including your will also be 10% more effective on you if you are below 40% of your health.
Whenever you cast a Summoner Spell you get 15% Slow Resistance and Tenacity for the next 10 seconds. Also for every Summoner Spell on cooldown you get 10% Tenacity, which can rise until 20% with 2 Summoner Spells. Note that if you have both charges of Smite avaiable, you won’t get the Tenacity because Smite is not considered on cooldown if you have the second charge avaiable.
This row is mostly about which utility you need more. If you will often need to suprise your enemies with a quick Flash and a Hook just after, pick Hexflash so you would be able to do that more often then every 5 minutes. If you are planning to rush a Zhonya’s Hourglass as a Morgana or a midlaner laning against an assasin, pick Perfect Timing. And if you want to save some gold and get your boots for free, the best choice is Magical Footwear.
After using your Flash Summoner Spell, it will be replaced with Hexflash for the cooldown duration. The same as the regular Flash it makes you blink, with the difference that you need to charge it for 1 – 2.5 seconds, and the cooldown of Hexflash is 20 seconds unless you have CDR for your summoner spells. The longer you will charge it the bigger the distance will be, with the maximum of 400 units ( same as the regular Flash ). The button needs to be charged in order for you to increase the range, but if you enter combat with champions or release the button it will go on a 10 second cooldown.
You recieve Slightly Magical Boots in the 10th minute of the game, that can be shortened by taking part in champion kills. Until that point you can’t buy any boots, but the boots you get will have 10 bonus movement speed compared to the Boots of Speed. This rune can’t be used on champions like Cassiopeia, and if the Boots are sold they can’t be re-purchased, but you will be able to buy tier-2 boots for a discounted price.
You get a Stopwatch at the start of the game, however you can use it only after 10 minutes. This rune also reduces the cooldown of items like Guardian Angel, Zhonya’s Hourglass, Gargoyle Stoneplate, or Wooglet’s Witchtrap by 15%. The stopwatch you get can be sold for only 20 gold, and you are able to upgrade it to items which include stopwatch.
If you think you will need to regenerate some extra health and mana on your lane, Biscuit Delivery is the perfect option. But if reaching your power-spikes faster then your enemy by being able to purchase the essential items faster, if used properly Future’s Market is the way to go. But if a good wave clear and thanks to that forcing your enemiy to farm under a turret will benefit you the most, choose Minion Dematerializer.
After 2 minutes of the game, you can go in debt while buying items and consumables. The base debt you can end upon is 145 gold, and it increases by 5 gold every minute. This means if the game lasts for already 20 minutes, you can go 245 gold in debt. For going in debt you need to pay a 50 gold fee, it however doesn’t matter how many items you buy. When you leave the store the fee will be added to your debt, you also wouldn’t be able to undo it after that.
At the start of the game you get 3 Minion Dematerializers. After 180 seconds they can be used to execute a lane minion of one of the three basic types : meele, caster, and siege 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. If you however use it on the same type of minion the next damage bonus will be only 3%, with the maximum 12% if you use all 3 for the same type. You can use the rune every 10 seconds, and if you have a Relic Shield (or it’s upgrades) it will share the gold and exp with the nearby player.
You get a consumable Biscuit every 3 minutes ( 3:00, 6:00, 9:00,12:00 ) in your inventory. If there is no space the biscuit will appear as soon as there is space. A biscuit will restore 15% of both your missing mana and health and grant you 40 more maximum mana. For champion which don’t use mana it will instead restore 20% health only. The biscuits can be also obtained with Kleptomancy.
Playing a champion with a lot of Crowd Control, or playing against one will probably mean you will benefit the most from Approach Velocity. If your biggest need is however Cooldown Reduction, Cosmic Insight will let you go beyond the cap to have your abilities up even sooner. I you will however think movement speed and instant health from potions is your priority, take Time Warp Tonic.
At the 10th minute of the game, you gain 5% CDR and increses it’s cap to 45%. It also reduces the cooldown of your Summoner Spells and active abilities of items by 5%.
If you are moving torwards a movement impaired ally or an enemy which you have stunned, or slowed, you gain 15 bonus movement speed. This can happen if you are at least 1000 units from that 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. It also prevents you from using anoter potion until the effect is over, and while the consumable is active, you gain 5% bonus movement speed. It works on every consumable except for the