A starter Guide for League of Legends (Part V)

A starter Guide for League of Legends (Part V)

The fifth part of our starters guide will walk you trough the runes in the game!
March 03, 2023

When you are about to start a game of League of Legends, you'll be able to pick your champion in the pick/ban phase. We talked about what champions there are in our last guide: https://handleveled.net/blog/a-starter-guide-for-league-of-legends-part-iv
But to be effective in your role, you don't only have to have the right champion; you need to have the right runes aswell. Here you'll be able to read about the runes in the game.

You have 5 different trees of runes in the game:
- Precision - Improved attacks and sustained damage
- Domination - Burst damage and target access
- Sorcery - Empowered abilities and resource manipulation
- Resolve - Durability and crowd control
- Inspiration - Creative tools and rule bending

These all have 3 or 4 keystones, which are very powerful runes, and 3 more slots with slightly less powerful runes. You can choose 1 main tree, which you can select 1 keystone and 3 slots, and a secondary tree, with only 2 slots (no keystones). Some keystones are really good for a role or a champion class, and some are unique and only powerful with a few champions. Here are their stats.

- Press the Attack: Attacking the same champion grants endlessly stacking attack damage.
- Lethal Tempo: 1.5 seconds after damaging a champion gain a large amount of attack speed. Lethal Tempo allows you to temporarily exceed the attack speed limit.
- Fleet Footwork: Attacking and moving builds energy stacks. At 100 stacks, your next attack heals you and grants increased movement speed.
Slot 1:
- Overheal: Excess healing becomes a decaying shield for up to 30 + 8% of your total health.
- Triumph: Takedowns restore health and grant bonus gold.
- Presence of Mind: When low on mana, attacking champions will generate Focus which is converted into mana upon exiting combat. 
Slot 2:
- Legend: Alacrity: Kill enemies to gain permanent Attack Speed.
- Legend: Bloodline: Kill enemies to earn permanent Lifesteal.
- Legend: Tenacity: Kill enemies to gain permanent Tenacity.
Slot 3:
- Coup de Grace: Deal 5% more damage to low health champions.
- Cut Down: Deal up to 8% more damage to all champions with more health than you.
- Last Stand: Deal more damage to champions while you are low on health.

- Electrocute: Hitting a champion with 3 unique attacks or abilities in 2 seconds deals bonus magic damage.
- Predator: Add an active effect to your boots that grants a large boost of movement speed and causes your next attack or spell to deal bonus damage.
- Dark Harvest: Champions, large minions, and large monsters drop soul essence on death. Touch souls to absorb them and deal bonus damage on your next attack based on total soul essence collected.
Slot 1:
- Zombie Ward: After killing an enemy ward, a friendly Zombie Ward is raised in its place.
- Ghost Poro: When you enter brush, a poro appears. It will stay behind to give you vision.
- Eyeball Collection: Gain +2 Ability Power or +1.4 Attack Damage, Adaptive permanently on champion takedown, and half of that on ward takedowns.
Slot 2:
- Cheap Shot: Deal bonus true damage to enemies with impaired movement or actions.
- Taste of Blood: Recover health when you damage an enemy champion.
- Sudden Impact: Deal additional damage after using a dash, leap, blink, or teleport.
Slot 3:
- Ravenous Hunter: Heal for a percentage of damage dealt with your abilities. Increases with each unique takedown. 
- Ingenious Hunter: Unique takedowns grant permanent Active Item CDR (includes Trinkets).
- Relentless Hunter: Unique takedowns grant permanent out of combat Movement Speed.

- Summon Aerie: Your attacks and abilities send Aerie to a target, damaging enemies or shielding allies.
- Arcane Comet: Hitting a champion with a spell hurls a damaging comet at them.
- Phase Rush: Hitting an enemy champion with 3 unique attacks or abilities grants a burst of Movement Speed.
Slot 1:
- Nullifying Orb: Gain a magic damage shield when low on health.
- Manaflow Band: Periodically your next ability used has its mana or energy cost refunded and restores some of your missing mana or energy.
- The Ultimate Hat: Gain cooldown reduction and max cooldown reduction on your ultimate. This is increased further each time you use your ultimate, up to a maximum. 
Slot 2:
- Transcendence: Gain 10% CDR when you reach level 10. Excess CDR becomes AP or AD (Adaptive).
- Celerity: Gain 3% extra MS. Gain extra AP or AD based on your bonus Movement Speed.
- Absolute Focus: While above 70% health, gain up to +40 Ability Power or +28.0 Attack Damage, Adaptive (based on level).
Slot 3:
- Scorch: Your first ability hit every 20 seconds burns champions.
- Waterwalking: Gain Movement Speed and AP or AD (Adaptive) in the river.
- Gathering Storm: Gain increasing amounts of AD or AP (Adaptive) over the course of the game.

- Grasp of the Undying: Every 4 seconds your next attack on a champion deals bonus damage, heals you, and permanently increases your health.
- Guardian: Shield nearby allies when they take damage.
- Aftershock: After immobilizing an enemy champion gain defenses and later deal a burst of damage around you.
Slot 1:
- Perseverance: After casting a Summoner Spell, gain Tenacity and Slow Resistance for a moderate duration. Then, increase your bonus Armor and Magic Resist for each Summoner Spell on cooldown.
- Demolish: Charge up a powerful attack against a tower while near it.
- Font of Life: Impairing the movement of an enemy champion marks them. You and your allies heal when attacking champions you’ve marked. 
Slot 2:
- Iron Skin: Gain 3 Armor. Whenever you heal for at least 20 health or from a consumable’s effect, increase your Armor by five percent for three seconds. 
- Mirror Shell: Gain 3 Magic Resist. Whenever you heal for at least 20 health or from a consumable’s effect, increase your Magic Resist by five percent for three seconds. 
- Conditioning: After 10 minutes gain 6 Armor and 6 Magic Resist and increase your total Armor and Magic Resist by five percent. 
Slot 3:
- Overgrowth: Every 10 monsters or enemy minions that die near you permanently increase your health by 0.2 percent. 
- Revitalize: Heals and shields are 5% stronger and increased by an additional 10 percent on targets below 40 percent health.
- Second Wind: Restore health over time based on your missing health.

- Glacial Augment: Your first attack against an enemy champion slows them (per unit cooldown). Slowing champions with active items shoots a freeze ray at them, creating a lingering slow zone.
- Kleptomancy: Your first 2 attacks after using an ability is enchanted. If it hits a champion, you get extra gold and a chance to get a consumable item.
- Unsealed Spellbook: Get Summoner Shards and exchange them at the shop to change your Summoner Spells.
Slot 1:
- Hextech Flashtraption: While Flash is on cooldown it is replaced by Hexflash. Hexflash: Channel then blink to a new location. 
- Biscuit Delivery: Get a free Biscuit every 3 minutes, until 12 minutes. Biscuits heal and permanently increase your max mana. 
- Perfect Timing: Gain a free Stopwatch. Stopwatch has a one time use Stasis active.
Slot 2:
- Magical Footwear: You get free boots at 10 minutes but you cannot buy boots before then. These boots give additional Movement Speed.
- Future’s Market: You can enter debt to buy items.
- Minion Dematerializer: Start the game with 6 Minion Sojourners. Killing minions with the item gives permanent bonus damage vs. that minion type. 
Slot 3:
- Cosmic Insight :+5% Cooldown Reduction, +5% Max Cooldown Reduction, +5% Summoner Spell Cooldown Reduction, +5% Item Cooldown Reduction.
- Approach Velocity: Bonus Movement Speed towards nearby allies that are CC'ed or enemies that you CC.
- Celestial Body: +100 permanent Health at the cost of early champion damage.

In our next guides we will talk about all the different rune trees in detail.