League of Legends - Runes Reforged

Flashcards for getting up to speed with the new rune system in League of Legends. Info from http://na.leagueoflegends.com/en/featured/preseason-update#builder (X/Y in names stands for tree (Precision, Domination, Sorcery, Resolve, Inspiration) and slot (Keystone, Greater, (ordinary) Rune)

60 flashcards · Other · by Lukas Hagman

  1. P/K - Press the Attack

    Hitting an enemy champion with 3 consecutive basic attacks deals 30-120 adaptive damage (based on level) and makes them vulnerable, increasing the damage they take from all sources by 12% for 6s.

  2. P/K - Lethal Tempo

    1.5s after damaging a champion gain 30-80% Attack Speed (based on level) for 3s. Attacking a champion extends the effect to 6s. Cooldown: 10s. Lethal Tempo allows you to temporarily exceed the attack speed limit.

  3. P/K - Fleet Footwork

    Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized. Energized attacks heal you for 5-50 (+0.1 Bonus AD, +0.2 AP) and grant +30% Movement Speed for 1s. Healing is 60% as effective when used on a minion.

  4. P/G - Overheal

    Excess healing on you becomes a shield, for up to 10% of your total health + 10. Shield is built up from 30% of excess self healing, or 300% of excess healing from allies.

  5. P/G - Triumph

    Takedowns restore 15% of your missing health and grant an additional 25 gold.

  6. P/G - Presence of Mind

    For 5s after gaining a level or takedown any mana you spend is fully restored.

  7. P/R - Legend: Alacrity

    Gain 3% Attack Speed plus an additional 1.5% for every Legend stack (max 10 stacks).

  8. P/R - Legend: Tenacity

    Gain 5% tenacity plus an additional 1.5% for every Legend stack (max 10 stacks).

  9. P/R - Bloodline

    Gain 0.8% life steal for every Legend stack (max 10 stacks).

  10. P/R - Coup de Grace

    Deal 10% more damage to champions who have less than 40% health. Additionally, takedowns on champions grant an adaptive bonus of 9 Attack Damage or 15 Ability Power for 10s.

  11. P/R - Cut Down

    Deal 4% more damage to champions with 150 more max health than you, increasing to 10% at 2000 more max health.

  12. P/R - Last Stand

    Deal 5-12% increased damage to champions while you are below 60% health. Max damage gained at 30% health.

  13. D/K - Electrocute

    Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage. Damage: 50-220 (+0.5 bonus AD, +0.3 AP) damage. Cooldown: 50-25s.

  14. D/K - Predator

    Enchants your boots with the active effect 'Predator'. Channel for 1.5s out of combat to gain 45% movement speed for 15s. Damaging attacks or abilities end this effect, dealing 60-140 (+0.4 bonus AD, +0.25 AP) bonus adaptive damage. Cooldown: 180-120s. Starts the game on cooldown and goes on cooldown if interrupted while channeling.

  15. D/K - Dark Harvest

    Champions, large minions, and large monsters drop soul essence on death. Collect souls to become Soul Charged. Your next attack on a champion or structure consumes Soul Charged to deal bonus adaptive damage. Soul Charged lasts 20s, increased to 300s after collecting 150 soul essence. Bonus damage: 40-80 (+0.25 bonus AD, +0.2 AP) + soul essence collected. Champions - 6 soul essence. Monsters - 4 soul essence. Minions - 2 soul essence.

  16. D/G - Cheap Shot

    Damaging champions with impaired movements or actions deals 12-30 bonus true damage (based on level). Cooldown: 4s. Activates on damage occuring after the impairment.

  17. D/G - Taste of Blood

    Heal when you damage an enemy champion. Healing: 18-35 (+0.2 bonus AD, +0.1 AP) health (based on level).

  18. D/G - Sudden Impact

    After exiting stealth or using a dash, leap, blink, or teleport, dealing any damage to a champion grants you 10 Lethality and 8 Magic Penetration for 5s. Cooldown: 4s.

  19. D/R - Zombie Ward

    After killing a ward, a friendly Zombie Ward is raised in its place. Additionally, when your wards expire, they reanimate as Zombie Wards. Zombie Wards are visible, last for 180s and don't count towards your ward limit.

  20. D/R - Ghost Poro

    Enter a brush to summon a poro after a brief channel. The poro will stay behind to give you vision until you summon a new one. If an enemy enters brush with a poro in it, they scare it away, putting Ghost Poro on a 3s cooldown. Poro channel is interrupted if you enter combat with a champion.

  21. D/R - Eyeball Collection

    Collect eyeballs for champion and ward takedowns. Gain an adaptive bonus of 0.6 Attack Damage or 1 Ability Power, per eyeball collected. Upon completing your collection at 20 eyeballs, additionally gain an adaptive bonus of 6 Attack Damage, or 10 Ability Power. Collect 2 eyeballs per champion takedown, 1 eyeball per ward takedown.

  22. D/R - Ravenous Hunter

    Heal for a percentage of the damage dealt by your abilities. Healing: 2.5% + 2.5% per Bounty Hunter stack. Healing reduced to one third for Area of Effect abilities.

  23. D/R - Ingenious Hunter

    Gain 10% Active Item CDR plus an additional 6% per Bounty Hunter stack (includes trinkets).

  24. D/R - Relentless Hunter

    Gain 8 out of combat Movement Speed plus 8 per Bounty Hunter stack.

  25. S/K - Summon Aery

    Your attacks and abilities send Aery to a target, damaging enemies or shielding allies. Damage: 20-60 based on level (+0.15 bonus AD, +0.1 AP). Shield: 30-80 based on level (+0.5 bonus AD, +0.25 AP). Aery cannot be sent out again until she returns to you.

  26. S/K - Arcane Comet

    Damagin a champion with an ability hurls a comet at their location, or, if Arcane Comet is on cooldown, reduces its remaining cooldown. Adaptive Damage: 30-100 based on level (+0.35 bonus AD, +0.2 AP). Cooldown Reduction: Single Target: 20%. Area of Effect: 10%. Damage over Time: 5%.

  27. S/K - Phase Rush

    Hitting an enemy champion with 3 attacks or separate abilities within 3s grants 15-40% Movement Speed based on level. Duration: 3s. Cooldown: 15s. Melee: Addionally, gain 75% Slow Resistance for the duration.

  28. S/G - Nullifying Orb

    When you take magic damage that would reduce your Health below 30%, gain a shield that absorbs 40-120 magic damage based on level (+0.15 bonus AD, +0.1 AP) for 5s. Cooldown: 50s.

  29. S/G - Manaflow Band

    Every 60s, your next ability used has its mana or energy cost refunded, and restores 8% of your missing mana or energy.

  30. S/G - The Ultimate Hat

    Your ultimate's cooldown is reduced by 5%. Each time you cast your ultimate, its cooldown is further reduced by 2%. Stacks up to 5 times.

  31. S/R - Transcendence

    Gain 10% CDR when you reach level 10. Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 1.2 Attack Damage or 2 Ability Power.

  32. S/R - Celerity

    Gain 4% increased Movement Speed and add 8% of your Bonus Movement Speed to your AP or AD, adaptive (based on level).

  33. S/R - Absolute Focus

    While above 70% Health, gain an adaptive bonus of up to 24 Attack Damage or 40 Ability Power (based on level).

  34. S/R - Scorch

    Your next ability hit sets champions on fire dealing 30-60 bonus magic damage based on level after 1s. Cooldown: 20s.

  35. S/R - Waterwalking

    Gain 25 Movement Speed and an adaptive bonus of up to 18 Attack Damage or 30 Ability power (based on level) when in the river.

  36. S/R - Gathering Storm

    Every 10 min gain AP or AD, adaptive. AD: As much as you gained the last time +8, starting at +8 at 10 minutes. AP: As much as you gained the last time +ROUGHLY 5, starting at +5 at 10 minutes.

  37. R/K - Grasp of the Undying

    Every 4s in combat, your next basic attack on a champion will: Deal bonus magic damage equal to 4$ of your Max Health. Heal you for 2% of your Max Health. Permanently increase your Health by 5. Ranged Champions: Damage and healing are halved and gain 2 permanent Health instead.

  38. R/K - Aftershock

    After immobilizing an enemy champion, increase your Armor and Magic Resist by 20+30% for 2.5s. Then explode, dealing magic damage to nearby enemies. Damage: 40-140 (+3.5% of your Max Health). Cooldown: 20s.

  39. R/K - Guardian

    Guard allies within 175 units of you, and allies you target with spells for 2.5s. While Guarding, if you or the ally take damage, both of you gain a shield and are hasted for 1.5s. Cooldown: 45s. Shield: 60-150 (+0.2 AP, +10% bonus Health). Haste: +20% Movement Speed.

  40. R/G - Unflinching

    After casting a Summoner Spell, gain 15% Tenacity and Slow Resistance for 10s. Additionally, gain 10% Tenacity and Slow Resistance for each Summoner Spell on cooldown.

  41. R/G - Demolish

    Charge up a powerful attack against a tower over 4s, while within 500 range of it. The charged attack deals 125 (+30% of your Max Health) bonus physical damage. Cooldown: 45s.

  42. R/G - Font of Life

    Impairing the movement of an enemy champion marks them for 4s. Ally champions who attack marked enemies heal for 5 + 1% of your Max Health over 2s.

  43. R/R - Iron Skin

    Gain +5 Armor. Heal effects from consumables, heals for at least 20 Health and shields increase your Armor by 5% for 3s.

  44. R/R - Mirror Shell

    Gain +5 Magic Resist. Heal effects from consumables, heals for at least 20 Health and shields increase your Magic Resist by 5% for 3s.

  45. R/R - Conditioning

    After 10 min, gain +8 Armor and Magic Resist, and increase your Armor and Magic Resist by 5%.

  46. R/R - Overgrowth

    Permanently gain 0.2% Max Health for every 8 monsters or enemy minions that die near you.

  47. R/R - Revitalize

    Heals and shields are 5% stronger and increased by an additional 10% on targets below 40% Health.

  48. R/R - Second Wind

    After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10s.

  49. I/K - Unsealed Spellbook

    Gain a Summoner Shard at 2:00, and another every 6m after (max 2 shards). While near the shop, you can exchange 1 Summoner Shard to replace a Summoner Spell with a different one. Additionally, your Summoner Spell Cooldowns are reduced by 25%. Smite: Buying Smite won't grate access to Smite items. You cannot have two of the same Summoner Spell.

  50. I/K - Glacial Augment

    Basic attacking a champion slows them for 2s. The slow increases in strength over its duration. Ranged: Ranged attacks slow by up to 20-40%. Melee: Melee attacks slow by up to 40-50%. Slowing a champion with active items shoots a freeze ray through them, freezing the nearby ground for 5s, slowing all units inside by 50%. Cooldown: 7-4s per unit.

  51. I/K - Kleptomancy

    After using an ability, your next attack on a champion grants bonus gold. There's a chance you'll also gain a consumable.

  52. I/G - Hextech Flashtraption

    While Flash is on cooldown it is replaced by Hexflash. Hexflash: Channel for 2s to blink to a new location. Cooldown: 20s. Goes on a 10s cooldown when you enter champion combat.

  53. I/G - Biscuit Delivery

    Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 3 minutes, until 12:00. Biscuits restore 15% of your missing Health and Mana. Consuming any Biscuit increases your Max Mana by 40 permanently. Manaless: Champions without Mana restore 20% Health instead.

  54. I/G - Perfect Timing

    Start the game with a Commencing Stopwatch that transforms into a Stopwatch after 6 minutes. Stopwatch has a onetime use Stasis effect. Reduces the cooldown of Zhonya's Hourglass, Guardian Angel, and Gargoyle Stoneplate by 15%.

  55. I/R - Magical Footwear

    You get free Slightly Magical Boots at 10:00, but you cannot buy boots before then. For each takedown you acquire the boots 30 seconds sooner. Slightly Magical Boots give you an additional +10 Movement Speed and upgrade for 50 gold less.

  56. I/R - Future's Market

    You can enter debt to buy items. The amount you can borrow increases over time. Lending fee: 50 gold. Debt limit: 150 + 5/minute. (Debt doesn't become available until 2:00.)

  57. I/R - Minion Dematerializer

    Start the game with 6 Minion Dematerializers that kill and absorb lane minions instantly. Minion Dematerializers are on cooldown for the first 155 seconds of the game. Absorbing a minion increases your damage by +4% against that type of minion permanently, and an extra +1% for each additional minion of that type absorbed.

  58. I/R - Cosmic Insight

    +5% CDR +5% Max CDR +5% Summoner Spell CDR +5% Item CDR

  59. I/R - Approach Velocity

    Gain 10% Movement Speed towards nearby ally champions that are movement impaired, or enemy champions that you impair. Range: 1000.

  60. I/R - Celestial Body

    +100 Health -10% damage to champions and monsters until 10:00.