Library · Patch 16.13

Runes

Every keystone and minor rune across the five trees.

Precision

Keystones

Press the Attack

Hitting an enemy champion 3 consecutive times deals bonus damage and amplifies your damage until you leave combat with champions.

Lethal Tempo

Attacking an enemy champion grants you Attack Speed, up to 6 stacks. At max stacks, deal bonus adaptive damage On-Attack.

Fleet Footwork

Attacking and moving builds Energy stacks. At 100 stacks, your next attack heals you and grants increased MS.

Conqueror

Gain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions.

Row 1

Absorb Life

Killing a target heals you.

Triumph

Takedowns restore 5% of your missing health and grant an additional 20 gold.

Presence of Mind

Restore a small amount of mana or energy when damaging an enemy champion. Takedowns restore mana or energy.

Row 2

Legend: Alacrity

Takedowns on enemies grant permanent Attack Speed.

Legend: Haste

Takedowns on enemies grant permanent Basic Ability Haste.

Legend: Bloodline

Takedowns on enemies grant permanent Life Steal, up to a cap. Once the cap is reached, increase your max health. Weaker earlier but stronger later game than other Legend Runes.

Row 3

Coup de Grace

Deal more damage to low health enemy champions.

Cut Down

Deal more damage to high health enemy champions.

Last Stand

Deal more damage to champions while you are low on health.

Domination

Keystones

Electrocute

Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage.

Dark Harvest

Damaging a low health champion inflicts adaptive damage and harvests a soul from the victim.

Hail of Blades

Gain a large amount of Attack Speed and bonus true damage for the first 3 attacks made against enemy champions.

Row 1

Cheap Shot

Deal bonus true damage to enemy champions with impaired movement or actions.

Taste of Blood

Heal when you damage an enemy champion.

Sudden Impact

Damaging basic attacks and abilities deal bonus true damage to enemy champions after using a dash, leap, blink, teleport, or when leaving stealth.

Row 2

Sixth Sense

On a long Cooldown, automatically sense a nearby untracked and unseen ward, tracking it for the team.

Level 11: Also reveal the ward for 10s.

Grisly Mementos

Collect 1 memento on champion takedowns, up to 18 total.

Gain 6 Trinket Haste for each collected.

Deep Ward

Your wards in the enemy jungle are Deep, gaining Health and Duration.

Level 9: Wards in the river are also Deep.

Row 3

Treasure Hunter

Unique takedowns grant additional gold the first time they are collected.

Relentless Hunter

Unique takedowns grant permanent out of combat MS.

Ultimate Hunter

Unique takedowns grant permanent cooldown reduction on your Ultimate.

Sorcery

Keystones

Summon Aery

Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.

Arcane Comet

Damaging a champion with an ability hurls a damaging comet at their location.

Stormraider's Surge

Dealing 25% of a champion's maximum health grants a burst of MS and Slow Resist.

Deathfire Touch

Damaging a champion with an ability burns them over time.

Row 1

Axiom Arcanist

Your Ultimate has increased damage, healing, and shielding. Scoring a takedown on an enemy champion reduces your Ultimate's current cooldown.

Manaflow Band

Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.

After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.

Nimbus Cloak

After casting a Summoner Spell, gain a short Move Speed increase that allows you to pass through units.

Row 2

Transcendence

Gain bonuses upon reaching the following levels:
Level 5: +5 Ability Haste
Level 8: +5 Ability Haste
Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.

Celerity

All Move Speed bonuses are 7% more effective on you and gain 1% Move Speed.

Absolute Focus

While above 70% health, gain extra adaptive damage.

Row 3

Scorch

Your first damaging ability hit every 10s burns champions.

Waterwalking

Gain MS and AP or AD, adaptive in the river.

Gathering Storm

Gain increasing amounts of AD or AP, adaptive over the course of the game.

Resolve

Keystones

Grasp of the Undying

Every 4s your next attack on a champion deals bonus magic damage, heals you, and permanently increases your health.

Aftershock

After immobilizing an enemy champion gain defenses and later deal a burst of magic damage around you.

Guardian

Guard allies you cast spells on and those that are very nearby. If you or a guarded ally would take damage based on level, you're both granted a shield.

Row 1

Demolish

Your third attack against turrets deals bonus damage.

Font of Life

Impairing the movement of an enemy champion heals nearby allied champions.

Shield Bash

Whenever you gain a shield, your next basic attack against a champion deals bonus adaptive damage.

Row 2

Conditioning

After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.

Second Wind

After taking damage from an enemy champion heal back some missing health over time.

Bone Plating

After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 (based on level) less damage.

Duration: 1.5s
Cooldown: 55s

Row 3

Overgrowth

Gain permanent max health when minions or monsters die near you.

Revitalize

Gain 5% Heal and Shield Power.

Heals and shields you cast or receive are 10% stronger on targets below 40% health.

Unflinching

Gain Armor and Magic Resist when receiving crowd control.

Inspiration

Keystones

Glacial Augment

Immobilizing an enemy champion will cause 3 glacial rays that slow nearby enemies and reduce their damage to your allies.

Unsealed Spellbook

Swap Summoner Spells while out of combat. Swapping to unique Summoner Spells will increase the rate at which you can make future swaps.

First Strike

When you initiate champion combat, deal 7% extra damage for 3 seconds and gain gold based on damage dealt.

Row 1

Hextech Flashtraption

While Flash is on cooldown it is replaced by Hexflash.

Hexflash: Channel, then blink to a new location.

Magical Footwear

You get free boots at 12 min but you cannot buy boots before then. Each takedown you get makes your boots come 45s sooner.

Cash Back

Get some gold back when you purchase Legendary Items.

Row 2

Triple Tonic

Upon reaching level 3, gain an Elixir of Avarice.
Upon reaching level 6, gain an Elixir of Force.
Upon reaching level 9, gain an Elixir of Skill.

Time Warp Tonic

Potions grant some restoration immediately.

Biscuit Delivery

Gain a free Biscuit every 2 min, until 6 min. Consuming or selling a Biscuit permanently increases your max health and restores health.

Row 3

Cosmic Insight

+18 Summoner Spell Haste
+10 Item Haste

Approach Velocity

Bonus MS towards nearby enemy champions that are movement impaired, increased for enemy champions that you impair.

Jack Of All Trades

For each different stat gained from items, gain one Jack stack. Each stack grants you 1 Ability Haste.

Gain bonus Adaptive Force at 5 and 10 stacks.