Post your rune page!

Discussion in 'League of Legends' started by Blade, May 1, 2014.

Post your rune page!
  1. Unread #1 - May 1, 2014 at 10:19 AM
  2. Blade
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    Retired Sectional Moderator Cracker Head

    Post your rune page!

    Hey all. Post your rune pages! With the new patch I'm having some trouble deciding.

    Either screenshot (if you're having trouble, go to desktop, bring up LoL client and click on desktop before using a screenshot program)
    or just post the runes.

    Please include champs that the page is for, or roles in general.

    Specifically I'm also looking for some ADC advice.
    Rumor has it that life steal is out since dorans start is out. Long sword and Attack quints? Maybe some mana runes now? Attack speed quints? Need some pro sythe opinions!
     
  3. Unread #2 - May 2, 2014 at 12:08 AM
  4. KerokeroCola
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    Post your rune page!

    The interesting thing is that the flexibility is actually pretty significant now. For ADCs I generally like two ASP quints and one AD quint because it compromises trading and sustained damage.

    In general, better trading = get AD quints. This is especially nice for "caster" ADCs like Sivir, Corki, and Graves. If you want early-game pushing, get the ASP quints. Since junglers tend to gank much less in this meta, you can get away with pushing hard which is personally why I take two ASP runes. Caitlyn and Lucian work really well with this because their general tendencies are to push towers early on and then progress to taking more objectives. The ASP helps you shove a wave, and it really helps with killing towers. Also consider that ADCs with a natural ASP steroid (Jinx, Tristana, etc) don't benefit as much from the 9% attackspeed because it only adds additively with their steroid, and whereas their steroid adds multipliciatively with flat AD.


    Basically: IMO
    AD reds,
    Health or Armor yellows (armor for sustained trading, health for all-ins)
    flat MR blues, sometimes scaling if they dont have a good trading support
    2 ASP/1 AD quint

    But, again, you can play with the ASP/AD quints to be 3 of one, or some random combination. The benefits are nearly equal, which is cool because then it focuses on playstyle. Pusher? Take ASP. Trading/kills with a hyper-aggressive support like Leona or a good Thresh? Take AD. I personally have a runepage for full AD and one for full ASP as well; I also have three runepages with 2ASP/1AD where I play with the yellows and blues. In all, I have 5 "ADC" pages that can usually be used for top and jungle also. (I really like the 2 ASP quints in the jungle.) Then, of course, there are the other top-lane specific pages with CDR blues, ASP blues, and all kinds of nonsense. Having max rune pages is fun. :l
     
  5. Unread #3 - May 2, 2014 at 7:56 AM
  6. Blade
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    Post your rune page!

    Thanks for the posts, I'll be adjusting my cait for ASP runes as I love to push lane and deny. Junglers are definitely not ganking as much which makes cait a heck of a lot easier to play, especially with traps and trinket, adc became much less support reliant.
     
  7. Unread #4 - May 2, 2014 at 8:43 AM
  8. The Ace of Spades
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    Post your rune page!

    Could someone post their jungle runes please? I'd like to view some.
     
  9. Unread #5 - May 2, 2014 at 8:59 AM
  10. vegeta508
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    Post your rune page!

    really depends shoulda wrote some champs you wanted but

    Elise:
    [​IMG]

    Khazix/Panth/Wukong:
    [​IMG]

    Eve: This is for when your more against no AP champs otherwise run flat MR glyphs
    [​IMG]
     
  11. Unread #6 - May 2, 2014 at 10:02 AM
  12. S
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    S noobies

    Post your rune page!

    For ADC, attack speed quints, Flat AD marks, Armour/hp seals and MR per lvl/flat mr/cdr glyphs.
     
  13. Unread #7 - May 3, 2014 at 3:33 AM
  14. KerokeroCola
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    Post your rune page!



    Reds - AD
    There's absolutely no getting away without flat AD reds. The extra damage in the jungle is substantial. Most junglers gain about 20% benefit in clear time from AD reds.

    Yellow - Armor
    Armor yellows are still necessary, even with the nerf. The early-game damage mitigation is just absolutely necessary.


    Blues - Scaling MR is pretty standard on a jungler. Can take CDR for creativity.
    Basically, scaling MR is because the damage you'll take from AP is mostly focused on lategame, when your job is oftentimes the initiate. If you want creativity and have a farm-based jungler, CDR can really help propel you to that Feral Flare or other lategame build items.

    Quints - Flat AD, ASP, MSP
    Most junglers will still benefit the most from flat AD because the early game clear time is just amazing. Take ASP on junglers who have an AD steroid already (like Trundle, etc) and if you are planning to go Feral Flare. Also, ASP translates to more heals with the new Machete passive, so consider taking ASP if your early game sustain has problems. Movespeed is always a decent take, especially lategame. The old season 2 standard of ASP reds/MSP quints still works the best on many "non-meta" junglers, such as Kayle.
     
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