Tag: rune choice

LoL: Support Runes

Support rune page.As my ELO has improved it’s become increasingly important to have a good mix of tank, support, and DPS on a team. I’m plenty willing to fill that role for my team, so I like to have a good rune page to support it. The problem is, I like to play a lot of different toons, so I like my rune pages to be applicable to just about anyone. That’s a tough thing to pull off for support, but here’s what I’m working with.

For now, I focus on CD reduction and a little mana regen and some armor. The last is because I was playing an armor stack Rammus for a bit (lot of fun if you haven’t tried it – just make sure you itemize properly against mages). With my 9/0/21 mastery, I’m sitting at almost 20% cooldown reduction, which is great for someone like Alistar or Rammus. I tend to use this page for toons like Blitzcrank and Nasus if I’m playing support as well. The real frustration comes from the red runes. There just isn’t much that makes sense for a lot of toons. Most of the support/utility marks are such low percentages that spending the IP doesn’t make sense.

I’ll probably continue to mess with various setups using Tier 1 or 2 runes, just to see what I like. I would hope for a mark buff, but I don’t think that’s very likely. What do you like to go for? Magic Resist? Armor? The scaling buffs?

LoL Basics: Crit chance or crit damage?

Warwick showing TF some love.Today I’ve got another rune discussion for you, branching off the magic penetration guide I made the other day. If you’re a physical DPS player – Ashe, Warwick, Twitch – you’re going to be going after critical strike items, typically culminating with Infinity Edge. Few things are quite as fun as burning down a Fiddlesticks with a few quick crits. So how should you spend your IP: critical strike chance runes or critical damage?

There are two sides of the debate. For critical damage, the idea is that you are increasing your damage by means only available on two items in the game: Sword of the Occult and Infinity Edge. Those are the only method by which you can increase your critical damage and one, the Sword of the Occult, can be fairly unreliable. If you’re a Shaco player, crit damage can be invaluable as it increases the damage caused by Deceive. Early game you can nearly one-shot players if you have a full crit damage page.

But crit damage runes are expensive. Very expensive. The crit chance folks would argue that crit chance has wider application and can more effective swing the early game in your favor. Bumping your crit chance by as much as 20% means you should win almost every stand and fight situation at level 1, and your harassment gets a big boost too. It’s easy to scare someone off with a few early 120+ hits. As abundant as critical chance items are, you could easily make the argument that runes allow you to forego some of those items in favor of damage, which could in turn lead to more Bloodthirster stacks, which gets very scary for the other team.

For my IP points, I’d go for crit chance. They’re cheap, provide a solid benefit, and can help push you toward a few more wins until you’ve got the IP to upgrade to crit damage.

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