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Season 8: RUNES REFORGED - Full Details + Video In-Game

Season 8: RUNES REFORGED - Full Details + Video In-Game

Updated on October 20, 2017
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League of Legends Build Guide Author Zoose Build Guide By Zoose 57,341 Views 1 Comments
57,341 Views 1 Comments League of Legends Build Guide Author Zoose Build Guide By Zoose Updated on October 20, 2017
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TABLE OF CONTENTS

Paths & Keystones


Runes




Riot is combining runes and masteries into a single, streamlined system that you can use to adapt and customize your playstyle in champ select. Runes Reforged concentrates your pre-game power into a focused set of options, so every choice matters more. All 60 of the new runes are free. This means the current Runes & Masteries will retire at the end of season 7.

Whether you're reading this to get a head start for next season, or just curious about all the changes, this guide will be constantly updated from the PBE. If you have any questions or are curious about a certain keystone/rune or any change in Season 8, let me know by commenting on this guide! Good luck with the end of season climb and let's prepare for Season 8!


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The Precision path is mostly for ADC's / Marksman. It's based heavily on Auto-Attacks and Sustained AD damage. Some Keystones and Runes will look familiar, while others are completely new.


PRECISION KEYSTONES



Press the Attack



Hitting an enemy champion with 3 consecutive basic attacks will deal 30 - 120 bonus adaptive damage (based on level) and expose them causing them to take 12% more damage from all sources for 6 seconds.







Lethal Tempo



1.5 seconds after damaging a champion, gain 30-80% Attack Speed (based on level) for 3 seconds. Attacking a champion extends the effect to 6 seconds. Lethal Tempo allows you to temporarily exceed the attack speed limit, and has a six second cooldown.

This will heavily benefit late-game hyper carries like Kog’maw, Twitch and Tristana.







Fleet Footwork



Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized. Energized attacks heal you for 5 - 50 (+0.10 Bonus AD, +0.20 AP) and grant 30% increased movement speed for 1 second. Fleet Footwork deals no damage to Monsters. Healing is 60% effective when used on a minion.

This is very similar to Warlord’s Bloodlust.







PRECISION RUNES


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Overheal
50% of excess healing becomes a decaying shield, for up to 30 + 8% of your total health. Shield is built up from 30% of excess healing from self, or up to 300% of excess healing from allies (based on level).

This is similar to Bloodthirster’s passive.


Triumph
Takedowns restore 15% of your missing health and grant an additional 25 gold.

Similar to Dangerous Game, but it grants gold as well.


Presence of Mind
For 5 Seconds after gaining a level-up or takedown the mana you spend on abilities is fully restored.






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Legend: Alacrity
Gain 5% attack speed plus an additional 1.5% for every Legend stack (max 10).

Legend: Tenacity
Gain 5% tenacity plus an additional 1.5% for every Legend stack (max 10).

Legend: Bloodline
Gain 0.8% life steal for every Legend stack (max 10).


The previous three runes build from new ‘Legend’ stacks, which are gained as follows:

Gain Legend stacks for every 30 points earned:

20 points for champion takedowns
20 points for epic monster takedowns
4 points for large monster kills
1 points for minion kills







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Coup de Grace
Deal 5% more damage to champions who have less than 40% health. Additionally, takedown on champions grant 15 AD/AP for 10 seconds. This effect stacks.

Cut Down
Deal up to 8% more damage to champions based on how much more health they have than you.

Last Stand
Deal 5-12% more damage to champions while below 60% health.

These 3 are pretty much based on how much health you have compared to enemy champs. Each has a specific power and will depend on your champ and match-up.








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Domination is the primary path for Assassins, however, if you prefer an aggressive style, this could have the keystones and runes you're looking for.


DOMINATION KEYSTONES



Electrocute



Hitting a champion with 3 unique attacks or abilities within 2 seconds deals 50 - 220 (+0.50 bonus AD, +0.3 AP) bonus adaptive damage, with a 50-25 second cooldown.

This is similar to Thunderlord’s Decree, but it has a longer cooldown at earlier levels. It also requires you to get off three unique attacks extremely quickly, making it viable on a much smaller group of characters.








Predator



Enchants your boots with the active effect 'Predator.' Channelling for 1.5 seconds out of combat gains you 45% movement speed for 15 seconds. Damaging attacks or abilities end this effect, dealing 60 - 180 (+0.4 bonus AD)(+0.25 AP) bonus adaptive damage. It’s on a 180-120s second cooldown, and it goes on cooldown if interrupted while channeling.

I've tried this quite a few times on the PBE, and it feels like a superior version of Ghost. Pretty much a built in summoner spell on an active item, while having a little bit of damage as well.








Dark Harvest



Champions, large minions, and large monsters drop soul essence on death. Collecting souls, causes you ro becomes Soul Charged, which in turn causes your next attack on a champion or structure within 20 seconds (or 300 after 100 soul essence) to deal 60 - 100 (+0.15 bonus AD) (+0.1 AP) + soul essence collected bonus adaptive damage. Champion souls grant 10 soul essence. Monster souls grant 2 soul essence. Minion souls grant 5 soul essence.

After trying this a couple of times on the PBE, I noticed it took quite a while to stack these up. Very late-game orientated Keystone, rewarding patient scaling champions.







DOMINATION RUNES


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Zombie Ward
After killing an enemy ward, a friendly Zombie Ward is raised in its place. If you already had a ward in the brush where the Zombie Ward would spawn, it instead replaces your trinket for up to 30 seconds. Zombie Wards are visible, last for 180 seconds and don't count towards your ward limit.

Ghost Poro
Enter a brush to summon a poro after a brief channel (channel interupted by damage and casting other spells). The poro will stay behind to give you vision until you summon a new one.

If an enemy enters brush with a poro in it, they scare it away, putting this effect on a 30 seconds cooldown.

Eyeball Collection
Gain +1 Ability Power or +0.7 Attack Damage, Adaptive permanently on champion takedown, and half of that on ward takedowns, up to a total of 20 eyeballs. Upon completing your collection, gain 10 AP and 7 AD.

Three runes based around vision control and denying.






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Cheap Shot
Damaging champions with impaired movement or actions deals 12 - 30 bonus true damage (based on level). Four second cooldown.

Taste of Blood
Heal for 18-35 (+0.20 bonus AD, +0.1 AP) health when you damage an enemy champion. 20 second cooldown.

Great rune for sustain in lane, but will slowly become useless towards the end.

Sudden Impact
After exiting stealth or using a dash, leap, blink, teleport, damage a champion to gain 10 Lethality and 8 Magic Penetration for 5 seconds. 4 second cooldown.





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Next three runes are based on ‘Bounty Hunter’ stacks. They can be earned for unique champion takedowns, stacking up to five.

Ravenous Hunter
Heal for 2.5%, plus an extra 2.5% per Bounty Hunter stack, of the damage dealt by your abilities. Healing is reduced to one third on AoE abilities.

Ingenious Hunter
Gain 1% cooldown reduction on your active items, plus an additional 6% per Bounty Hunter stack (includes trinkets).

Relentless Hunter
Gain 8 out of combat movement speed plus 8 per Bounty Hunter stack.









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This is the primary path for Mages / AP Carries.


SORCERY KEYSTONES



Summon Aerie




Your attacks and abilities send Aerie to a target, damaging enemies for 20-60 based on level +0.1AP or +0.15 bonus AD, or shielding allies for 30-80 based on level +0.25AP or +0.25 bonus AD. You can pick up Aerie to reduce this rune’s cooldown.






Arcane Comet




Damaging a champion with an ability hurls a comet at their location, dealing 40 - 100 based on level (+0.2 AP and 0.35 bonus AD), on a 20-8 second cooldown. While on cooldown, damaging a champion with an ability reduces Arcane Comet's cooldown by 15% (5% for damage-over-time effects).






Phase Rush




Hitting an enemy champion with 3 unique attacks or abilities within 3 seconds grants 15-40% Movement Speed based on level for 3 seconds. Melee champions will also gain 75% Slow Resistance for the duration. 15 second cooldown.





SORCERY RUNES


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Nullifying Orb
At 30% health gain a magic damage shield blocking 40 - 120 damage based on level (+10% AP or +15% AD). 60 second cooldown.

Manaflow Band
Every 60 seconds, your next ability used has its mana or energy cost refunded, and restores 8% of your missing mana or energy.

The Ultimate Hat
Your ultimate's cooldown is reduced by 5%. This number is increased by 2.0% each time your ultimate goes on cooldown. Stacks up to 5 times.






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Transcendence
Gain 10% CDR when you reach level 10. Each percent of CDR exceeding the CDR limit is converted to +2 Ability Power or +1.4 Attack Damage.

10% CDR for free is a pretty good deal, worth about 400 gold in monetary terms. The bonus AP/AD is basically useless though, as it should never be worth more than 10-20 AP if you’re building efficiently.

Celerity
Gain 3% increased Movement Speed and add 8% of your Bonus Movement Speed to your AP or AD.

Absolute Focus
While above 70% health, gain up to +40 Ability Power or +28.0 Attack Damage.






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Waterwalking
Gain 25 Movement Speed and up to +30 Ability Power or +21.0 Attack Damage, (based on level) when in the river.

Gathering Storm
Every 10 minutes, gain AP or AD. At 10 minutes you’ll have an extra 8 AP or 6 AD, at 30 you’ll have 48 AP or 34 AD. At the 60 minute mark, you’ll have an extra 168 AP or 118 AD.

Scorch
Your next ability hit sets champions on fire dealing 20-60 bonus magic damage based on level. 20 second cooldown.

Similar to Deathfire Touch mastery.








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The Resolve path is designed for Tanks.


RESOLVE KEYSTONES



Grasp of the Undying




Every 4 seconds in combat, your next basic attack on a Champion will:

Deal bonus damage equal to 3% of your max health. Heal you for 1.5% of your max health. Permanently increase your health by 5. For ranged champions, damage and healing are halved, and you’ll gain 2 health instead of 5.






Guardian




Right clicking an allied champion places a guard on that ally for 3 seconds. Before you or that ally would take damage, you're both granted a shield of 110 - 250 +(0.15 AP) + (+10% bonus health) for 2.5 seconds. 45 second cooldown, 6 seconds if the shield doesn't activate.







Aftershock




After immobilizing an enemy champion, increase your current Armor and Magic resist by 20 + 30% for 2.5 seconds. Then, after 2.5 deal 40-140 (+3.5% of your maximum health) damage to nearby enemies. 20 second cooldown.







RESOLVE RUNES


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Perseverance
After casting a Summoner Spell, gain 25% Tenacity and 25% Slow Resistance for 10 seconds. Increase your bonus Armor and Magic resist by 7% for each Summoner Spell on cooldown.

Demolish
Charge up a powerful attack against a tower over 4 seconds, while within 600 range of it. The charged attack deals 125 (+30% of your max health) bonus physical damage. 60 second cooldown.

Font of Life
Impairing the movement of an enemy champion marks them for 4 seconds. Ally champions who attack marked enemies heal for 5 + 1.0% of your max health. Healing is reduced to a third for your own attacks.







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Iron Skin
Gain 4 Armor. Whenever you heal for at least 20 health or from a consumable's effect, increase your Armor by 5% for 3 seconds.

Mirror Shell
Gain 4 Magic Resist. Whenever you heal for at least 20 health or from a consumable's effect, increase your Magic Resist by 5% for 3 seconds.

Conditioning
After 10 minutes gain 6 Armor and 6 Magic Resist and increase your total Armor and Magic Resist by 5%.







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Revitalize
Heals and shields are 5% stronger and increased by an additional 10% on targets below 40% health.

Second Wind
After taking damage from an enemy champion heal for 4% of your missing health over 10 seconds.

Overgrowth
Every 10 monsters or enemy minions that die near you permanently increase your max health by 0.2%.










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By far the most interesting keystones and runes. Made primary for supports, it also allows some crazy strats to be tested out pre-season.


INSPIRATION KEYSTONES



Glacial Augment




Basic attacking a champion slows them for 2 seconds (6-3 second per-unit cooldown). The slow increases in strength over its duration. Ranged attacks slow by up to 25% - 40%, while melee attacks slow by up to 35% - 50%. Slowing a champion with active items shoots a freeze ray through them, freezing the nearby ground for 5 seconds, slowing all units inside by 50% (max 3 rays per item use).







Summoner Specialist





Gain 15% Summoner Spell cooldown reduction and you can swap one of your Summoner Spells to a different one at the shop for 1 Summoner Shard. Gain your first Summoner Shard at 2 minutes, and another every 6 minutes after. (Max 2 shards)

(Buying a Smite won't grant access to Smite items, and you cannot have two of the same Summoner Spells).






Kleptomancy





Kleptomancy is the name for the one remaining unconfirmed Rune. After using an ability, your next attack grants bonus gold. There's a chance you'll also gain a consumable.






INSPIRATION RUNES


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Hextech Flashtraption
While Flash is on cooldown it is replaced by Hexflash. Hexflash: Channel for 2.5 seconds to blink to a new location. 20 second cooldown, goes on a 10 second cooldown when you enter champion combat.

Biscuit Delivery
Gain a Total Biscuit of Everlasting Will every 3 minutes, until 12 minutes. Biscuits restore 15% of your missing health and mana and increase your mana cap by 40 mana permanently. Champions without mana restore 20% missing health instead.

Perfect Timing
Start the game with a Commencing Stopwatch that transforms into a Stopwatch after 6 minutes. Stopwatch has a one time use Stasis effect. Reduces the cooldown of Zhonyas Hourglass, Guardian Angel, and Gargoyle's Stoneplate by 15%.





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Magical Footwear
You get free Slightly Magical Boots at 10 minutes, you cannot buy boots before then. Slightly Magical Boots give you an additional +10 movement speed and upgrades for 50 gold less.

Future's Market
You can enter debt to buy items. The amount you can borrow increases over time.

Debt limit: 150 + 5/minute. Lending Fee: 50 gold per item.

Minion Dematerializer
Start the game with 6 Minion Sojourners that kills and absorbs lane minions instantly. Minion Sojourners are on cooldown for the first 155 seconds of the game. Absorbing a minion increases your damage by +4% against that type of minion permanently, and an extra +1% for each additional minion of that type absorbed.





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Cosmic Insight
+5% Cooldown Reduction, +5% Max Cooldown Reduction, +5% Summoner Spell Cooldown Reduction, +5% Item Cooldown Reduction.

Approach Velocity
Gain 10% Movement Speed towards nearby allies that are CC'ed or enemies that you CC, within 1000 units.

Celestial Body
100 Health permanently, - 10% Damage to Champions until 10 minutes.





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