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InvertedComposer's Rune Rankings
Last Updated: October 5th 2015



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The following are the viable runes you should consider buying:
(1. Must buy, 2. Required, 3.Situational)



Marks Marks
     1. Attack Damage (8.55)
     1. Magic Pen. (8.55)
     2. Armor Pen (11.5)
     3. Hybrid Pen (8.1/5.6)
     3. Attack Speed (15.3%)
     3. Flat Armor (8.1)

Seals Seals
     1. Scaling Health (216 @18)
     1. Armor (8.55)
     2. Health (72)
     3. Scaling Armor (27 @18)
     3. Mana Regen. (3.7)

Glyphs Glyphs
     1. Scaling Cooldown Red. (15% @18)
     1. Scaling Magic Resist. (27 @18)
     2. Ability Power (10.7)
     3. Mana (101)
     3. Magic Resist (12)
     3. Cooldown Reduction (7.5%)

Quints Quintessence
     1. Attack Damage (6.75)
     1. Ability Power (15)
     2. Attack Speed (13.5%)
     2. Movement Speed (4.5%)
     2. Armor (12.8)
     3. Scaling Cooldown Reduction (15% @18)
     3. Health (78)


More explanations coming soon


1. Mark of Attack Damage    (10/10)
    Viability (5/5) : There is no rune that gives more early game damage than this rune for physical dealers.  8.55AD when you have 70 AD is 12.2% more autoattack damage.
    Versatility (3/3) : This rune can be used practically on just about anyone.
    Price (1/1) : 102 IP per rune?  That's a steal
    Another Angle (1/1) : Easier time last hitting minions

1. Mark of Magic Pen.    (10/10)
    Viability (5/5) : There is no better source of early game damage than this rune gives for magical dealers.  Gives up to 8.55% extra magic damage when enemy is at 8.55 MR.
    Versatility (3/3) : All the AP users can use this rune.  
    Price (1/1) : 205 IP per rune?  That's cheaper than most of the runes I know
    Another Angle (1/1) : Magic Pen. is a precious stat.  The more you stack it the better it becomes.  It's one of those few stats that have increasing returns in strength when stacked.

2. Mark of Armor Pen.    (8/10)
    Viability (5/5) : Outperforms AD runes for AD casters due to armor pen. also affecting the base damage of champion's abilities.  Gives up to 11.5% extra physical damage when enemy is at 11.5 Armor.
    Versatility (2/3) : This rune is only useful on AD casters.  
    Price (0/1) : 410 IP per rune?  Its competitor, AD rune is being sold for 102 IP each.
    Another Angle (1/1) : Armor Pen. is a precious stat.  The more you stack it the better it becomes.  It's one of those few stats that have increasing returns in strength when stacked.

3. Mark of Hybrid Pen.    (6/10)
    Viability (4/5) : It's exceptional early for mages with autoattack harass.  However the armor pen stat becomes useless as mages autoattack less as the game progresses. This rune has 70% of the stat of the Armor Pen and Magic Pen runes each.
    Versatility (1/3) : This rune is almost never used anymore now that minions have 0 armor.  Very few champions make good use of this rune.
    Price (0/1) : 820 IP per rune?  Are you kidding me?
    Another Angle (1/1) : Magic Pen. is a precious stat.  The more you stack it the better it becomes.  It's one of those few stats that have increasing returns in strength when stacked.

3. Mark of Attack Speed    (6/10)
    Viability (3/5) : Increases autoattack DPS by up to 15.3% ... or does it?  If you happen to autoattack only once and then wait long enough before you autoattack again basically this rune has done nothing for your damage.  This rune is usually outclassed by the AD rune except if your champion innately gives bonus attack damage or has on-hit damage since attack damage stat has diminishing returns.
    Versatility (2/3) : Only the on-hit type champions make good use of this rune.
    Price (0/1) : 410 IP per rune?  Its competitor, AD rune is being sold for 102 IP each.
    Another Angle (1/1) : Provides smoother autoattacking animation? Kayle comes into my mind

3. Mark of Armor    (5/10)
    Viability (3/5) : 8.1 armor further blocks 5.9% of the physical damage with respect to having 30 armor.  While this is the only viable defense rune among the Mark runes it still quite lacks potency.
    Versatility (1/3) : Only the no-damage supports that need early tankiness (Soraka, Janna, Alistar) should get this
    Price (1/1) : 205 IP per rune is quite affordable
    Another Angle (0/1) : Can't think of one.




1. Seal of Scaling Health    (10/10)
    Viability (5/5) : The best defense rune against champions that deal less than 75% of their overall damage as physical damage.  This rune provides more HP than its counterpart, Seal of Health after level 6. More details can be found here.
    Versatility (3/3) : This rune can be used practically on just about anyone.  
    Price (1/1) : 410 IP per rune?  Well that's still cheaper than Seal of Health which costs 820 IP each.
    Another Angle (1/1) : On solo lanes this rune is a good investment for late game.  Not only it wouldn't hinder your early game power (since health has no direct impact in combat unless you are killed), even if you died as early as level 3, it would still have provided you with as much as half of the HP that Seal of Health provides.

1. Seal of Armor    (9/10)
    Viability (5/5) : Against physical damage dealers, minions, and towers this rune offers the best defense among the Seal runes.  9
armor further blocks 6.5% of the physical damage with respect to having 30 armor More details can be found here.
    Versatility (3/3) : This rune can be used practically on just about anyone.  
    Price (1/1) : 102 IP per rune?  Am I reading this right?  That's a steal.
    Another Angle (0/1) : Can't think of one

2. Seal of Health.    (7/10)
    Viability (5/5) : This rune is optimal against hybrid damage dealers early game.  Provides extra 14.4% health at 500HP.   It is also excellent for preventing early deaths.  See Seal of Scaling Health above for details.  
    Versatility (2/3) : This rune is only useful on bot lane since they take longer time to hit level 6.
    Price (0/1) : 820 IP per rune?  Crap, I'd be broke after buying this rune.
    Another Angle (0/1) : None

3. Seal of Scaling Armor.    (5/10)
    Viability (3/5) : Unlike health, armor helps you combat pokes and trades.  Therefore, you would want to take Seal of Armor since your champion starts taking damage as early as level 1.  This rune should only be used as an investment tool.  This rune starts giving more armor than Seal of Armor after level 6. 
    Versatility (1/3) : This rune is almost never used because Seal of Scaling Health is also an alternative for investments.  Very few champions make good use of this rune such as Yorick.
    Price (0/1) : 410 IP per rune?  Its competitor, armor rune is being sold for 102 IP each.
    Another Angle (1/1) :  You can have more of a health oriented build using this rune.  Use this rune and Scaling Health runes interchangably to customize your champion's item build path.

3. Seal of Mana Regen.    (5/10)
    Viability (2/5) : This is better than its counterpart Seal of Mana.  Remember this, for Seals it's mana regen and for Glyphs it's mana.  The mana regen stat in gold value is not bad at all but people still prefer durability over mana on their champions.
    Versatility (2/3) : Only the mana-based champions can use this rune.
    Price (1/1) : 205 IP per rune?  That surely is affordable!
    Another Angle (0/1) : None



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