All runes League of Legends 2024

Runes lol 2024 update new changes, all runes build League of Legends season 14 and more with ggmeo.


Improved attacks and sustained damage

Press the Attack Press the Attack

Hitting an enemy champion with 3 consecutive basic attacks deals 40 - 180 bonus adaptive damage (based on level) and makes them vulnerable, increasing the damage they take by 8% from all sources for 6s.

Lethal Tempo Lethal Tempo

Gain [54% - 81%] (Melee) or [21% - 48%] (Ranged) Attack Speed for 6 seconds when you attack an enemy champion. This effect stacks up to 6 times.

While this effect fully stacked, your Attack Speed can exceed 2.5 and you gain 50 Attack Range.

Melee Attack Speed per Stack: 9-13.5% (based on level) ⇒ 5-16% (based on level)

Fleet Footwork Fleet Footwork

Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized

Energized attacks heal you for 10 - 130 (+0.1 Bonus AD, +0.05 AP) and grant 20% Move Speed for 1s.

Healing from minions is 10% effective for Ranged Champions, and 20% effective for Melee Champions.

Conqueror Conqueror

Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 5s, gaining 1.8-4 Adaptive Force per stack. Stacks up to 12 times. Ranged champions gain only 1 stack per basic attack.

When fully stacked, heal for 8% of the damage you deal to champions (5% for ranged champions).


Burst damage and target access

Electrocute Electrocute

Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.

Damage: 30 - 220 (+0.1 bonus AD, +0.05 AP) damage.

Cooldown: 25 - 20s

'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'

Predator Predator

Enchants your boots with the active effect 'Predator.'

Gain increased Move Speed, ramping up to 25-50% Move Speed over 1 second, while chasing enemy champions. After ramping up, damaging attacks or abilities to champions end this effect, dealing 20-180 (+0.25 bonus AD)(+0.15 AP) bonus adaptive damage.

Cooldown: 120s-60s.

Dark Harvest Dark Harvest

Damaging a Champion below 50% health deals adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 5.

Dark Harvest damage: 20-80 (based on level) (+5 damage per soul) (+0.1 bonus AD) (+0.05 AP)

Cooldown: 45s (resets to 1.5s on takedown)

Hail of Blades Hail of Blades

Gain 110% Attack Speed when you attack an enemy champion for up to 3 attacks.

No more than 3s can elapse between attacks or this effect will end.

Cooldown: 12s.

Attack resets increase the attack limit by 1.

Allows you to temporarily exceed the attack speed limit.


Empowered abilities and resource manipulation

Summon Aery Summon Aery

Damaging enemy champions with basic attacks or abilities sends Aery to them, dealing 10 - 50 based on level (+0.05 AP) (+0.1 bonus AD).

Empower or protecting allies with abilities sends Aery to them, shielding them for 30 - 100 based on level (+0.05 AP) (+0.1 bonus AD).

Aery cannot be sent out again until she returns to you.

Arcane Comet Arcane Comet

Damaging a champion with an ability hurls a comet at their location, or, if Arcane Comet is on cooldown, reduces its remaining cooldown.

Adaptive Damage: 30 - 130 based on level (+0.05 AP and +0.1 bonus AD)

Cooldown: 20 - 8s

Cooldown Reduction:

Single Target: 20%.

Area of Effect: 10%.

Damage over Time: 5%.

Phase Rush Phase Rush

Hitting an enemy champion with 3 attacks or separate abilities within 4s grants 15 - 40% Move Speed based on level and 75% Slow Resistance.

This is increased to 25 - 50% Move Speed for Melee champions.

Duration: 3s

Cooldown: 30s - 10s


Durability and crowd control

Grasp of the Undying Grasp of the Undying

Every 4s in combat, your next basic attack on a champion will:

  • Deal bonus magic damage equal to 3.5% of your max health
  • Heals you for 3 + 1.2% of your max health
  • Permanently increase your health by 7

Ranged Champions: Damage, healing, and permanent health gained reduced by 40%.

Aftershock Aftershock

After immobilizing an enemy champion, increase your Armor and Magic Resist by 35 + 80% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 25 - 120 (+8% of your bonus health)

Cooldown: 20s

Resistance bonus from Aftershock capped at: 80-150 (based on level)

Guardian Guardian

Guard allies within 350 units of you, and allies you target with spells for 2.5s. While Guarding, if you or the ally take more than a small amount of damage over the duration of the Guard, both of you gain a shield for 1.5s.

Cooldown: 90 - 40 seconds

Shield: 45 - 120 + 12.5% of your ability power + 8% of your bonus health

Proc Threshold: 90 - 250 postmitigation damage


Creative tools and rule bending

Glacial Augment Glacial Augment

Immobilizing an enemy champion will cause 3 glacial rays to emanate from them towards you and other nearby champions, creating frozen zones for 3 (+ 100% of the immobilizing effect's duration) seconds that slow enemies for 20% (+9% per 10% Heal and Shield Power) (+6% per 100 Ability Power) (+7% per 100 bonus Attack Damage) and reduce their damage by 15% against your allies (not including yourself).

Cooldown: 25s

Unsealed Spellbook Unsealed Spellbook

Swap one of your equipped Summoner Spells to a new, single use Summoner Spell. Each unique Summoner Spell you swap to permanently decreases your swap cooldown by 25s (initial swap cooldown is at 5 mins).

Your first swap becomes available at 6 mins.

Summoner Spells can only be swapped while out of combat.

After using a swapped Summoner Spell you must swap 3 more times before the first can be selected again.

Smite damage increases after two Summoner Spell swaps.

First Strike First Strike

Attacks or abilities against an enemy champion within 0.25s of entering champion combat grants 5 gold and First Strike for 3 seconds, causing you to deal 7% extra damage against champions, and granting 100% (70% for ranged champions) of bonus damage dealt as gold.

Cooldown: 25 - 15s