Full attack speed, Full crit, Or full AD Runes?

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Senior Member

03-27-2012

I've been messing around with my ad runes, making full attack speed, full crit, and full ad pages.


What do you think is best early/late game for an AD carry?

The standard armour pen reds

ad or armour pen quints

and maybe some armour/ magic resist yellows and blues

or going straight offence in a certain stat?


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SolCrimzen

Senior Member

03-27-2012

ranged carry runes:

flat AD quints
flat AD marks
flat armor seals
mr/level glyphs (I think)


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BeelzeBuff

Senior Member

03-27-2012

Quote:
Originally Posted by SolCrimzen View Post
ranged carry runes:

flat AD quints
flat AD marks
flat armor seals
mr/level glyphs (I think)
nononononononononono


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Sylvr

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Senior Member

03-27-2012

Flat AD reds or quints are for making last-hitting easier. If you don't need the help, then ArPen in either or both slots will give you more damage as the game goes on. The difference is small enough that either option works though.

AS runes are pretty much only for Junglers, and Crit runes are sub-optimal for everyone at the moment.


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IS14ef3a6a80105c2a07a67

Senior Member

03-27-2012

Crit damage best


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WonderBoy55

Senior Member

03-27-2012

Crit Chance runes only if you plan to abuse them (with lucky crit harass).

Crit damage runes if you are only buying crit chance items, or are playing Tryndamere.

Flat AD if you want to last hit easily and have an early game advantage (pre level 5)

ArPen if you want to scale well past level 6.

Attack speed runes for jungler or if you're doing on-hit or AD/AS Kog'maw builds.


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Dethant

Senior Member

03-27-2012

depending on the charachter im playing,
i go with flat AD marks and quints and attack speed yellows and reds,
or
flat ad marks and quints with defensive armor yellows and magic resist blues

i have arpen as well, but since ad charachters scale better with items the flat ad makes it easier to last hit, and later on makes last whisper more effective.