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BUILD GUIDE: [S4] Guide to Standard Rune and Mastery Pages by BrilliantRebirth

by BrilliantRebirth (last updated 9 months ago)

7,763,776 Views 13 Comments

Introduction

Hello, and welcome to my first guide covering some examples of generic runes and mastery page setups. This is meant to help newer players with setting up some pages that are simple and effective, as well as point out some combinations that aren't as well-known that could potentially be powerful. In each chapter, I'll outlay some common setups by certain roles, such as AD Carry, AP Carry, etc.

As for who I am, I am just a Season 3 Gold V player (mainly stopped after getting the rewards, honestly), and a Season 2 Silver player that watches high-level play and high-ranked players' streams often. This guide is a combination of what I see and what I practice in my games.

Please keep in mind this is still under construction for Season 4. As we are still in Preseason, this is a work-in-progress / under construction until we are into Season 4. For now, the basic stuff is in!

Update Log:
  • 4/4/2013 - Expanded information, reworked some mastery pages, added in images to help make the guide feel a bit more smooth. Also cleaned up overall structure a bit.
  • 7/24/2013 - Huge delay in updating. Basically revamped the AD carry section a bit; may work on the other sections later.
  • 11/24/2013 - Season 4 is here. I slightly updated a few of the chapters, but am not sure how much more I will update. I may wait until later in the season. For now, the rune pages are still relevant.
  • 11/27/2013 - Season 4 updates have been applied to AD Fighter / Marksman / Assassins sections for runes and masteries. Added rune page stuff to AP Carry sections. Will update later in the future most likely. Older pictures might be dead; if that is the case, use the text.
  • 11/27/2013 ~ 2 - Updated more today. Will likely finish the whole guide over the next 2-3 days. Fixed pictures so far for Season 4.
  • 11/27/2013 ~ 3 - All of the basic information for Preseason 4 is finished. As we go deeper into the Season, I will continue to update this, especially when the Rune rework happens. For now, I will update if I see anything interest that appears.
  • 12/1/2013 - New month, new experiments. I added some nifty Support pages since they are getting more popular if you want to try out new stuff. I changed the title again because I'm not entirely sure how to describe exactly what I am doing.
  • 12/17/2013 - Fixed guide structure a bit and added some new mastery pages.

The Most Basic Rune Page

These are the most basic runes that every role can use. You can easily use this page until you get more IP for more specialized runes for specific roles, which will be explained in later chapters.

Greater Mark of Attack Damage + Greater Quintessence of Attack Damage:
  • Perfect for early-game CSing and harassing. They fall off a little bit as the game goes on, but they are very helpful in the early game.

Greater Seal of Armor:
  • They are probably the beals Seals in the game because of how low starting Armor values are for champions. Auto attacks are huge early game, and reducing any damage is very helpful.

Greater Glyph of Magic Resist:
  • Same function as the Greater Seals of Armor. Magic damage usually has high bases, and mitigating as much as you can is very helpful early game. These runes are somewhat flexible, and can be swapped with Greater Glyph of Scaling Magic Resist if you so choose.

Sample Masteries

mastery 1 0/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 3/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
This is a sample ranged AD carry page. Further below will have justifications, explanations, among other things.

The AD Fighter / Marksman / Assassin

The AD Fighter / Marksman / Assassin role is one that typically stacks Attack Damage to deal damage with their auto attacks and their abilities which scale off of Attack Damage. They typically have high single target damage and rely on lifesteal for survivablity. Runes and masteries play an important part in strengthening their early game by giving them the defensive stats that they often do not purchase. Positioning and decision-making is paramount in this role. Since they build AD, they take down turrets very quickly, and have relevance throughout the entire game.

Some of the Fighters include Fiora, Master Yi, and Tryndamere.

Some of the Marksmen include Caitlyn, Ashe, Vayne, and Kog'Maw.

Some of the Assassins include Kha'Zix, Talon, and Zed.

AD Fighter / Marksman / Assassin - Rune Page Setups

Keep in mind that any Greater Glyph of Magic Resist can be exchanged with Greater Glyph of Scaling Magic Resist if you want to make your mid-late game stronger. Also note that a lot of bottom lane combinations have some form of Magic damage, but if you feel you can play safely enough until level 6-9, you gain much more survivability later in the game with scaling Magic Resist.

Flat AD



  • 9 Greater Mark of Attack Damage
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Attack Damage

This is the most common AD rune page popularized during a majority of Season 2. It provides 15.3 Attack Damage to make last hitting a breeze, as well as the general tanky runes for Armor and Magic Resist. You get a lot for your runes worth in this page.

This page has fallen out of favor recently because utility runes such as Lifesteal have grown in popularity. In addition, season 3 changes (which are still in season 4) have changed many things, allowing you to start a variety of different items such as Long Sword or Doran's Blade. The benefit of this rune page is it is a great starter page that works on anyone because it helps with auto-attack harass and last hitting. It is also great for bruisers because it provides so many up-front stats to improve your early game. I recommend this for someone just building up a rune page.

Armor Penetration



  • 9 Greater Mark of Armor Penetration
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Attack Damage

Season 3 gave us penetration changes where flat applies after percentage. This means that no amount of penetration becomes wasted. With this page, you can expect to deal more damage to champions in the mid-late game. There are drawbacks in using this page over others, though, and that would be harder last-hitting and no sustain via lifesteal. Still, for a champion that is all-in, this is a great page because you get great combat stats. It takes awhile for the damage change to really be noticeable, and really, it isn't worth that much of a trade of to run armor penetration runes unless you are comfortable last hitting.

Lifesteal



  • 9 Greater Mark of Attack Damage
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Lifesteal

This is the standard rune page for Season 3 and Season 4 AD Carry since lifesteal was nerfed so heavily. Lifesteal quints are incredibly effective when paired with the Doran's Blade start. You sustain very well and can trade well because you started Doran's Blade. You lose out on some raw damage, but your laning phase becomes a bit easier provided you can hit creeps to lifesteal. This setup can also be used on champions that eventually build AD and lifesteal later on, or just for champions that do not naturally have sustain that want an extra bit of it.

An alternative choice would be to run 1 AD quint and 2 Lifesteal quints. This gives you a bit more damage to secure last hits and trade better. 4% lifesteal is still a decent amount, and is good balance between damage and utility. Keep in mind that Doran's Blade for Ranged champions got nerfed, so you heal a bit less with only 4% lifesteal. I would not recommend running only 1 Lifesteal quint, however, as the value is too miniscule to matter at that point.

Movement Speed



  • 9 Greater Mark of Attack Damage
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Movement Speed

Movement speed quints have a slightly higher value in the beginning due to the season 3 movement speed changes, but because of the changes, many people are forgoing it for more damage. If you are in an all-in situation, movement speed quints do not add to your fighting abilities as much as extra AD would, thus they have fallen out of favor except in certain situations.

Movement speed quints are largely preference and can definitely potentially help you secure a kill or escape, but it is really hard to trade out the sustain from lifesteal quints or the raw damage from the AD quints. If you combine the Movement Speed quints with the Utility tree, you can get a devastating speed lead on your opponent. You'll get around +20 movement speed, which is like having boots! Then you can start off with an offensive item and try to snowball off that.

AD Fighter / Marksman / Assassin - Mastery Page Setups

The AD carry role typically takes 21 in offense and 9 points in either Defense or Utility. Whichever you choose largely depends on how mana-dependent the champion you are using the page for is, or how well you feel you can manage your mana. For Assassins and Fighters, this rule is largely the same. Some Assassins are mana-less, so going 9 in Defense is usually what they do. However, you can still dip into Utility if you want Movement Speed or reduced Summoner Spell cooldowns.

Below, I'll go over each mastery as well as my reasoning on whether or not to get it and why I choose to invest in it. If you are ever wondering why I chose to place points into certain masteries, refer to the notes up here.

Offense Tree
  • Double-Edge Sword: This mastery is fairly underwhelming, and I would avoid getting it. The reason being is it's kind of hard to judge 1.5% extra damage and it just overall does not feel worth it. If you are getting focused often, you basically take 1.5% x 5 more damage, which drastically reduces your survivability. You could argue that better positioning would help, but sometimes you're just going to take damage. If you're melee, it seems a bit better, but again, you will eventually take more damage than you actually deal, which makes it not worth it to me.
  • Fury: 5% attack speed is a pretty good investment. It makes up for your Attack Speed per Level not kicking in at level 1, and 5% is a little under half of a Dagger. I would advise getting 4 points in this because it makes your auto-attack animation smoother. It may not seem like much, but it really does help.
  • Sorcery: If you aren't as reliant on auto-attacks, 5% cooldown reduction is fine too. It's hard to even this out to 40% without wasting some of it, but 5% could help you in certain situations. Champions like Ezreal or Lucian can get this on top of Ionian Boots of Lucidity to get a quick 20% CDR.
  • Butcher: This is what I would put a point in over Double-Edged Sword. It helps you last hit early and adds a bit of extra damage when doing jungle camps and/or Dragon and Baron.
  • Feast: This mastery can be a great addition to sustaining in lane. The numbers are pretty small, but that's what masteries are. They aren't huge bonuses. It's nice to get this if you use Mana, even if it is only 1 mana per kill. This is purely a preference point.
  • Expose Weakness: If you don't need Butcher, you can put a point in this to deal a bit more damage. Your own damage increases as well, by 1%. No debuff icon shows for this effect, so you'll just have to keep in mind it only lasts for 3 seconds. This is mainly a preference point.
  • Brute Force: Obvious choice for us since we are AD champions. Equates to a Long Sword at level 18.
  • Martial Mastery: Another obvious choice. This is worth a little under 2 AD quints. Great for early game.
  • Spell Weaving: Situational choice. For Assassins, this is a good filler point, but for AD carries, it is highly situational. In some cases, you can get it on some AD carries (e.g. Corki, Ezreal, Lucian, etc.). It's not too bad of a point because you auto-attack a large amount anyways, but sometimes you need to use your skills immediately in trades.
  • Executioner: One of the better things we can put our points in. We are damage dealers, and we need to finish off targets quickly. This helps us by dealing 5% extra damage, which adds up.
  • Blade Weaving: I would only get this is you can reliably stack it and keep it up to get the bonus damage. Otherwise, it is too situational. For example, two champions that can stack it easily are Corki's Gatling Gun, and Miss Fortune's Make It Rain.
  • Warlord: This seems pretty underwhelming, and it is, but it helps us deal more damage, so we choose to get it. It definitely adds up as we get our items.
  • Dangerous Game: This mastery gives you a small boost in teamfight sustain as long as you get kills. If you don't, it doesn't do anything. Not entirely sure if it works off Assists, even though it says it doesn't; there have been instances where I've gotten it without getting the kill. This is purely a preference point.
  • Frenzy: Up to 15% attack speed is pretty good. It's a 1 pointer as well. You can opt to not get this, but I choose to since it helps later in the game and usually ends up stacking pretty well.
  • Devastating Strikes: 6% armor pen and magic pen is pretty good for us. It helps us deal more damage.
  • Havoc: The reason we go 21 points: to deal more damage. If you're already this far in the tree, might as well get it.

Defense Tree
  • Block: Great early game; negligible late game. Keep in mind this reduction applies BEFORE resistance calculations, so it is best early game. Think about it basically reducing the target's AD by 2. These are probably the best points to dip into if we choose Defense.
  • Recovery: Pretty mediocre, but it helps us a bit early game. Nothing better to get to advance further.
  • Enchanted Armor: If you want to wait for the late game for a bit more Armor and MR, you could try this, but it is pretty much unnoticeable. You get around 2-5 points at most.
  • Unyielding: This is a good one-pointer, especially for melee champions. This reduction applies after resistances, so it will always reduce 1 or 2 damage..
  • Veteran's Scars: The main reason people go the Defense tree. +36HP at level 1 is pretty good as it is a bit over 1 HP quint.
  • Juggernaut: This is basically a more late-game oriented version of Season 2 and 3's Durability. It's a better point investment than the other options available, and one of the reasons to go 9 into Defense. You get +30HP for every 1000 HP you have. Late game, this will usually give you +60 HP. Not a bad point, but it definitely takes awhile to feel its effects.

Utility Tree
  • Phasewalker: I get this point because it saves you a good amount of time in the long run. If you recall often (and you usually do in a game; at least 10-20 times), this saves you some time. This is a really underrated point, and often neglected, but there are definitely situations that this can help you in. You can trade it out for a point in Summoner's Insight if you wish.
  • Fleet of Foot: This equates to a Movement Speed quint, which is nice for us. I choose to get this because we need all of the movement speed we can get due to how hard it is for us to get a lot of.
  • Meditation: Mana regen helps us stay in lane longer and ensure we have mana to trade and perform all-ins better. These are one of the best reasons to invest into Utility. 3 Mana Regen per 5 usually equates to over 3 levels worth of mana regen, and is equivalent to a Faerie Charm.
  • Summoner's Insight: This is a trade-off that competes with Fleet of Foot and Meditation. 10% CDR for your summoner spells is pretty good, and can save your life and/or net you a kill with reduced cooldowns on Ignite, Barrier, or Flash.
  • Strength of Spirit: Not sure I would get this just yet, but it ends up being decent later on as a mastery, but overall, it's a pretty miniscule effect. Preference point.
  • Alchemist: Extends the duration of our potions and elixirs by 10%. This is a decent point, especially when you start buying Elixirs in the mid to late game. The potion part is a little bit helpful for lane.
  • Culinary Master: One of my favorite points. It just helps you sustain better. While you don't really use it much later in the game, in the early game, it is pretty helpful in keeping you topped off or for surprising people with the instant +20 HP heal. You can think of this as a miniature point in Veteran's Scars.
  • Runic Affinity: Extends buff duration. Does not work on Baron buff, though. Still, 30 seconds extra on Blue or Red could potentially help you bully lane if you manage to kill the enemy jungler. Later in the game, it also helps for when you are preparing for crucial fights. It seems unnoticeable, but Red buff adds a lot of damage. I personally choose to not get this because of Culinary Master.

21/9/0




Standard mastery page for champions that do not use mana or do not use mana as much. This can also just be used if you want to be a bit more tankier early game. I don't use this page often because of the nerfs to Defense tree early. You no longer gain resists, and just a bit of Health does not really justify it in my opinion.

21/0/9




Standard mastery page I generally use on champions that need mana a lot. I generally use this page more often because I just prefer the sustain it provides. You can stay in lane much longer, provided you carefully manage your resources. As stated above, you can get Summoner's Insight instead of one of the other options.

21/5/4



A page I have been testing that gives you a fair amount of all 3 trees. For sustaining in lane, it gives you Health Regen and Mana Regen. Feast is also chosen to give an extra boost in your laning. Everything else is for efficient trading and damage-dealing.

21/2/7




Another option if you want some of the utility. This page discards Alchemist + Culinary Master for Block. The amount of damage reduced / damage restored can be roughly the same, but Block will most likely edge it out in the beginning. If you don't use Mana and want a small bit of movement speed, this page is a viable choice.

The AP Carry Role

The AP Carry role, also known as the Ability Power Carry, is a magic damage-based champion that deals high burst and occasionally offers utility for your team. They are sometimes squishy, but deal high burst to assassinate squishy champions like AD carries. Their early game is solid, and they usually reach their highest point at the mid game when spells are the best ways to deal damage. While they do not fall off too hard late game, they do not deal as much consistent damage as an AD carry would, except in rare cases. They can be further classified as Mages or Fighters as well, but we will call them AP Carries for simplicity's sake.

Some examples are Ahri, Diana, Katarina, Orianna, and Twisted Fate.

AP Carry - Rune Page Setups

AP carries usually go mid and can change some of the usual runes to different choices. Common alternative runes used are:

Greater Seal of Mana Regen
  • If you are a mana-dependent champion that needs a lot of mana in addition to the utility tree.
Greater Seal of Scaling Health
  • More health protects against high-burst ability power champions; not as helpful lately due to the cheaper price of health and AD mid becoming more common.
Greater Glyph of Ability Power
  • probably the least effective glyphs since they get out-scaled early, but if you really need the raw AP for early game dominance, these are an option.
Greater Glyph of Scaling Ability Power
  • my usual other choice other than some form of Magic Resist; helps wave clear and deal more damage later in the game.

Depending on your champion, ability to position, and playstyle, different runes may suit you better. As with other roles, you can swap Greater Glyph of Magic Resist with Greater Glyph of Scaling Magic Resist if you are comfortable with it.

Standard




  • 9 Greater Mark of Magic Penetration or 9 Greater Mark of Hybrid Penetration
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist or 9 Greater Glyph of Scaling Ability Power
  • 3 Greater Quintessence of Ability Power

The general balanced rune page for most AP carries. You can choose either Magic Pen or Hybrid Pen. Hybrid Pen helps your auto attack harass, trading around 2 Magic Pen for 8 Armor Pen. Generally, the amount of auto-attacks you do will equate to more than the 2 extra Magic Pen. Ability Power quints are highly efficient and bolster your early game damage.

You can swap the Armor seals for HP per level seals, but keep in mind that armor is helpful to mitigate auto-attack harass and minion damage, as well as be a safer route against the growing popularity of the AD caster mid.

Magic Resist glyphs can be changed for Ability Power or Scaling Ability power to make your burst stronger, but most people grab some form of Magic Resist runes to make your damage less until you get more magic penetration later in the game. More AP helps your wave-clearing ability.

Movement Speed




  • 9 Greater Mark of Magic Penetration or 9 Greater Mark of Hybrid Penetration
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist or 9 Greater Glyph of Scaling Ability Power
  • 3 Greater Quintessence of Movement Speed

The other rune page mainly used by roamers or champions that need to close a distance quickly. You lose out on a chunk of early game damage, but your ability to chase and kite are improved. Movement speed quintessences are a little bit better due to the base movement speed changes in Season 3. Note that Movement Speed does not help you in all-in situations, but are there mainly for more utility.

AP Carry - Mastery Page Setups

The AP carry role usually takes 21 in offense and 9 in either Defense or Utility, much like the AD carry role. Occasionally, you will see different setups due to how different champions work. Most manaless champions take 9 in Defense, while those that rely on mana take 9 in Utility.

Below, I'll go over each mastery as well as my reasoning on whether or not to get it and why I choose to invest in it. If you are ever wondering why I chose to place points into certain masteries, refer to the notes up here.

Offense Tree
  • Double-Edge Sword: This mastery is fairly underwhelming, and I would avoid getting it. The reason being is it's kind of hard to judge 1.5% extra damage and it just overall does not feel worth it. If you are getting focused often, you basically take 1.5% x 5 more damage, which drastically reduces your survivability. You could argue that better positioning would help, but sometimes you're just going to take damage. If you're melee, it seems a bit better, but again, you will eventually take more damage than you actually deal, which makes it not worth it to me.to me.[.] Fury: 5% attack speed is a pretty good investment. It makes up for your Attack Speed per Level not kicking in at level 1, and 5% is a little under half of a Dagger. If you auto-attack a fair amount, I would advise getting 4 points in this because it makes your auto-attack animation smoother. It may not seem like much, but it really does help.
  • Sorcery: If you aren't as reliant on auto-attacks, 5% cooldown reduction is fine too. It's hard to even this out to 40% without wasting some of it, but 5% could help you in certain situations. As a caster/mage, this is a decent choice to invest in.
  • Butcher: This is what I would put a point in over Double-Edged Sword. It helps you last hit early and adds a bit of extra damage when doing jungle camps and/or Dragon and Baron. Also applies to single-target spells, now.
  • Feast: This mastery can be a great addition to sustaining in lane. The numbers are pretty small, but that's what masteries are. They aren't huge bonuses. It's nice to get this if you use Mana, even if it is only 1 mana per kill. This is purely a preference point.
  • Expose Weakness: If you don't need Butcher, you can put a point in this to deal a bit more damage. Your own damage increases as well, by 1%. No debuff icon shows for this effect, so you'll just have to keep in mind it only lasts for 3 seconds. This is mainly a preference point.
  • Mental Force: Free AP per level. Not as strong as the AD per level, but it's needed for our overall role.
  • Arcane Mastery: Free 6 AP which is a little over an AP quint. Definitely get this.
  • Spell Weaving: Situational choice. I choose to not get it due to its unreliability, but it can be good investment.
  • Executioner: One of the better things we can put our points in. We are damage dealers, and we need to finish off targets quickly. This helps us by dealing 5% extra damage, which adds up.
  • Blade Weaving: I don't think I would ever get this because there's not much room to get it, and we don't stack AD. It is also pretty situational and rarely gets you to the 3% bonus. I would just skip it.
  • Archmage: This seems pretty underwhelming, and it is, but it helps us deal more damage, so we should probably get it. It definitely adds up as we get our items.
  • Dangerous Game: This mastery gives you a small boost in teamfight sustain as long as you get kills. If you don't, it doesn't do anything. Not entirely sure if it works off Assists, even though it says it doesn't; there have been instances where I've gotten it without getting the kill. This is purely a preference point.
  • Arcane Blade: A little boost to our auto-attacks that also helps us last hit. I choose to get this because I auto-attack a lot and its nice having extra damage. Good 1-pointer, in my opinion.
  • Devastating Strikes: 6% armor pen and magic pen is pretty good for us. It works pretty nicely for us, as we run Hybrid Penetration runes. We need this to cut down tanks at later stages of the game.
  • Havoc: The reason we go 21 points: to deal more damage. If you're already this far in the tree, might as well get it.

Defense Tree
  • Block: Great early game; negligible late game. Keep in mind this reduction applies BEFORE resistance calculations, so it is best early game. Think about it basically reducing the target's AD by 2. These are probably the best points to dip into if we choose Defense.
  • Recovery: Pretty mediocre, but it helps us a bit early game. Nothing better to get to advance further.
  • Enchanted Armor: If you want to wait for the late game for a bit more Armor and MR, you could try this, but it is pretty much unnoticeable. You get around 2-5 points at most.
  • Unyielding: This is a good one-pointer, especially for melee champions. This reduction applies after resistances, so it will always reduce 1 or 2 damage..
  • Veteran's Scars: The main reason people go the Defense tree. +36HP at level 1 is pretty good as it is a bit over 1 HP quint.
  • Juggernaut: This is basically a more late-game oriented version of Season 2 and 3's Durability. It's a better point investment than the other options available, and one of the reasons to go 9 into Defense. You get +30HP for every 1000 HP you have. Late game, this will usually give you +60 HP. Not a bad point, but it definitely takes awhile to feel its effects.

Utility Tree
  • Phasewalker: I get this point because it saves you a good amount of time in the long run. If you recall often (and you usually do in a game; at least a bare minimum of 10-20 times), this saves you some time. You can swap a point out of this for Summoner's Insight if you wish.
  • Fleet of Foot: This equates to a Movement Speed quint, which is nice for us. I choose to get this because we need all of the movement speed we can get due to how hard it is for us to get a lot of.
  • Meditation: Mana regen helps us stay in lane longer and ensure we have mana to trade and perform all-ins better. These are one of the best reasons to invest into Utility. 3 Mana Regen per 5 usually equates to over 3 levels worth of mana regen, and is equivalent to a Faerie Charm.
  • Summoner's Insight: You can choose to max this over Fleet of Foot if you wish. I prefer Movement Speed over Summoner Spell cooldown at the moment, but it's all preference. You can also swap a point in Phasewalker for this.
  • Strength of Spirit: Not sure I would get this just yet, but it ends up being decent later on as a mastery, but overall, it's a pretty miniscule effect. Preference point.
  • Alchemist: Extends the duration of our potions and elixirs by 10%. This is a decent point, especially when you start buying Elixirs in the mid to late game. The potion part is a little bit helpful.
  • Culinary Master: My favorite point. It just helps you sustain better. While you don't really use it much later in the game, early game, is is pretty helpful in keeping you topped off or for surprising people with the instant +20 HP heal.
  • Runic Affinity: Extends buff duration. Does not work on Baron buff, though. Still, 30 seconds extra on Blue or Red could potentially help you bully lane if you manage to kill the enemy jungler. Later in the game, it also helps for when you are preparing for crucial fights. I personally choose to not get this because of Culinary Master.

21/9/0



Usually for manaless champions or champions that don't use mana as much. I don't use this much unless I am on a manaless champion, but the extra Defense can be helpful in certain situations.

21/0/9



This is pretty much the page I always run on AP champions because of the sustain. It's also helpful later on with the extra mana regen and movement speed. It may not seem like much, but it definitely adds up.

21/5/4



AP variant of 21/5/4 for maximum lane sustain and good trading potential.

9/21/0



Heavy defense if you are a champion with a weak early game. You lose out on a good chunk of damage, but it can be worth it if you are acting as the main initiator. Plus, the Defense tree has some nice options past 21 points. Just keep in mind that you will not be doing as much damage with this set, and you will occasionally run out of mana.

The Bruiser / Jungler Role

I decided to group this section together as these roles are very similar in what they do.

The bruiser and/or tanky DPS has the job of disrupting the enemy team. They also deal high damage to squishy targets, and have generally high durability. Their weakness may be either low mobility, depending on the champion. Their high points are in the middle of the game, similar to AP carries, but they can still deal good damage and soak up high damage at later stages in the game.

The jungler is the same way; they are mostly utility-based and farm the jungle and gank lanes to help them snowball. Buff control and objective control are also integral parts these players need to keep track of.

Some example champions that fall under this archetype are Darius, Hecarim, Irelia, Jarvan IV, Nasus, and Renekton.

Bruiser / Jungler - Rune Page Setups

The bruiser / tanky DPS / jungler role can largely use the same runes as an AD carry or an AP carry depending on their abilities. There's usually no change but I will explain the benefits of using certain pages for the bruiser roles in particular rather than the AD carry role.

As with other roles, you can swap Greater Glyph of Magic Resist with Greater Glyph of Scaling Magic Resist if you are comfortable with it.

Flat AD

[http://i.imgur.com/Gx6DWNw.jpg]

  • 9 Greater Mark of Attack Damage
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Attack Damage

Early game damage is what this is made for. Most bruisers have some form of AD scaling on their moves, and this helps that for early game damage. The general tanky runes are there to improve durability with the high natural health of melee champions.

This is a page I use pretty often because most in this role take 21 in defense, making it slightly harder to last hit compared to a ranged AD carry. If you're a champion that duels a lot, it may be more optimal to take Armor Penetration.

For the jungler, this is taken on champions that have a form of attack speed boost of their own. It helps clear speed and damage to champions overall.

Armor Penetration / Hybrid Penetration

[http://i.imgur.com/DYfekjW.jpg]

  • 9 Greater Mark of Armor Penetration or 9 Greater Mark of Hybrid Penetration
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Attack Damage

This is a page to where you want to deal the most damage in the mid to late game. I rarely use a full armor penetration page without attack damage because I don't like to sacrifice all of my early game. Once you start buying some AD, you'll do more damage than with flat AD. Also helps if you have multiple physical damage skills to benefit from the pen.

For junglers, this page has armor penetration to deal more damage to camps. Deciding between armor pen and attack damage is sometimes a hard choice and really depends on the champion's ability scaling. Itemizing armor pen is a bit more difficult, though, and taking either option leads to similar clear times I feel.

As for deciding between armor pen and hybrid pen, if your champion deals a good portion of damage through magic damage, go for hybrid pen to increase your overall damage. Examples include Shyvana and Jax. You don't lose out on too much flat armor pen and gain a good amount of magic penetration.

Lifesteal

[http://i.imgur.com/5I8bXsz.jpg]

  • 9 Greater Mark of Attack Damage
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Lifesteal

Some melee champions lack sustain and lifesteal can help alleviate that problem; however, lifesteal is not as effective on melee champions because it can be hard to consistently auto-attack and lifesteal scales with damage dealt. Most bruisers need to build defensive items to stay in the fight longer, so lifesteal will not be healing as much. It is, however, worth more as you have more damage mitigation. For auto-attack based champions, this helps them fight longer, though. I prefer to buy potions to sustain in the early to mid game; plus, you will mostly buy potions regardless because you can't always auto-attack minions to get health back.

As for the jungler, lifesteal's returns diminish for the same reasons. It becomes difficult to build more damage to take advantage of the lifesteal component, so it's better to run a different set of quintessences. Still, for certain champions, the lifesteal is great on the early jungle clears, and scales nicely with the Spirit Stone passives.

Movement Speed

[http://i.imgur.com/CLqs6Re.jpg]

  • 9 Greater Mark of Attack Damage
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Movement Speed

Movement speed helps melee champions catch up to people, as well as potentially kite better. The AD marks are to help you do more damage early game. On immobile champions or champions that want to roam more, this is a good option. Once again, movement speed does not help all-in situations; you are mainly using this for utility and cover weaknesses of being an inherently slow champion such as Darius.

Some junglers may want to take this page to close distances better when ganking and deal more damage to camps and champions, but I prefer attack speed on junglers to edge out a few more auto-attacks on the camps. Fighting minions and monsters is different than fighting champions, which is why attack speed on junglers is acceptable.

Ability Power Bruiser



  • 9 Greater Mark of Hybrid Penetration
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Ability Power

Ability power bruisers in lanes like to run Hybrid Penetration to deal more damage with their spells and auto-attacks. Example champions are Rumble, Diana, and Vladimir. While not always a full-on bruiser, they have some form of keeping them durable and able to stay in fights long. Choose Hybrid Pen if you feel you are going to auto-attack harass a lot and/or do some form of auto-attacking, or Magic Pen if not.

Attack Speed and Ability Power Jungler

[http://i.imgur.com/y7e6TJX.jpg]

  • 9 Greater Mark of Attack Speed
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Ability Power

Optimal page for Ability Power-based junglers that sometimes auto-attack. Run Hybrid Penetration marks if you don't need to auto-attack much. An example champion would be Fiddlesticks. Hybrid Pen is all-around more efficient because jungle monsters don't have any Magic Resist. Dragon and Baron do have a decent amount, though.

Attack Speed and Attack Damage Jungler



  • 9 Greater Mark of Attack Speed
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Attack Damage

This is the most effective in speeding up your clear times. The extra attack speed helps in keeping your red buff applied in ganks as well. People don't use this page as often because they want to do more damage in ganks with flat AD or armor penetration, but getting an extra auto attack is just as good as a jungler in the early game and in ganks.

Attack Speed and Movement Speed



  • 9 Greater Mark of Attack Speed
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Movement Speed

This page sacrifices some damage to try to close distance better. For certain ganking junglers, this can be a great option, but having damage to guarantee a kill is just as good. This is all preference to how you play certain champions.

Attack Speed and Lifesteal




  • 9 Greater Mark of Attack Speed
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Lifesteal

Even though this page says Jungle, it can be used on some laners as well. A notable champion that uses a page like this is Tryndamere. It's great for sustaining, as you hit multiple times and can get a decent amount of HP back while you are farming. It doesn't directly help you in ganks or anything, but it could sustain you enough to where you can pull off ganks after clearing the jungle a bit. Goes nicely with the Spirit Stone passives.

Bruiser / Jungler - Mastery Page Setups

Most mastery pages for these roles focus on at least some points in defense to bolster durability. In rare cases, some bruisers can go for full offense to dominate lane, but usually more defensive stats help outside of laning phase.

Below, I'll go over each mastery as well as my reasoning on whether or not to get it and why I choose to invest in it. If you are ever wondering why I chose to place points into certain masteries, refer to the notes up here.

Offense Tree
  • Double-Edge Sword: This mastery is fairly underwhelming, and I would avoid getting it. The reason being is it's kind of hard to judge 1.5% extra damage and it just overall does not feel worth it. If you are getting focused often, you basically take 1.5% x 5 more damage, which drastically reduces your survivability. You could argue that better positioning would help, but sometimes you're just going to take damage. If you're melee, it seems a bit better, but again, you will eventually take more damage than you actually deal, which makes it not worth it to me.
  • Fury: 5% attack speed is a pretty good investment. It makes up for your Attack Speed per Level not kicking in at level 1, and 5% is a little under half of a Dagger. If you're going to use some auto-attacks, it's not a bad investment. The other option is Sorcery.
  • Sorcery: If you aren't as reliant on auto-attacks, 5% cooldown reduction is fine too. It's hard to even this out to 40% without wasting some of it, but 5% could help you in certain situations. As a caster/mage, this is a decent choice to invest in.
  • Butcher: This is what I would put a point in over Double-Edged Sword. It helps you last hit early and adds a bit of extra damage when doing jungle camps and/or Dragon and Baron. Also applies to single-target spells, now.
  • Feast: This mastery can be a great addition to sustaining in lane. The numbers are pretty small, but that's what masteries are. They aren't huge bonuses. It's nice to get this if you use Mana, even if it is only 1 mana per kill. This is purely a preference point.
  • Expose Weakness: If you don't need Butcher, you can put a point in this to deal a bit more damage. Your own damage increases as well, by 1%. No debuff icon shows for this effect, so you'll just have to keep in mind it only lasts for 3 seconds. This is mainly a preference point.
  • Brute Force: Free AD per level. If you're AD-based, grab this for sure.
  • Mental Force: Free AP per level. Not as strong as the AD per level, but it's needed as an AP damage champion role.
  • Martial Mastery: Free 4 AD, which is a bit less than 2 AD quints. Definitely get this if you are AD-based.
  • Arcane Mastery: Free 6 AP which is a little over an AP quint. Definitely get this if you are AP-based.

Defense Tree
  • Block: Great early game; negligible late game. Keep in mind this reduction applies BEFORE resistance calculations, so it is best early game. Think about it basically reducing the target's AD by 2. These are probably the best points to dip into if we choose Defense.
  • Recovery: Pretty mediocre, but it helps us a bit early game. Nothing better to get to advance further.
  • Enchanted Armor: If you want to wait for the late game for a bit more Armor and MR, you could try this, but it is pretty much unnoticeable. You get around 2-5 points at most.
  • Unyielding: This is a good one-pointer, especially for melee champions. This reduction applies after resistances, so it will always reduce 1 or 2 damage..
  • Veteran's Scars: The main reason people go the Defense tree. +36HP at level 1 is pretty good as it is a bit over 1 HP quint.
  • Juggernaut: This is basically a more late-game oriented version of Season 2 and 3's Durability. It's a better point investment than the other options available, and one of the reasons to go 9 into Defense. You get +30HP for every 1000 HP you have. Late game, this will usually give you +60 HP. Not a bad point, but it definitely takes awhile to feel its effects.
  • Oppression: This is a great mastery point for those that have on-demand slows and snares/roots. It's a pretty large damage reduction for just fighting people that are slowed by red buff, etc.
  • Hardiness: This used to be a tier one mastery, but it was so effective it's been dropped down to tier 3. This is one of the best masteries for early game, and I highly recommend it.
  • Resistance: Same as Hardiness. Magic Resist is not as necessary early, but it is still good if you are against AP nonetheless.
  • Reinforced Armor: Great single point, as crits hurt a lot late game with an Infinity Edge. Keep in mind that it doesn't really do anything early game, though, except against some champions like Tryndamere.
  • Evasive: I think this is a pretty decent mastery, and you might as well get it if you got 3 points in Resistance.
  • Perseverance: Great mastery point, and probably the best thing out of this tree. You regenerate a huge chunk every 5 seconds, since it isn't added to your HP per 5 stat like it normally would.
  • Second Wind: This is a decent point, but largely optional. I choose to get it for the situations that it could actually save me. It's basically a mini-Spirit Visage when you are below 25% health, which can happen in clutch situations.
  • Legendary Guardian: Probably the second best mastery you could invest in. It's pretty hard to get all 4 points in this, though, because of all the other good masteries (Perseverance + Second Wind). You can get up to 20 Armor and 10 Magic Resist for free in a teamfight, which is great.
  • Runic Blessing: This is kind of a waste of a point because it only regenerates when you respawn after death. Thus, I recommend not getting it at all. In theory, it sounds great, as its a free 50HP shield, but it's pretty gimmicky.
  • Tenacious: Free 15% tenacity which is good throughout the whole game. It does feel pretty underwhelming as a 21st point, but you should still get it.

Utility Tree
  • Phasewalker: I get this point because it saves you a good amount of time in the long run. If you recall often (and you usually do in a game; at least a bare minimum of 10-20 times), this saves you some time. You can opt to trade it for something else if you want, though.
  • Fleet of Foot: This equates to a Movement Speed quint, which is nice for us. I choose to get this because we need all of the movement speed we can get due to how hard it is for us to get a lot of.
  • Meditation: Mana regen helps us stay in lane longer and ensure we have mana to trade and perform all-ins better. These are one of the best reasons to invest into Utility. 3 Mana Regen per 5 usually equates to over 3 levels worth of mana regen, and is equivalent to a Faerie Charm.
  • Summoner's Insight: You can choose to max this over Fleet of Foot if you wish. I prefer Movement Speed over Summoner Spell cooldown at the moment, but it's all preference.
  • Strength of Spirit: Not sure I would get this just yet, but it ends up being decent later on as a mastery, but overall, it's a pretty miniscule effect. Preference point.
  • Alchemist: Extends the duration of our potions and elixirs by 10%. This is a decent point, especially when you start buying Elixirs in the mid to late game. The potion part is a little bit helpful.
  • Culinary Master: My favorite point. It just helps you sustain better. While you don't really use it much later in the game, early game, is is pretty helpful in keeping you topped off or for surprising people with the instant +20 HP heal.
  • Runic Affinity: Extends buff duration. Does not work on Baron buff, though. Still, 30 seconds extra on Blue or Red could potentially help you bully lane if you manage to kill the enemy jungler. Later in the game, it's not as effective since you generally don't get buffs.

9/21/0

Attack Damage-based
[http://i.imgur.com/cYd6UWB.jpg]

Ability Power-based
[http://i.imgur.com/TYHeQO2.jpg]

Jungler


[http://i.imgur.com/iFOlGn3.jpg]

Most tanky champions go for this if they don't need mana regen and an extended mana pool. The 9 points is helpful in improving your early game if you choose to invest in it. The 21 Defense is pretty powerful for the points invested. Lately, I've been just going into the Utility tree instead of Offense because the 9 points don't feel as impactful.

0/21/9

[http://i.imgur.com/lHCm4Vz.jpg]

This page has improved in viability due to the weakening of 9 points in Offense. Sustain is incredibly important early game, and the Utility tree provides a good way of providing you that. If you're not the main damage dealer, the extra movement speed and mana regen can help you out throughout the whole game.

The Support Role

Support is mainly a utility-based role that offers crowd control, sustain, and many other unique features. They can be tanky or squishy with the ability to initiate or disengage. They are vital to a team's composition to provide a wide range of utility and provide map vision and awareness through their passive gold income. Since Season 4 came, we get a lot more gold through items and masteries, and warding has become more of a team effort. Still, we are largely depended on for warding, as usual.

Some example champions are Blitzcrank, Janna, Lulu, and Sona.

Support - Rune Page Setups

Supports need gold per 10 to give them income; without it, they are incredibly starved for gold. Tanky runes also help alleviate their squishiness or augment their tankiness. While we need GP10, the new Season 3 and 4 changes have allowed us to do away with gold per 10 runes because they just aren't as efficient.

As with all other pages, you can exchange Greater Glyph of Magic Resist with Greater Glyph of Scaling Magic Resist.

General



  • 9 Greater Mark of Hybrid Penetration
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Health

General useful stats for damage and durability. This is a page I would use for most champions that don't need AP for their utility scaling much, or for just doing damage in general. Other options would be to trade Hybrid Pen for more Armor, but that depends on your champion mostly. The Armor and MR you gain from Seals and Glyphs are simply best-in-slot at providing you early game advantages.

AP-based Utility



  • 9 Greater Mark of Hybrid Penetration
  • 9 Greater Seal of Armor
  • 9 Greater Glyph of Magic Resist
  • 3 Greater Quintessence of Ability Power

Does away with the HP quints to get an early boost of Ability Power. If you're a champion with decent AP-scaling damage abilities, this can be a good page, as they go well with your Hybrid Pen marks. The defense from Armor and MR runes are the best-in-slot at providing you early advantages. This goes well with a 9/0/21 mastery page, starting you off with 22 or so AP to have extra burst and/or utility.

Special Page 1



  • 9 Greater Mark of Hybrid Penetration
  • 9 Greater Seal of Armor
  • 3 Greater Glyph of Magic Resist
  • 6 Greater Glyph of Cooldown Reduction
  • 1 Greater Quintessence of Health
  • 2 Greater Quintessence of Magic Resist

This page is something I recently stumbled upon as I tried out rune combinations. This gives you a lot of bang for your rune slots. The 5% Cooldown Reduction goes nicely with either Sorcery and/or Intelligence, making you start off with 10% Cooldown Reduction. I would not recommend using 9/0/21 with this because with 15% Cooldown Reduction, you'll eventually "waste" some Cooldown Reduction.

As you can see by the contents of the page, you get more out of this than just straight up using Cooldown Reduction quints. You get an extra HP quint, and you can also run 0/9/21 masteries to take advantage of Veteran's Scars and Juggernaut. If you go deeper into Defense, you can still get 4 points in Sorcery to start off with 10% Cooldown Reduction.

The only real downside to this page is it is fairly unorthodox, and not many people have these certain runes. If you choose to invest in these runes, they could be pretty good at giving you an advantage overall.

Support - Mastery Page Setups

Supports mainly focus on the Utility tree, but they can dip into any or even all 3 if they want. They are flexible in what they do. For Offense, I would not go past 9 points because everything is percentage-based afterwards. Defense, you can go 9 to 21 points depending on the champion. I prefer getting 21 into Utility, though, because each point is pretty nice for us in it.

Below, I'll go over each mastery as well as my reasoning on whether or not to get it and why I choose to invest in it. If you are ever wondering why I chose to place points into certain masteries, refer to the notes up here.

Offense Tree
  • Double-Edge Sword: This mastery is fairly underwhelming, and I would avoid getting it. The reason being is it's kind of hard to judge 1.5% extra damage and it just overall does not feel worth it. If you are getting focused often, you basically take 1.5% x 5 more damage, which drastically reduces your survivability. You could argue that better positioning would help, but sometimes you're just going to take damage. If you're melee, it seems a bit better, but again, you will eventually take more damage than you actually deal, which makes it not worth it to me.
  • Fury: 5% attack speed is a pretty good investment, but not great for Supports. It makes up for your Attack Speed per Level not kicking in at level 1, and 5% is a little under half of a Dagger. If you're going to use some auto-attacks, it's not a bad investment. The other option is Sorcery, though, which is better for us.
  • Sorcery: If you aren't as reliant on auto-attacks, 5% cooldown reduction is fine too. It's hard to even this out to 40% without wasting some of it, but 5% could help you in certain situations. As a support, this is a decent choice to invest in, as it goes along with our 5% from Intelligence.
  • Butcher: You can use this to help out your pushing or if you are last hitting under tower without your laner. Helps a bit with objectives, but purely optional.
  • Feast: Not a mastery to get as a support, as you won't be getting CS often.
  • Expose Weakness: As a duo laner, you can put a point in this to deal a bit more damage. Your own damage increases as well, by 1%. No debuff icon shows for this effect, so you'll just have to keep in mind it only lasts for 3 seconds. This is mainly a preference point.
  • Brute Force: Free AD per level. If you're AD-based, grab this for sure.
  • Mental Force: Free AP per level. If you're AP-based, grab this for sure..
  • Martial Mastery: Free 4 AD, which is a little less than 2 AD quints. Definitely get this if AD-based, or if you have a combo that is reliant on auto-attacks (example: Leona auto-Q-auto, or Blitzcrank auto-E-auto).
  • Arcane Mastery: Free 6 AP which is a little over an AP quint. Definitely get this if you are AP-based, as it adds a decent amount to your skill's damage and/or utility.

Defense Tree
  • Block: Great early game; negligible late game. Keep in mind this reduction applies BEFORE resistance calculations, so it is best early game. Think about it basically reducing the target's AD by 2. These are probably the best points to dip into if we choose Defense.
  • Recovery: Pretty mediocre, but it helps us a bit early game. Nothing better to get to advance further.
  • Enchanted Armor: If you want to wait for the late game for a bit more Armor and MR, you could try this, but it is pretty much unnoticeable. You get around 2-5 points at most.
  • Unyielding: This is a good one-pointer, especially for melee champions. This reduction applies after resistances, so it will always reduce 1 or 2 damage..
  • Veteran's Scars: The main reason people go the Defense tree. +36HP at level 1 is pretty good as it is a bit over 1 HP quint.
  • Juggernaut: This is basically a more late-game oriented version of Season 2 and 3's Durability. It's a better point investment than the other options available, and one of the reasons to go 9 into Defense. You get +30HP for every 1000 HP you have. Late game, this will usually give you +60 HP. Not a bad point, but it definitely takes awhile to feel its effects.
  • Oppression: This is a great mastery point for those that have on-demand slows and snares/roots. It's a pretty large damage reduction for just fighting people that are slowed by red buff, etc.
  • Hardiness: This used to be a tier one mastery, but it was so effective it's been dropped down to tier 3. This is one of the best masteries for early game, and I highly recommend it.
  • Resistance: Same as Hardiness. Magic Resist is not as necessary early, but it is still good if you are against AP nonetheless.
  • Reinforced Armor: Great single point, as crits hurt a lot late game with an Infinity Edge. Keep in mind that it doesn't really do anything early game, though, except against some champions like Tryndamere.
  • Evasive: I think this is a pretty decent mastery, and you might as well get it if you got 3 points in Resistance.
  • Perseverance: Great mastery point, and probably the best thing out of this tree. You regenerate a huge chunk every 5 seconds, since it isn't added to your HP per 5 stat like it normally would.
  • Second Wind: This is a decent point, but largely optional. I choose to get it for the situations that it could actually save me. It's basically a mini-Spirit Visage when you are below 25% health, which can happen in clutch situations.
  • Legendary Guardian: Probably the second best mastery you could invest in. It's pretty hard to get all 4 points in this, though, because of all the other good masteries (Perseverance + Second Wind). You can get up to 20 Armor and 10 Magic Resist for free in a teamfight, which is great.
  • Runic Blessing: This is kind of a waste of a point because it only regenerates when you respawn after death. Thus, I recommend not getting it at all. In theory, it sounds great, as its a free 50HP shield, but it's pretty gimmicky.
  • Tenacious: Free 15% tenacity which is good throughout the whole game. It does feel pretty underwhelming as a 21st point, but you should still get it.

Utility Tree
  • Phasewalker: I get this point because it saves you a good amount of time in the long run. If you recall often (and you usually do in a game; at least a bare minimum of 10-20 times), this saves you some time. You can opt to not get it if you want, though.
  • Fleet of Foot: This equates to a Movement Speed quint, which is nice for us. I choose to get this because we need all of the movement speed we can get due to how hard it is for us to get a lot of.
  • Meditation: Mana regen helps us stay in lane longer and ensure we have mana to trade and perform all-ins better. These are one of the best reasons to invest into Utility. 3 Mana Regen per 5 usually equates to over 3 levels worth of mana regen, and is equivalent to a Faerie Charm.
  • Scout: There is no real reason to get this, as there are much better points to invest into. Ward trinkets have normal range, Clairvoyance trinkets have a decent range already, and Sweeper trinkets need a group of teammates to be effective anyway.
  • Summoner's Insight: Pretty good point, as we want our summoners up often for skirmishes.
  • Strength of Spirit: Not sure I would get this just yet, but it ends up being decent later on in the game as a mastery, but overall, it's a pretty miniscule effect. Preference point.
  • Alchemist: Extends the duration of our potions and elixirs by 10%. This is a decent point, especially when you start buying Elixirs in the mid to late game. The potion part is a little bit helpful.
  • Culinary Master: My favorite point. It just helps you sustain better. While you don't really use it much later in the game, early game, is is pretty helpful in keeping you topped off or for surprising people with the instant +20 HP heal. Goes well with Block and Unyielding.
  • Runic Affinity: Extends buff duration. Does not work on Baron buff, though. Still, 30 seconds extra on Blue or Red could potentially help you bully lane if you manage to kill the enemy jungler. Later in the game, it also helps for when you are preparing for crucial fights. It seems unnoticeable, but Red buff adds a lot of damage. I personally choose to not get this because of Culinary Master.
  • Greed: 1.5 gold per 10 helps us out a little bit as we lane throughout the game. There's not much else to say; it's free gold.
  • Vampirism: No reason to get this since it is percent-based and we hardly build enough AD or AP for it to matter.
  • Scavenger: It may not seem like much, but 6-7 gold per wave is still free gold. It could edge you into getting the last few amounts of gold for your Sightstone or item upgrade.
  • Wealth: +40 gold. Pretty good point, and gives us extra options at the start of the game. No reason to not get it.
  • Bandit: Free gold! Yep, this is the entire tree, basically. It's small, but it adds up. For melee, it kicks in mid-late game, and for ranged, it's effect all throughout the game. Just make sure to apply it often.
  • Expanded Mind: Definitely the worst investment. It gives you 50 mana per 1000; don't even bother with this. Much worse than the Season 2 and 3 variants.
  • Inspiration: This seems good, but you aren't always near a HIGHER-leveled champion, and it's only 1 XP per second. It also doesn't do anything when you are the same level, or even higher level as your teammates.
  • Intelligence: Probably one of the best points because it's two effects in one. 5% CDR and 10% item CDR is great overall. If you get Sorcery from Offense or adjust your runes (see above), you get 10% CDR at the start.
  • Wanderer: A miniature Mobility boots effect is pretty good. This is close to 15+ movement speed on most champions, which is like a free Alacrity enchantment. Helps us get around the map faster, as well as initiate fights or prepare ganks.

4/5/21



An all-purpose mastery page that I use lately. Starting off with 10% CDR is nice, and allows us to cap it quickly. Block and Unyielding are great early game choices, and the rest of the Utility tree is there to give you as much gold as possible.

9/0/21



If you are Ability Power-based, I recommend this page if you want to to a bit more damage. While it doesn't scale very well past the early game, it could snowball you ahead. The standard 21 in Utility will help you get your gold income otherwise.

0/9/21



This is the general page most Supports will use. While it has gotten worse at giving us upfront stats, it is still a viable choice to help us throughout the game. Points in Recovery are interchangeable with Enchanted Armor if you get bonus resists from your spells, like Leona or Taric.

4/22/4



Use this if you want to be much tankier early game. Enchanted Armor overall goes well with this page as you get a lot of bonus resists, such as Hardiness and Tenacious. Tenacious is great early game, especially as a duo laner. At worst, it is 4 Armor and 2 Magic Resist, which is already great value. Legendary Guardian is good against certain champions, and is never a bad investment in general, as tenacity is expensive. Perseverance is great sustain, and Second Wind is good if you have innate sustain; even if you don't, it goes well with Perseverance, potions, etc. Combine this page with the Special Page listed above to get 10% CDR at the start as well.

Points in Fleet of Foot can be switched with Meditation for more sustain in lane. In my opinion, it depends on your champion, but mana regen is never a bad stat.

Final Comments

This guide may be updated in the future to explore more rune pages and mastery pages in the future if new things become revealed. Most of the runes and masteries people use are very cookie cutter, but there are definitely some unique approaches people can take. Since we are in Preseason currently, the guide will definitely be updated as more and more changes come.

I hope you've enjoyed my guide, whether you learned something or not. If you have any questions or comments, just leave one below and I'll attempt to answer them.

Thanks for reading!

Comments

September 7, 2014 - 10:17 PM #1

Hey pretty cool guide, but could you update it whenever you have the the time/feel up to because of the major rune changes that took effect about 6 months ago? I'm not sure if you're waiting for the season 5 changes but I wouldn't want a great guide such as this to lose popularity since it hasn't been updated in a bit :)

April 21, 2014 - 02:32 PM #2

Can you update this for season 4 please?

April 9, 2014 - 12:26 PM #3

http://www.linkbucks.com/KmBq

February 10, 2014 - 11:52 PM #4

http://sh.st/cM6P

February 10, 2014 - 08:04 PM #5

21/5/4 pic crashed, if can repair

January 20, 2014 - 03:50 PM #6

sh.st/cM6P

November 28, 2013 - 12:56 AM #7

The pictures of the Masterie Pages below have been deleted, pls put them back in so i can build :)

November 22, 2013 - 03:46 AM #8

I've had this guide saved every since I first stumbled across it. By far the best I've seen, now the long process of getting it updated to season 4

September 29, 2013 - 08:33 AM #9

Really awesome guide, i've searched so long for that kind of overview for runes and masteries, and finally i found it! Very detailed, you got many different pages for every style, keep up the good work! Only thing i'm missing is a page for AD Assassins, that are quite popular these days

September 15, 2013 - 11:32 PM #10

Thanks for your help, this is exactly what I was looking for!

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