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For an ADC, if both need help last hitting and some sustain, is it better to run two lifesteal quints and one AD or vice versa?
1 AD quint is the bare minimum for 2 tower 1 hit on melee and 1 tower 1 hit on ranged at certain levels, so i generally recommend 2 lifesteal 1 ad quint
While league is down I need some basic help... what does a traditional mid/top/jungle rune page look like? I feel like mine are off... like more base ap or more ap/level or mp? Same with ad and armor pen. And what about movement speed on jungle? Or lifesteal (I play fiora and talon mainly)
phys
reds - arpen, mpen, ad, mpen+arpen (depends on damage)
yellow - flat armor, scaling hp (depending on matchup, armor is safer)
blue - mr/level, flat mr (depending on opponent/jungler - imo flat is just safer)
Quints - flat AD, flat AP, mpen, MS%, AS% (depending on scaling)
magical
reds - mpen or mpen+arpen (depends on ablity to auto attack harass)
yellow - flat armor, scaling hp, scaling ap, mana regen (flat armor safest, scaling hp for characters who excel at diving after lvl 6, scaling ap for safe farmers, mana regen for farmers who need mana)
blue - flat mr, ap/level (ap/level is for farming, otherwise mr is safest)
quints - flat AP, mpen (for high base damage ppl), MS%
most versatile rune pages:
physical (bruiser, assassin, ad dependant jungler) - flat ad RED, flat armor YLLO, flat mr BLUE, flat ad QUINT
magical (mage, assassin, or even poke supports) - flat mpen RED, flat armor YLLO, flat mr BLUE, flat ap QUINT
ADC (focusing on last hitting/sustain) - flat ad RED, flat armor YLLO, flat mr BLUE, 1 flat ad QUINT, 2 lifesteal QUINT (physical page can be used in a pinch)
jungler (starting machete) - as% RED, flat armor YLLO, flat mr BLUE, as% QUINT or ms% QUINT
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