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Akali rune setup

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J122

Senior Member

08-26-2011

I've been playing around with the numbers and I wanted to get some opinion on some minor details for Akali's rune setup.

Disregard the yellows, since I use HP/level and others use dodge, armor, etc.

Westrice's build: http://www.solomid.net/guides.php?g=1785

Reds:
7 flat AD = 6.65 AD
2 MP = 1.9 MP

Blues:
9 flat AP = 8.91 AP

Quints:
2 flat AP = 9.9 AP
1 flat HP = 26 HP

AD: 6.65 + 3 (from masteries) = 9.65 - 1st passive
AP: 8.91 + 9.9 + 0.6/level (from masteries) = 19.41 at level 1 - 2nd passive at LEVEL 2

I was wondering if it would be better to get rid of the health quint (since how much difference does 26 HP make anyway?) for either an AP or AD quint.

Switch HP for AD:

Reds:
5 flat AD = 4.75 AD
4 MP = 3.8 MP

Blues:
9 flat AP = 8.91 AP

Quints:
2 flat AP = 9.9 AP
1 flat AD = 2.3 AD

AD: 4.75 + 2.3 + 3 (from masteries) = 10.05 - 1st passive
AP: 8.91 + 9.9 + 0.6/level (from masteries) = 19.41 at level 1 - 2nd passive at LEVEL 2

So this build sacrifices 26 HP for 1.9 more magic pen. Worth it?

Switch HP for AP:

Reds:
7 flat AD = 6.65 AD
2 MP = 1.9 MP

Blues:
4 flat AP = 3.96 AP
5 scaling AP = 0.85 AP/level (15.3 AP at level 18)

Quints:
3 flat AP = 14.85 AP

AD: 6.65 + 3 (from masteries) = 9.65 - 1st passive
AP: 3.96 + 14.85 + 0.6/level (from masteries) + 0.85/level = 20.26 at level 1 - 2nd passive

This build sacrifices 26 HP for 15.3 AP at level 18 and gets the 2nd passive at level 1. Alternatively you could get 3 flat/6 scaling AP blues (instead of 4 flat/5 scaling) and get 18.36 AP at level 18 and get the 2nd passive at level 2. Worth it?

Thoughts? What's the best? Any other suggestions?


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Montegomery

Recruiter

08-26-2011

The AP may be worth it but I doubt the MPen would be. The ultimate decision comes down to playstyle and experience. I'd personally lean toward the AP, but I can see why someone else might choose the Health.

In any case, this is one of the best posts I've ever seen on the forums. Kudos.


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The Drippy Sink

Recruiter

08-26-2011

You can run:

1Flat AD Quint
2Flat AP Quint

9 Flat AD Marks
9 Flat AP Glyphs
3 Flat AP Seals

6 Seals (of your choice)

And now pick any item and/or mastery set you want and have both passives active at level one.

Edit: I know this rune setup doesn't scale into late game like the others you're suggesting, but it does offer more flexibility with your masteries and can allow you to go 21 points into Utility for the Summoner Spell CD.

Just food for thought.


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J122

Senior Member

08-26-2011

Quote:
Obliquitous Owl:
You can run:

1Flat AD Quint
2Flat AP Quint

9 Flat AD Marks
9 Flat AP Glyphs
3 Flat AP Seals

6 Seals (of your choice)

And now pick any item and/or mastery set you want and have both passives active at level one.


9 Flat AD marks + 1 Flat AD quint is too much. It adds up to 10.85 AD, which rounds up to 11.


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The Drippy Sink

Recruiter

08-26-2011

Quote:
J122:
9 Flat AD marks + 1 Flat AD quint is too much. It adds up to 10.85 AD, which rounds up to 11.


I was never sure if the game counted a rounded number (such as 9.65) as the number it rounded up to, or if it just displayed it as the rounded number (10 in this case) for the sake of ease/visual space, so I've always made sure to have the minimum number as a whole in calculations.

If there's adjustment that can be done, then by all means.

The build gives 10.85 AD and (I think) 20.58 AP. I never felt security in the number was a bad thing.

19.5 AP will actually round up to 20 and activate the passive? That's cool, and I never knew.


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