Runes
Every rune path, keystone and stat shard.
Domination
Keystones

Electrocute
Hitting a champion with 3 separate attacks or abilities in 3s deals bonusadaptive damage .Hitting a champion with 3 separate attacks or abilities within 3s deals bonusadaptive damage .
Damage: 70 - 240 (+0.1 bonus AD, +0.05 AP) damage.
Cooldown: 20s
'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'
Dark Harvest
Damaging a low health champion inflictsadaptive damage and harvests a soul from the victim.Damaging a Champion below 50% health dealsadaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 11.
Dark Harvest damage: 30 (+11 damage per soul) (+0.1 bonus AD) (+0.05 AP)
Cooldown: 35s (resets to 1.0s on takedown)
Hail of Blades
Gain a large amount of Attack Speed andbonus true damage for the first 3 attacks made against enemy champions.Gain 90% (60% for ranged champions) Attack Speed andbonus true damage when you attack an enemy champion for up to 3 attacks.
No more than 3s can elapse between attacks or this effect will end.
Cooldown: 10s.
On-Hit Damage: 2 - 20 (+0.12 bonus AD, +0.1 AP) damage.Attack resets increase the attack limit by 1.
Allows you to temporarily exceed the Attack Speed limit.

Cheap Shot
Deal bonus true damage to enemy champions withimpaired movement or actions .Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level).
Cooldown: 4sActivates on damage occurring after the impairment. 
Taste of Blood
Heal when you damage an enemy champion.Heal when you damage an enemy champion.
Healing: 16-40 (+0.1 bonus AD, +0.05 AP) health (based on level)
Cooldown: 20s
Sudden Impact
Damaging basic attacks and abilities deal bonus true damage to enemy champions after using a dash, leap, blink, teleport, or when leaving stealth.Damaging basic attacks and abilities deal a bonus20 - 80 True Damage based on level to enemy champions after using a dash, leap, blink, teleport, or when leaving stealth for 4s.
Cooldown: 10s

Sixth Sense
On a long Cooldown, automatically sense a nearby untracked and unseen ward, tracking it for the team.
Level 11: Also reveal the ward for 10s.Automatically sense a nearby untracked and unseen ward, tracking it for the team.
Level 11: Also reveal the ward for 10s.
This effect has a 250 second Cooldown.
Grisly Mementos
Collect 1 memento on championtakedowns , up to 18 total.
Gain 6 Trinket Haste for each collected.Collect 1 memento on championtakedowns , up to 18 total.
Gain 6 Trinket Haste for each collected. In game modes where vision Trinkets do not exist, instead gain 3 Summoner Spell Haste.
Deep Ward
Your wards in the enemy jungle areDeep , gaining Health and Duration.
Level 9: Wards in the river are alsoDeep .Your wards in the enemy jungle areDeep .Deep wards gain +1 extra Health and +[30 - 45]s increased duration (+[45 - 150]s for Trinket stealth wards).
Level 9: Wards in the river are alsoDeep .

Treasure Hunter
Uniquetakedowns grant additional gold the first time they are collected.Gain an additional50 gold the next time you collect a Bounty Hunter stack. Increase the gold gained by20 gold for each Bounty Hunter stack, up to130 gold .
Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
Relentless Hunter
Uniquetakedowns grant permanent out of combatMS .Gain8 Move Speed out of combat per Bounty Hunter stack. Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
Ultimate Hunter
Uniquetakedowns grant permanent cooldown reduction on your Ultimate.Your ultimate gains 6 Ability Haste, plus an additional 5 Ability Haste per Bounty Hunter stack. Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
Inspiration
Keystones

Glacial Augment
Immobilizing an enemy champion will cause 3 glacial rays that slow nearby enemies and reduce their damage to your allies.Immobilizing an enemy champion will cause 3 glacial rays to emanate from them towards you and other nearby champions, creating frozen zones for 3 (+ the immobilizing effect's duration) seconds that slow enemies for 20% (+90% per 100% Heal and Shield Power) (+6% per 100 Ability Power) (+7% per 100 bonus Attack Damage) and reduce their damage by 15% against your allies (not including yourself).
Cooldown: 25s
Unsealed Spellbook
Swap Summoner Spells while out of combat. Swapping to unique Summoner Spells will increase the rate at which you can make future swaps.Swap one of your equipped Summoner Spells to a new, single use Summoner Spell. Each unique Summoner Spell you swap to permanently decreases your swap cooldown by 25s (initial swap cooldown is @f3@ seconds).
Your first swap becomes available at 6 mins.
Summoner Spells can only be swapped while out of combat.
After using a swapped Summoner Spell you must swap 3 more times before the first can be selected again.
Smite damage increases after two Summoner Spell swaps.
First Strike
When you initiate champion combat, deal 7% extra damage for 3 seconds and gain gold based on damage dealt.Attacks or abilities against an enemy champion within 0.25s of entering champion combat grant 10 gold and First Strike for 3 seconds, causing you to deal7% extradamage against champions, and granting50% (35% for ranged champions) of bonus damage dealt asgold .
Cooldown:25 - 15 s

Hextech Flashtraption
While Flash is on cooldown it is replaced by Hexflash.
Hexflash: Channel, then blink to a new location.While Flash is on cooldown it is replaced by Hexflash.
Hexflash: Channel for 2s to blink to a new location.
Cooldown: 20s. Goes on a 10s cooldown when you enter champion combat.
Magical Footwear
You get free boots at 12 min but you cannot buy boots before then. Eachtakedown you get makes your boots come 45s sooner.You get free Slightly Magical Footwear at 12 min, but you cannot buy boots before then. For each takedown you acquire the boots 45s sooner.
Slightly Magical Footwear grants you an additional10 Move Speed .
Cash Back
Get some gold back when you purchase Legendary Items.Get 7.5% Gold back when you purchase Legendary Items.

Triple Tonic
Upon reaching level 3, gain an Elixir of Avarice.
Upon reaching level 6, gain an Elixir of Force.
Upon reaching level 9, gain an Elixir of Skill.Upon reaching level 3, gain an Elixir of Avarice.
Upon reaching level 6, gain an Elixir of Force.
Upon reaching level 9, gain an Elixir of Skill.
Time Warp Tonic
Potions grant some restoration immediately.Consuming a potion grants 40% of its health restoration immediately.
Biscuit Delivery
Gain a free Biscuit every 2 min, until 6 min. Consuming or selling a Biscuit permanently increases your max health and restores health.Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 2 mins, until 6 min.
Biscuits restore 20 + 2% of your maximum health, increased by up to 100% based on missing Health. Consuming or selling a Biscuit permanently increases your max health by 30.

Cosmic Insight
+18 Summoner Spell Haste
+10 Item Haste+18 Summoner Spell Haste
+10 Item Haste
Approach Velocity
BonusMS towards nearby enemy champions that aremovement impaired , increased for enemy champions that you impair.Gain7.5% Move Speed towards nearby enemy champions that are movement impaired. This bonus is increased to15% Move Speed for any enemy champion that you impair.
Activation Range for CC from allies: 1000
Jack Of All Trades
For each different stat gained from items, gain one Jack stack. Each stack grants you1 Ability Haste .
Gain bonusAdaptive Force at 5 and 10 stacks.For each different stat gained from items, gain one Jack stack. Each stack grants you1 Ability Haste .
Gain 8 or 20 bonusAdaptive Force at 5 and 10 stacks, respectively.
Precision
Keystones

Press the Attack
Hitting an enemy champion 3 consecutive times deals bonus damage and amplifies your damage until you leave combat with champions.Hitting an enemy champion with 3 consecutive basic attacks deals 40 - 160 bonusadaptive damage (based on level) and amplifies your damage dealt by 8% until you leave combat with champions.
Lethal Tempo
Attacking an enemy champion grants you Attack Speed, up to 6 stacks. At max stacks, dealbonus adaptive damage On-Attack.Attacking an enemy champion grants you [6% Melee || 4% Ranged] Attack Speed for 6 seconds, up to 6. At max stacks, deal [9 - 30 Melee || 6 - 24 Ranged]bonus adaptive damage On-Attack, increased by 1% per 1% Bonus Attack Speed .
Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack heals you and grants increasedMS .Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized
Energized attacks heal you for 15 - 160 (+0.1 Bonus AD, +0.05 AP) and grant20% Move Speed for 1s.
For Ranged Champions, Healing is 60% effective and Move Speed is 75% effective. All healing is 15% effective against Minions.
Conqueror
Gain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions.Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 5s, gaining 1.8-4Adaptive Force per stack. Stacks up to 12 times. Ranged champions gain only 1 stack per basic attack.
When fully stacked, heal for 8% of the damage you deal to champions (5% for ranged champions).

Absorb Life
Killing a target heals you.Killing a target heals you for @HealAmount@.
Triumph
Takedowns restore 5% of your missing health and grant an additional 20 gold.Takedowns restore 5% of your missing health, 2.5% of your max health, and grant an additional 20 gold.
'The most dangerous game brings the greatest glory.'
—Noxian Reckoner
Presence of Mind
Restore a small amount of mana or energy when damaging an enemy champion. Takedowns restore mana or energy.Damaging an enemy champion restores 6-50 (80% for ranged) mana or 6 energy.
Takedowns restore 15% of your maximum mana or energy.
Cooldown for damage restoration: 8s

Legend: Alacrity
Takedowns on enemies grant permanent Attack Speed.Gain 3% attack speed plus an additional 1.5% for every Legend stack (max 10 stacks ).
Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Legend: Haste
Takedowns on enemies grant permanent Basic Ability Haste.Gain 1.5 basic ability haste for every Legend stack (max 10 stacks ).
Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Legend: Bloodline
Takedowns on enemies grant permanent Life Steal, up to a cap. Once the cap is reached, increase your max health. Weaker earlier but stronger later game than other Legend Runes.Gain0.45% Life Steal for every Legend stack (max 15 stacks ). At maximum Legend stacks, gain85 max health .
Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.

Coup de Grace
Deal more damage to low health enemy champions.Deal 8% more damage to champions who have less than 40% health.
Cut Down
Deal more damage to high health enemy champions.Deal 8% more damage to champions who have more than 60% health.
Last Stand
Deal more damage to champions while you are low on health.Deal 5% - 11% increased damage to champions while you are below 60% health. Max damage gained at 30% health.
Resolve
Keystones

Grasp of the Undying
Every 4s your next attack on a champion deals bonus magic damage, heals you, and permanently increases your health.Every 4s in combat, your next basic attack on a champion will:- Deal bonus magic damage equal to 3.5% of your max health
- Heal you for 1.3% of your max health
- Permanently increase your health by 5
Ranged Champions: Damage, healing, and permanent health gained are 40% effective. 
Aftershock
Afterimmobilizing an enemy champion gain defenses and later deal a burst of magic damage around you.After immobilizing an enemy champion, increase your Armor and Magic Resist by 45 + 75% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.
Damage: 25 - 120 (+8% of your bonus health)
Cooldown: 20s
Resistance bonus from Aftershock capped at: 80-150 (based on level)
Guardian
Guard allies you cast spells on and those that are very nearby. If you or a guarded ally would take damage based on level, you're both granted a shield.Guard allies within 350 units of you, and allies you target with spells for 2.5s. While Guarding, if you or the ally take more than a small amount of damage over the duration of the Guard, both of you gain a shield for 1.5s.
Cooldown:75 - 40 seconds
Shield:40 - 150 +20% of your ability power +6% of your bonus health
Proc Threshold:50 - 165 postmitigation damage

Demolish
Your third attack against turrets deals bonus damage.Your third attack against towers deals [85 (+28% max Health) Melee || 50 (+20% max Health) Ranged] bonus physical damage.
Cooldown: 30s
Font of Life
Impairing the movement of an enemy champion heals nearby allied champions.Impairing the movement of an enemy champion restores@BaseHeal@ Health to you and the lowest health nearby allied champion.
70% effect for Ranged Users.
Cooldown: 20s
Shield Bash
Whenever you gain a shield, your next basic attack against a champion deals bonusadaptive damage.Whenever you gain a new shield, your next basic attack against a champion deals5 - 30 (+2.5% Bonus Health) (+15.0% New Shield Amount) bonusadaptive damage.
You have up to 2s after the shield expires to use this effect.

Conditioning
After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.
Second Wind
After taking damage from an enemy champion heal back some missing health over time.After taking damage from an enemy champion, heal for 4% of your missing health over 10s.
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 (based on level) less damage.
Duration: 1.5s
Cooldown: 55sAfter taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 (based on level) less damage.
Duration: 1.5s
Cooldown: 55s

Overgrowth
Gain permanent max health when minions or monsters die near you.Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.
When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.
Revitalize
Gain 5% Heal and Shield Power.
Heals and shields you cast or receive are 10% stronger on targets below 40% health.Gain 5% Heal and Shield Power.
Heals and shields you cast or receive are 10% stronger on targets below 40% health.
Unflinching
Gain Armor and Magic Resist when receiving crowd control.Gain 10 Armor and Magic Resist when crowd controlled and for 2 seconds after.
Sorcery
Keystones

Summon Aery
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.Damaging enemy champions with basic attacks or abilities sends Aery to them, dealing 10 - 50 based on level (+0.05 AP ) (+0.1 bonus AD ).
Empowering or protecting allies with abilities sends Aery to them, shielding them for 20 - 100 based on level (+0.05 AP ) (+0.1 bonus AD ).
Aery cannot be sent out again until she returns to you.
Arcane Comet
Damaging a champion with an ability hurls a damaging comet at their location.Damaging a champion with an ability hurls a comet at their location, dealing increased damage based on distance.Adaptive Damage : 15 - 100 based on level (+0.05 AP and+0.1 bonus AD )
Cooldown: 20 - 8s
Damage amplification scales up to 100% at 750 range.
Stormraider's Surge
Dealing 25% of a champion's maximum health grants a burst ofMS and Slow Resist.Dealing 25% of a champion's maximum health within 3s grants48% Move Speed and50% Slow Resistance for 4s. Move Speed is 75% effective for ranged champions.
Cooldown: 20s - 10s
Deathfire Touch
Damaging a champion with an ability burns them over time.Damaging a champion with an ability burns them for 3 - 12 based on level (+2.5% AP ) (+7% bonus AD ) magic damage per second. After burning for 3 seconds, the damage of the burn increases by 75% while they remain on fire.
Duration:
Single Target: 4s
Area of Effect: 2s
Damage over Time: 1s

Axiom Arcanist
Your Ultimate has increased damage, healing, and shielding. Scoring a takedown on an enemy champion reduces your Ultimate's current cooldown.Your Ultimate has 12% increased damage, healing, and shielding.
(AoE damage is reduced to a 8% increase)
Scoring a takedown on an enemy champion reduces your Ultimate's current cooldown by 7%.
Manaflow Band
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Cooldown: 15 seconds
Nimbus Cloak
After casting a Summoner Spell, gain a shortMove Speed increase that allows you to pass through units.After casting a Summoner Spell, gain aMove Speed increase that lasts for 2s and allows you to pass through units.
Increase:15% - 45% Move Speed based on the Summoner Spell's cooldown. (Higher cooldown Summoner Spells grant moreMove Speed ).

Transcendence
Gain bonuses upon reaching the following levels:
Level 5: +5Ability Haste
Level 8: +5Ability Haste
Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.Gain bonuses upon reaching the following levels:
Level 5: +5Ability Haste
Level 8: +5Ability Haste
Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.
Celerity
AllMove Speed bonuses are 7% more effective on you and gain1% Move Speed .All movement bonuses are 7% more effective on you and gain1% Move Speed .
Absolute Focus
While above 70% health, gain extraadaptive damage .While above 70% health, gain anadaptive bonus of up to 18 Attack Damage or 30 Ability Power (based on level).
Grants 1.8 Attack Damage or 3 Ability Power at level 1.

Scorch
Your first damaging ability hit every 10s burns champions.Your next damaging ability hit sets champions on fire dealing 20 - 40 bonus magic damage based on level after 1s.
Cooldown: 10s
Waterwalking
GainMS and AP or AD,adaptive in the river.Gain10 Move Speed and13 - 30 Adaptive Force (based on level) when in the river.
May you be as swift as the rushing river and agile as a startled Rift Scuttler.
Gathering Storm
Gain increasing amounts of AD or AP,adaptive over the course of the game.Every 10 min gain AP or AD,adaptive .
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
etc...