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Runes

Every rune path, keystone and stat shard.

Domination

Keystones

  • Electrocute
    Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage.
    Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive 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 inflicts adaptive damage and harvests a soul from the victim.
    Damaging a Champion below 50% health deals adaptive 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 and bonus true damage for the first 3 attacks made against enemy champions.
    Gain 90% (60% for ranged champions) Attack Speed and bonus 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 with impaired movement or actions.
    Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level).

    Cooldown: 4s
    Activates 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 bonus 20 - 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 champion takedowns, up to 18 total.

    Gain 6 Trinket Haste for each collected.
    Collect 1 memento on champion takedowns, 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 are Deep, gaining Health and Duration.

    Level 9: Wards in the river are also Deep.
    Your wards in the enemy jungle are Deep. 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 also Deep.
  • Treasure Hunter
    Unique takedowns grant additional gold the first time they are collected.
    Gain an additional 50 gold the next time you collect a Bounty Hunter stack. Increase the gold gained by 20 gold for each Bounty Hunter stack, up to 130 gold.

    Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
  • Relentless Hunter
    Unique takedowns grant permanent out of combat MS.
    Gain 8 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
    Unique takedowns 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 deal 7% extra damage against champions, and granting 50% (35% for ranged champions) of bonus damage dealt as gold.

    Cooldown: 25 - 15s
  • 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. Each takedown 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 additional 10 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
    Bonus MS towards nearby enemy champions that are movement impaired, increased for enemy champions that you impair.
    Gain 7.5% Move Speed towards nearby enemy champions that are movement impaired. This bonus is increased to 15% 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 you 1 Ability Haste.

    Gain bonus Adaptive Force at 5 and 10 stacks.
    For each different stat gained from items, gain one Jack stack. Each stack grants you 1 Ability Haste.

    Gain 8 or 20 bonus Adaptive 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 bonus adaptive 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, deal bonus 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 increased MS.
    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 grant 20% 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 1.8-4 Adaptive 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.
    Gain 0.45% Life Steal for every Legend stack (max 15 stacks). At maximum Legend stacks, gain 85 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
    After immobilizing 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 bonus adaptive damage.
    Whenever you gain a new shield, your next basic attack against a champion deals 5 - 30 (+2.5% Bonus Health) (+15.0% New Shield Amount) bonus adaptive 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: 55s
    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: 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 of MS and Slow Resist.
    Dealing 25% of a champion's maximum health within 3s grants 48% Move Speed and 50% 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 short Move Speed increase that allows you to pass through units.
    After casting a Summoner Spell, gain a Move 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 more Move Speed).
  • Transcendence
    Gain bonuses upon reaching the following levels:
    Level 5: +5 Ability Haste
    Level 8: +5 Ability Haste
    Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.
    Gain bonuses upon reaching the following levels:
    Level 5: +5 Ability Haste
    Level 8: +5 Ability Haste
    Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.
  • Celerity
    All Move Speed bonuses are 7% more effective on you and gain 1% Move Speed.
    All movement bonuses are 7% more effective on you and gain 1% Move Speed.
  • Absolute Focus
    While above 70% health, gain extra adaptive damage.
    While above 70% health, gain an adaptive 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
    Gain MS and AP or AD, adaptive in the river.
    Gain 10 Move Speed and 13 - 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...

Stat shards

Adaptive Force
Attack Speed
Ability Haste
Adaptive Force
Move Speed
Health Scaling
Health
Tenacity and Slow Resist
Health Scaling