LoL Runes Reforged Overview
It’s been a while since Riot announced their new rune system, conveniently named Runes Reforged. Since then, the company has been dropping bits and pieces of information on a regular basis.
Scheduled for release some time during Season 8 pre-season in November, Riot has stated the new system to have a greater impact on gameplay than the current one.
For the uninitiated, LoL Runes Reforged will tie Runes and Masteries together into a single pre-game system. Keystone runes will see an increase in potency. Major and minor runes will serve as secondary choices to aid your primary, Keystone rune.
OK, How Much Will These Runes Cost?
The most important of all information released so far has definitely been the one about the price. Contrary to the current system, all new runes will be available completely free of charge. This single-handedly solves one of the biggest problems with LoL’s new player experience. Newcomers will now be able to spend IP exclusively on new heroes, not on little rocks that slightly improve their early game.
Now, what about all the players that heavily invested their hard-earned IP into runes already? Well, as per Riot Cactopus, all runes bought from May 30 until the new system arrives will be refunded. So, spend away my friend, you’ll get all that IP back!
However, additional rune pages will still need to be bought with IP or RP, as stated on the link above. It is unknown whether they will still cost 6.3k IP.
That may not even matter when the new system gets launched. That’s because you will be able to edit and customize rune pages while in champion selection, so two free starter pages might just be all you need.
For players who already own additional rune pages, there’s no need to worry. You will get to keep all of them in the new system as well.
Last, but not the least, there are no official announcements pertaining to players who spent a lot of IP on runes prior to May 30. Let’s hope Riot has something in store for these veterans as well.
LoL Runes Reforged – The Path System
In order to choose which runes to use, you first have to select your primary path.
There are five separate paths, each granting a select stat buff when chosen as a primary path:
The choice of your primary path determines the pool of runes you can pick from. There are universal runes and then there are path-specific ones. Each primary path gives you access to four slots you can populate with runes. The most important and the most potent of all slots is definitely the Keystone Rune slot.
After you have set up your primary path, you will be able to select the secondary one. You will be given two non-keystone rune slots from that path. This will enable you to further soften and iron out the kinks of your champion or go full-ham with a specialized build.
The choice of primary and secondary path, as well as accompanying runes, will heavily determine the feel and playstyle of your champion. One player’s Galio will likely be entirely different than another player’s Galio, at least at the early stages of the new system.
Expect everybody and their dog to be experimenting and searching for that perfect build upon LoL Runes Reforged launch!
LoL Runes Reforged – Base Stats and Balance Changes
Now, this new system puts certain champions that rely on the current system of runes and masteries in jeopardy. Champion designer Riot Wrekz released a news post detailing Riot’s plans for base stats of certain champions, stat-oriented runes, player experimentation, number of runes in the new system as well as overall balance.
As it turns out, all champions will get a slight offensive buff. Things such as attack speed, damage, starting ability powers and so on. Certain champions will see this buff split between several stats and/or abilities, while others will receive a concentrated dose of single-stat/ability boost. This is obviously a long and arduous process that requires time and effort.
Still, some champions need a more specialized approach. This is why Riot begin working on stat-oriented runes.
These runes will provide some of the following:
- Armor/Magic Resist
- Health Regeneration
- Attack Speed
- Cooldown Reduction
- AD/AP (by way of Adaptive)
- Movement Speed
This also means that some of the current runes will not be available any more once the system gets released.
An important point here is the new keyword “Adaptive”. It means that anything denoted with that keyword adapts to your champion and in-game item build. It defaults to the first listed stat, but it can obviously easily be manipulated through in-game item purchases.
This will certainly open up an interesting set of combinations and synergies for a lot of champions, as well as flexibility in situations where your team gets hard-countered and/or out-picked.
LoL Runes Reforged – The Unfinished List of New Runes
LoL Runes Reforged is obviously still a WIP system, but Riot has been steadily releasing information about their new runes into the public. Most of them are still in the experimental phase and are subject to change at any point before November. But, they’re a good indicator to where Riot is going with this whole thing.
So, without further ado, here’s a comprehensive list of runes, in no particular order, for you to feast your eyes upon:
Takedowns restore 15% missing health.
This is a simple and straightforward example of a Keystone Mastery being reworked into a Keystone Rune. It’s basically Dangerous Game, but with a more powerful individual effect. This will give players further incentive to pursue strategic decisions in-game, thus giving them more power and initiative in the process.
Ruined King’s Tribute
Every 4 seconds in combat your next attack deals damage to nearby champions and large monsters equal to 3% of your max health and heals you for [20 -75]% of this amount, based on level. Damage and healing are halved for ranged champions.
The current Keystone Rune has been amped up a notch or two to make it a worthwhile choice in the new system.
3 seconds after damaging a champion, your attack speed is increased by 60% for 3 seconds. The duration of the effect can be extended to 10 seconds as long as you are attacking an enemy champion. Berserk temporarily lifts the attack speed cap.
The burst of attack speed combined with the temporary removal of attack speed limit compensates for the drawback of having to wait 3 seconds. This is a great Keystone Rune if you and your team engage in teamfights a lot.
Your attacks and abilities send Perxie to a target. Perxie shields allies by 40 – 120 based on level (+0.3AP or +0.3 bonus AD) or damages enemies for 10 + 40 based on level (+0.1AP or +0.15 bonus AD). Before Perxie can be sent out again, she must return to you first.
Having a pet that, upon casting spells, either shields your allies or damages your enemies, is certainly a powerful Keystone Rune to have. Seeing how it scales with levels, it doesn’t lose its potency in the later stages of the game.
Damaging a champion with an ability hurls a meteor at their location. If the meteor lands on them, it deals bonus damage [40-100, based on your level +0.2 AP and 0.2 bonus AD]. Cooldown: 8 – 20 seconds.
Meteor is a Keystone Rune belonging to the Sorcerer family tree. Judging from the description, it’s definitely a dodge-able, yet damaging ability that scales with level and damage. It certainly looks OP at the moment, so expect nerfs on this one.
Excess healing turns into a decaying shield, for up to 10% of your total health.
This is a great major rune that allows for a variety of synergies with healing effects. The additional durability and longevity in fights is definitely a competitive edge. Many players will jump on a major rune like this, that’s for sure.
After killing an enemy ward, a friendly Zombie Ward takes its place. Zombie Wards are visible, last for 180 seconds and don’t count towards your ward limit.
This will definitely introduce some novelty in the vision and counter-vision game. Despite being visible, Zombie Wards don’t fall under your ward cap. If something like this gets through, we’re going to see more wards everywhere, that’s for sure.
+1% CDR per level, up to +10% CDR at level 10. Each percent of excess CDR is converted to +2 Ability Power or +1.4 Attack Damage, Adaptive.
This is a good example of a minor rune that offers a straightforward buff in the early game, as well as adaptive AP or AD in later stages.
Gain 1 permanent max health when enemy minions die near you. Range: 1400 units
If you think about it, this is an insane durability rune. You just have to be near an enemy minion when it dies to get the permanent buff. The points can definitely stack up quickly as the game progresses.
Gain 5 Armor, +2 per nearby enemy champion. Range: 800 units
Resolve path rune
Gain 5 Magic Resist, +2 per nearby enemy champion. Range: 800 units
Resolve path rune
After 10 minutes gain 10 Armor and 10 Magic Resist, +2 of each per nearby enemy champion. Range: 800 units
Resolve path rune
The Third Path
+100 Health (permanently). -10% Damage to Champions until 10 minutes
Inspiration path rune
+5% Cooldown Reduction. +5% Max Cooldown Reduction. +5% Summoner Spell Cooldown Reduction. +5% Item Cooldown Reduction. +5% Runes Cooldown Reduction.
More of a build-oriented rune than a Keystone accessory
You can enter debt to buy items. The amount you can borrow increases over time. Debt limit: 150 + 5/minute. Lending Fee: 50 gold per item.
Great for gold hoarders going for that purchase spree rather than progressive item acquisition.
After 10 minutes, you get free boots, but you mustn’t buy boots prior to that. You get 10 movement speed from these boots (in addition to the other boots effects).
Everybody likes free boots, right? Still, you have to wait 10 minutes – that might be too long for some games.
While above 80% health, gain up to +14 Attack Damage or +20 Ability Power, Adaptive (based on level)
This rune offers a decent and flexible bonus, but as it depends on your champ and your build, it’s not as OP as some current spell casters that leverage Attack Damage to ridiculous extent.
Hunt Of The Blood Moon
Enchants your boots with the active effect ‘Blood Moon’s Call.’
Channel for 3 seconds to activate Blood Moon’s Call. Gain 35% movement speed for 15 seconds. Damaging attacks or abilities end Blood Moon’s Call, dealing 60 – 140 based on level (+0.2 bonus AD)(+0.3 AP) bonus damage.
Cooldown: 180 seconds. Starts the game on cooldown and goes on cooldown if damaged or interrupted while channelling.
Ahhh, the best on at last!
This rune has been all the rage in the last few days. It’s a Keystone Rune from Domination path, tailor-made for assassin champions.
At first glance, the speed boost effect, coupled with bonus damage, seems so strong that no AD Carry and/or Mage is safe from it. Still, this new Keystone Rune has been announced just recently and it’s subject to change.
Do you think LoL Runes Reforged will be a change for the better? Let us know in the comments down below.
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