All runes League of Legends 2024
Runes lol 2024 update new changes, all runes build League of Legends season 15 and more with ggmeo.
Precision
Improved attacks and sustained damage
Press the Attack
Hitting an enemy champion with 3 consecutive basic attacks deals 40-180 (based on level) bonus adaptive damage and amplifies your damage dealt by 8% until you leave combat
Press the Attack
Hitting an enemy champion with 3 consecutive basic attacks deals 40-180 (based on level) bonus adaptive damage and amplifies your damage dealt by 8% until you leave combat
Lethal Tempo
Attacking an enemy champion grants a stack of Lethal Tempo for 6 seconds, up to 6 stacks.
Each stack grants 5% Melee / 4% Ranged Attack Speed.
At max stacks, attacks also fire a note that deals 9-30 Melee / 6-24 Ranged, increased by 1% per 1% bonus Attack Speed, as bonus adaptive damage.
Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized
Energized attacks heal you for 10-130 (based on level) (+10% bonus AD, +5% AP) and grant 20/15% Move Speed for 1 second (melee/ranged) (note: ranged users receive the movement speed bonus at 75% effectiveness).
Healing is 60% effective for ranged users.
Healing from minions is 15% for all users.
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).
Domination
Burst damage and target access
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.'
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.'
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: 35s(resets to 1s on takedown)
Hail of Blades
Gain 80% (ranged champions) / 110% (melee champions) 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.
Sorcery
Empowered abilities and resource manipulation
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
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
Hitting an enemy champion with 3 attacks or separate abilities within 4s grants 18.75-37.5% 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
Resolve
Durability and crowd control
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
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
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
Inspiration
Creative tools and rule bending
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
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
Attacks or abilities against an enemy champion within 0.25s of entering champion combat grants 10 (+4% damage dealt) 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