Wild Rift Runes Guide and Tips for Starting Players

Riot’s Wild Rift features gameplay almost similar to League of Legends. Just like on PC, Wild Rift has several runes to choose from. But it’s important that you choose the right runes for each champion as it will affect how you play your champions in-game.

Runes are used to strengthen champion abilities and stats. And players can customize these runes for their champion to improve their performance.

You should also note that runes can only be customized before the game starts, and once the game begins, your chosen Rune can’t be changed or tweaked.

RUNE TYPES

wild-rift-runes

Wild Rift features a complete rune page that is consist four rune types including:

  • Keystone (Main Rune)
  • Domination (Damage)
  • Resolve (Health, Armor)
  • Inspiration (Objective, Mana, Gold)

The Keystone are also known as the main runes, which consist of 8 runes. The player can pick 1 out of 8 runes depending on which champion you decide to play.

The secondary runes are known as Domination, Resolve, and Inspiration. You can pick 1 from each secondary rune, each has 6 choices.

To sum it up, a complete rune page in Wild Rift should consist of 1 Keystone Rune, 1 Domination Rune, 1 Resolve Rune, and 1 Inspiration Rune.

Here’s a complete list of all the Wild Rift runes:

KEYSTONES – MAIN RUNES

Electrocute

PASSIVE: Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 30 − 184 (based on level) (+ 40% bonus AD) (+ 25% AP) Attack damage.pngAbility power.png Adaptive damage.

ADAPTIVE DAMAGE: Deals either physical or magic damage depending on your bonus statistics, defaulting based on the origin of the effect.

Aery

PASSIVE: Basic attacks and abilities against an enemy champion signals Aery to dash to them, dealing 10 − 60 (based on level) (+ 20% bonus AD) (+ 10% AP) Attack damage.pngAbility power.png Adaptive damage. Heal power.png Healing, shielding, or buffing an ally signals Aery to dash to them, Hybrid resistances icon.png shielding them for 20 − 120 (based on level) (+ 40% bonus AD) (+ 20% AP) for 2 seconds.

Aery lingers on the target for 2 seconds before flying back to the user, and cannot be sent out again until she returns. Aery is initially very slow, but gradually accelerates, and can be picked up by moving near her.

ADAPTIVE DAMAGE: Deals either physical or magic damage depending on your bonus statistics, defaulting based on the origin of the effect.

Conqueror

PASSIVE: Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 8 seconds and grants 2 − 6 (based on level) bonus Attack Damage or 4 − 12 (based on level) Ability Power (Adaptive), stacking up to 5 times, for a maximum of 10 − 30 (based on level) bonus Attack Damage or 20 − 60 (based on level) Ability Power (Adaptive).

When fully stacked, deal 10% bonus Attack damage.pngAbility power.png Adaptive damage to champions.

ADAPTIVE DAMAGE: Deals either physical or magic damage depending on your bonus statistics, defaulting based on the origin of the effect.

Fleet Footwork

UNIQUE-ENERGIZED:  Moving and basic attacking generates Energize stacks, up to 100.

FLEET FOOTWORK: When fully Kircheis Shard item.png Energized, your next basic attack Heal heals you for 15 − 85 (based on level) (+ 30% bonus AD) (+ 30% AP) and grants 20% bonus movement speed for 1 second.

Grasp of the Undying

PASSIVE: Entering combat generates one stack every second for the next 3 seconds. Additional stacks may be generated by re-entering combat after 2 seconds. After reaching 4 stacks, your next basic attack within 6 seconds against an enemy champion consumes all stacks to deal 4% of your maximum health in bonus magic damage, restore 2% of your maximum health, and permanently grant 5 bonus health. The empowered attack duration refreshes whenever going in combat.

On ranged champions, all effects are reduced by 60%.

Aftershock

PASSIVE: Immobilizing an enemy champion grants a static 50 (+ 50% bonus armor) bonus armor and 50 (+ 50% bonus magic resistance) bonus magic resistance for 2.5 seconds.

After the duration, you release a shockwave that deals 12 − 110 (based on level) (+ 4% of your maximum health) magic damage to nearby enemies.

Font of Life

PASSIVE: Slowing or immobilizing an enemy champion marks them for 4 seconds. Allied champions who basic attack marked enemies heal for 3% of your maximum health over 2 seconds.

Kleptomancy

PASSIVE: After using an ability, your next ability hit or basic attack against an enemy champion will grant you a random item effect.

PATHS – SECONDARY RUNES

Domination – Hunt and Eliminate Prey
  • Brutal

PASSIVE: Gain 7 bonus Attack Damage and 2% bonus-armor penetration, or 14 Ability Power and 2% bonus-magic penetration (Adaptive).

  • Gathering Storm

PASSIVE: Every 2 minutes, gain 2 bonus Attack Damage or 4 Ability Power (Adaptive).

  • Hunter – Vampirism

PASSIVE: Gain 2% Physical Vamp or 2% Magical Vamp (Adaptive). Unique champion takedowns grant 2 bonus Attack Damage with 1% Physical Vamp or 4 Ability Power with 1% Magical Vamp (Adaptive).

  • Triumph

PASSIVE: Champion takedowns restore 10% missing health. Deal 3% increased damage to enemies below 35% health.

  • Weakness

PASSIVE: Slowing or immobilizing an enemy champion marks them for 5 seconds, while marked they take 5% increased damage.

  • Champion

PASSIVE: Gain 10% increased damage against champions. Lose 5% each time you die until the bonus disappears.

Resolve – Live Forever
  • Backbone

PASSIVE: Gain 10 bonus armor or 10 bonus magic resistance, based on whichever stat you have less of.

  • Conditioning

PASSIVE: Gain 8 bonus armor and 8 bonus magic resistance after 5 minutes of game time.

  • Hunter – Titan

PASSIVE: Gain 20 maximum health. Unique champion takedowns grant an additional 20 maximum health and 4% tenacity.

  • Regeneration

PASSIVE: Every 3 seconds, regenerates 2% missing health or 2% missing mana, based on whichever percentage is lower.

  • Loyalty

PASSIVE: Gain 2 bonus armor and 5 bonus magic resistance. Your closest ally champion gains 5 bonus armor and 2 bonus magic resistance, which can be stacked.

  • Spirit Walker

PASSIVE: Gain 50 maximum health and 20% slow resistance.

Inspiration – Outwit Mere Mortals
  • Pathfinder

PASSIVE: When out-of-combat, gain 8% bonus movement speed in brush, jungle and river.

  • Mastermind

PASSIVE: Deal 10% bonus true damage to epic monsters and turrets. Earn an additional 100 gold and 500 XP upon taking or assisting in taking these objectives.

  • Hunter – Genius

PASSIVE: Gain 2.5% cooldown reduction. Unique champion takedowns grant 1.5% cooldown reduction.

  • Sweet Tooth

PASSIVE: Increases Honeyfruit healing by 25%, each fruit eaten also provides 20 gold.

  • Pack Hunter

PASSIVE: While near ally champions, gain 2% bonus movement speed. For each unique ally you participate in a takedown with, you gain 50 gold and the ally gains 50 gold.

  • Mana Flow Band

PASSIVE: Hitting an enemy champion with an ability or empowered attack permanently increases your maximum mana by 30, up to 300 mana.

***

For more tips and guides on Wild Rift, follow our blog at TheGamingGenie.com! To download Wild Rift, follow this link.

Leave a Reply

%d bloggers like this: