Edit: This information pertained to old Runes/Masteries. While I am always updating my information on the site, I am aware that search engine queries are pointing at this post due to page rank. For updated Runes and Masteries, follow this link.
Back in May, shortly after Riot introduced ARAM matchmaking, I wrote a post about covering your bases in ARAM. I had a few Rune and Mastery pages set up in a particular way, and said that this would be a semi-optimal for running almost any champion. Granted, there are some champions that require some fine tuning, and ultimately Rune/Mastery builds are a personal choice, but this was a starting guide for people who wanted to be able to play ARAM (or the game in general) semi-efficiently. A base model if you will, that can be fine tuned to anyone’s liking.
I have since changed some of my Rune pages. I have acquired champions and runes in the last few months, also adding a rune page or two to my collection (took advantage of a recent two for one sale). With that said, I am not going into excruciating detail about the changes, but wanted to give an update to what sorts of pages I am using now. These pages were tuned for classic as I have been playing much more ranked lately due to the season coming to an end (now on November 11, after an extension), but are still very viable in ARAM games.
Previously I only had a single attack damage page, and found that I had the need to split those up, as there are AD carries, bruisers, and tanks and they all can use differing builds. With that said, I now have an “AD/Movement”, “Armor Pen” and “Lifesteal” page that would fall under the AD category:

This build is exactly as my old AD page, but instead of Armor Pen Quints, it utilizes Movement speed quints. I specifically made this page for Hecarim, as he benefits from Movement Speed more than any other champion, but it can be used on any carry that needs some extra mobility. I actually designated this my Jungler rune page, but I didn’t name it as such.

This page is the same, but stacks Armor Pen Quints and Marks. Useful on champs who focus penetration or critical strikes such as Darius or Tryndamere/Ashe/Gangplank respectively.

This is the AD carry (or Marksmen as they’re called now) page. Lifesteal Quints provide 6% lifesteal out the gate, so rushing lifesteal items for sustain isn’t required. This is great for those aforementioned crit champions so they can focus on building an Infinity Edge first without needing the 800g for a Vampiric Scepter in the meantime.
Next up, I was sold on the idea of mixing runes finally, but only in certain instances. What I mean by mixing runes is having two different effects within the same type of rune on the same page. For example, the above picture has 9 armor seals. An option would be to have 4 armor seals and 5 mana regen seals. I never used to like the idea, because the stats you get from mixing always seemed less beneficial than when you have all 9 runes. My mind was changed when I started playing with rune/mastery combos while trying to build a better tank and better support page. Here’s the results:

The trouble I was having with my old tank build is that I had Health Quints and Health per level Seals, with MR and some form of penetration initially. I swapped out the penetration for armor marks because I would need different pen marks depending on if it was an AD or AP focused tank, and I didn’t have the rune pages to support that. After the swap, I felt like there still wasn’t enough armor, so I swapped out a few health seals for armor seals, and now feel I have a rounded amount of health/armor to start, and scaling health/MR for the late game.

My support build was where my experimentation began, as I have ran more ranked games in a support role than anything else. I originally had Magic Pen Marks, Armor Seals, CDR Glyphs and Gold per 5 Quints. This was far from optimal, and I realized it quickly. GP5 is a requirement for supports, as you can’t take farm — it’s for your ADC. I didn’t feel I was getting enough from the Quints, so I added in some seals. I also swapped out the penetration Marks for Armor Marks to make up for it. Then decided that I needed a bit more mana regen for early game, and put in a few mana per 5 seals. The balance seems just right between gold gain and defense/CDR.
Finally, there is only one Mastery page that I added in to the mix that I posted previously (check the link at the top of this post to see my other page setups). It’s a page I labeled Jungler, but was specifically made for Hecarim in the jungle. However, I feel that any jungler can benefit from it, as it focuses defense, sustain and movement speed, all of which help any jungler.

There will probably be more posts like this from me in coming months, as Season 3 officially ends in November, and during the Preseason masteries and runes tend to change, enough to where much of this could become obsolete. Stay tuned for more as the changes unfold.
[…] starts. I have written about Runes and Masteries a few times in the past; my most recent post about Rune pages are the ones I am currently using. Runes are supposed to be changing soon, I will update those as […]
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