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Everything You Need to Know About the Runes in League of Legends: Wild Rift

During the champion select phase, players can choose the summoner spells and runes before the match begin. Depending on the type of champion you’re using, the default recommended runes will be assigned to your champion. Yet, you can always change the runes before the game starts. When playing the ranked mode, you’ll be able to see which champions are in your team and which champions are on the enemy team so; you can select runes from your rune pages as per the situation. Now, let’s talk about the runes in Wild Rift in detail. 

Everything You Need to Know About the Runes in League of Legends: Wild Rift

Primary Runes in LoL Mobile

As the name suggests, these are the most important runes that players must set for each champion before playing the game. In League of Legends: Wild Rift, there are 8 primary runes:

  • Electrocute (Burst Damage)

Description: Hitting an enemy champion with 3 different attacks/abilities within 3 seconds deals bonus adaptive damage.

Damage: 30-164 (depending on champion level) + 40% bonus physical damage + 25% magical damage.

Cooldown: 25 seconds.

Best When Used With: Akali, Ahri, Annie, Fizz, Evelynn, Yasuo, Zed, Graves, Lee Sin, Gragas, Twisted Fate, Seraphine, Aurelion Sol, Lux.

  • Aery (Poke / Protect)

Description: Attacks and abilities send ‘Aery’ to a target, damaging enemies or shielding allies. However, Aery cannot be sent out again until she returns back.

Damage: 10-60 (depending on champion level) + 20% bonus physical damage + 10% magical damage.

Shield: 20-60 (depending on champion level) + for 40% bonus physical damage & 20% magical damage (for 2 seconds).

Cooldown: None but, Aery takes 0.5 seconds to reach the selected target.

Best When Used With: Janna, Lux, Nami, Oriana, Seraphine, Soraka, Sona.

  • Conqueror (Stacking Damage)

Description: Gain stacks of adaptive force while hitting a champion with different attacks and abilities. After 5 stacks, deals bonus adaptive damage.

Per Stack: 2-6 bonus Attack Damage or 4-12 Ability Power for 8 seconds.

Fully Stacked Bonus: 10% adaptive bonus damage to champions.

Best When Used With: Yasuo, Nasus, Vi, Master Yi, Tryndamere, Garen, Camille, Fiora, Graves, Jarvan IV, Jax, Lee Sin, Xin Zhao, Shyvana, Olaf, Ezreal, Varus, Jhin, Miss Fortune, Kai’Sa, Ashe.

  • Fleet Footwork (Mobility / Heal)

Description: Moving and attacking builds energy stacks. At 100 stacks, next auto attack heals the champion and grants increased movement speed.

Heal: 15-85 (depending on champion level) + 30% bonus physical damage + 30% magical damage.

Movement Speed Bonus: 20% for 1 second (at all champion levels).

Best When Used With: Akali, Ashe, Ezreal, Jhin, Jinx, Fiora, Miss Fortune, Varus, Kai’Sa, Vayne, Twisted Fate.

  • Grasp of the Undying (Tank / Heal)

Description: Every 4 seconds in combat, next auto attack on a champion will be enhanced based on your maximum health.

Heal: 2% of your maximum health; permanently increases your health by 5.

Bonus Damage: 4% of your maximum health (magic damage).

[This effect reduces by 40% when using a ranged champion].

Best When Used With: Nasus, Dr Mundo, Jax, Malphite, Singed.

  • Aftershock (Control / Offense)

Description: Gain defences and then deal a burst of damage around you after immobilizing an enemy champion.

Defenses: 35 Armor + 60% bonus armor and 35 Magic Resist + 60% bonus magic resist (for 2.5 seconds).

Damage: 12-110 (depending on champion level) + 3% of max health (magic damage).

Cooldown: 20 seconds.

Best When Used With: Vi, Xin Zhao, Braum, Blitzcrank, Alistar, Gragas, Amumu, Malphite, Singed.

  • Font of Life (Team Heal)

Description: Impairing the movement of an enemy champion marks them. Allies that attack marked champion heal based on your max health.

Heal: Equal to 3% of your max health (for 2 seconds).

Mark Duration: 4 seconds.

Best When Used With: Dr Mundo, Soraka, Janna.

  • Phase Rush (Mobility Boost)
  • Description: Hitting a champion with 3 separate attacks or abilities within 4 seconds grants a large burst of Movement Speed and resistance to slows.Buff Duration: 3 seconds.

    Movement Speed Bonus: Melee Champions 40%-60% (depending on champion level), ranged champions 30%-50% (depeding on champion level).

    Slow Resist: 70%

    Cooldown: 15%

    Best When Used With: Graves, Shyvana, Xin Zhao.]

More than one primary rune can work well with a single champion in League of Legends: Wild Rift. Do try out different runes with your favorite champion in training or PvP mode before entering a ranked match.

Everything You Need to Know About the Runes in League of Legends: Wild Rift

Secondary Runes in LoL Mobile

Secondary runes are like the Bone Plating of the primary runes. For improved performance and better results in Wild Rift, players need to select the right secondary runes that go in sync with the primary ones. In Wild Rift, there are 18 secondary runes placed in three rows with 6 runes in each one of them.

Remember that you can only select 1 secondary rune from each of the 3 rows.

Secondary Runes in Row 1

  • Brutal – Gain 7 Attack Damage and 2% armor penetration, or 14 Ability Power and 2% magic penetration.
  • Gathering Storm – Every 2 minute, gain 2 Attack Damage or 4 Ability Power.
  • Hunter-Vamprisim – Gain 2% physical or magical vamp. Unique champion takedowns grant 2 Attack Damage with 1% physical vamp or 4 Ability Power with 1% magical vamp.
  • Triumph – Champion takedowns restore 10% missing health. Deals 3% more damage to enemy champions below 35% health.
  • Weakness – Impairing the movement of enemy champion makes them take 5% more damage in the next 5 seconds.
  • Champion – Gain 10% damage against champions. Lose 5% each time you die until the bonus disappears completely.

Everything You Need to Know About the Runes in League of Legends: Wild Rift

Secondary Runes in Row 2

  • Bone Plating – After taking damage from a champion, the next 3 champion abilities or basic attacks against you deal reduced damage.
  • Conditioning – Gain 8 bonus Armor and Magic Resist after 5 minutes of game time.
  • Hunter-Titan – Gain 20 max health. Unique champion takedowns grant 20 max health and 4% tenacity (resistance to crowd control abilities).
  • Second Wind – Gain 6 health each 5 seconds. Also, after taking damage from an enemy champion regenerate a 6+3% of your missing health.
  • Loyalty – You gain 2 Armor and 5 Magic Resist. Your closest ally champion gains 5 armor and 2 Magic Resist.
  • Adaptative Carapace – Gain 50 health, while below 50% health receive 12 Armor or 12 Magic Resist, based on the most received damage in the last 60 seconds.

Everything You Need to Know About the Runes in League of Legends: Wild Rift

Secondary Runes in Row 3

  • Pathfinder – Gain 8% movement speed in brush, jungle, and river when out of combat.
  • Mastermind – Deal 10% bonus true damage to epic monsters and turrets. Earn an extra 100 gold and 500 experience upon taking or assisting in taking the above-mentioned objectives.
  • Hunter-Genius – Gain 2.5% Cooldown Reduction. Unique champion takedowns grant 1.5% Cooldown Reduction.
  • Sweet Tooth – Increases Honeyfruit healing by 25%. Each fruit also provides 20 gold.
  • Pack Hunter – When near ally champion, gain 2% movement speed. For each unique ally champion you participate in a takedown with, you and the ally both gets 50 gold.
  • Manaflow Band – Hitting an enemy champion with an ability or empowered attack permanently increases your max mana by 30, up to 300.

Choosing the Right Runes

Players need to set the primary and secondary runes depending on the class/type of champion they’re playing. To make it simpler for you, we will tell you the best runes that you can select for each role.

With Pure Tank Champions

  • Primary Rune – Grasp of the Undying, Aftershock, or Font of Life.
  • Secondary Rune (Row 1) – Triumph (for sustain in team fights) or Weakness (if you have a slow in your champion kit; example: Dr Mundo).
  • Secondary Rune (Row 2) – Any of the 6 runes will work fine but, Conditioning is highly preferred.
  • Secondary Rune (Row 3) – Pack Hunter or Hunter-Genius (if you’re playing a tank champion with a long cooldown on the ultimate ability).

With Bruiser Semi-Tank Champions

  • Primary Rune – Grasp of the Undying or Conqueror.
  • Secondary Rune (Row 1) – Triumph or Gathering Storm.
  • Secondary Rune (Row 2) – Any of the 6 runes will work fine but, Second Windis highly preferred.
  • Secondary Rune (Row 3) – Pathfinder, Pack Hunter, or Hunter-Genius.

With Attack Damage (AD) Jungle Champions

  • Primary Rune – Conqueror or Aftershock.
  • Secondary Rune (Row 1) – Brutal or Triumph.
  • Secondary Rune (Row 2) – Second Wind.
  • Secondary Rune (Row 3) – Pathfinder, Sweet Tooth (for increased healing and bonus gold from honey fruit), Mastermind, or Pack Hunter.

With Ability Power (AP) Jungle Champions

  • Primary Rune – Domination.
  • Secondary Rune (Row 1) – Brutal or Triumph.
  • Secondary Rune (Row 2) – Second Wind.
  • Secondary Rune (Row 3) – Pathfinder, Sweet Tooth, Mastermind, or Hunter-Genius. 

With Attack Damage (AD) Middle-Lane Champions

  • Primary Rune – Conqueror or Fleet Footwork.
  • Secondary Rune (Row 1) – Brutal, Hunter-Vampirism or Triumph. 
  • Secondary Rune (Row 2) – Second Wind. 
  • Secondary Rune (Row 3) – Hunter-Genius. 

With Ability Power (AP) Middle-Lane Champions

  • Primary Rune – Domination, Phase Rush, or Aery.
  • Secondary Rune (Row 1) – Brutal, Weakness, or Triumph. 
  • Secondary Rune (Row 2) – Second Wind or Hunter-Titan.
  • Secondary Rune (Row 3) – Manaflow Band or Hunter-Genius.

With Attack Damage Carry (ADC) Champions

  • Primary Rune – Fleet Footwork, Phase Rush or Conqueror.
  • Secondary Rune (Row 1) – Brutal, Gathering Storm, or Triumph. 
  • Secondary Rune (Row 2) – Second Wind.
  • Secondary Rune (Row 3) – Manaflow Band, Hunter-Genius.

With Ability Power (AP) Support Champions

  • Primary Rune – Aery or Font of Life.
  • Secondary Rune (Row 1) – Triumph or Weakness (if you have a slow in your champion kit; example: Soraka, Janna, and so on).
  • Secondary Rune (Row 2) – Any of the 6 runes will work fine.
  • Secondary Rune (Row 3) – Manaflow Band or Hunter-Genius.

With Tank Support Champions

  • Primary Rune – Aftershock or Font of Life.
  • Secondary Rune (Row 1) – Triumph or Weakness (if you have a slow in your champion kit; example Braum).
  • Secondary Rune (Row 2) – Any of the 6 runes will work fine.
  • Secondary Rune (Row 3) – Pack Hunter or Hunter-Genius.

How to Setup the Runes in Wild Rift

  1. Open ‘League of Legends: Wild Rift’ application in BlueStacks.
  2. Select ‘Loadouts’, which is the third option at the bottom left of the home screen.
  3. Select the ‘Champion’ from the bottom left you want to set up the runes for.
  4. Now, Click on the ‘>’ icon next to the ‘Runes’ section and that’s it!
  5. Select the primary and secondary runes for the champion as per your choice.

Everything You Need to Know About the Runes in League of Legends: Wild Rift

In League of Legends: Wild Rift, you can create different combinations of primary and secondary runes for the champions. Also, some of the champions in Wild Rift can be played in different roles. For example, Seraphine is generally played both as a mid-laner and as a support. So, create personalized rune pages for the champions depending on your play style.

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