Here is a complete list of all the Runes in Wild Rift to help you decide which Runes are best for your champion.
Runes in Wild Rift add or enhance champion abilities and statistics.
Runes are combined in Rune Pages. Each Rune page includes a Keystone Rune and three Secondary Runes, each secondary rune comes from one unique path. Keystone Runes are the most powerful.
Runes can be selected outside of the match.
List of all the Runes in League of Legends Wild Rift so far
These are the strongest runes in wild rift. You can build one of these in one rune page.
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilties.Stack up to 5 times. When fully stacked, deal bonus adaptive damage to champions.Per stack: 2 - 6 bonus AD or 4 - 12 AP for 8s.Fully stacked bonus: 10% bonus adaptive damage to champions.
Hitting a champion with 3 seperate attacks or abilities in 3s deals bonus adaptive damage. Damage: 30 - 184 + 40% bonus AD + 25% AP. Cooldown: 25s.
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies. Damage: 10 - 60 + 20% bonus AD + 10% AP. Shield: 20 - 120 + 40% bonus AD + 20% AP. Aery cannot be sent out again until she returns to you.
Every 4s in combat, your next attack on a champion will be enhanced based on your max health.Heal:2% of your max healthPermanently increase your health by 5.Bonus damage: 4% of your max health, magic damage on Ranged champions, the effect are reduced by 60%.
After immobilizing an enemy champion, gain defenses and later deal a burst of magic damage around you.Defenses:50 AR + 50% bonus armor and 50 MR + 50bonus MR for 2.5s.Damage: 12 - 110 + 4% max health, magic damage. Cooldown: 35s.
Moving attacking and casting builds Energy stacks. At 100 stacks, your next attack heals you and grants increased movement speed. Heal: 15 - 85 + 30% bonus AD + 30% AP. Movement Speed bonus: 20% for 1s.
Imparing the movement of an enemy champion marks them. Allies who attack marked champions heal based on your health.Heal: equal to 3% of your max health in 2s.Mark duration: 4s.
KleptomancyAfter using an ability, your next ability hit or attack on an enemy champion will grant you a random item effect.Cooldown: 25s
Most of these increase your damage output in some way or another. You can build one of these on one rune page.
Gain 7 AD and 2% armor penetration, or 14 AP and 2% magic penetration. (Adaptive)
Every 2 min, gain 2 AD or 4 AP. (Adaptive)
Gain 2% physical vamp or 2% magic vamp. Unique champion takedowns grant 2 AD with 1% physical vamp or 4 AP with 1% magic vamp. (adaptive)
Champion takedowns restore 10% missing health. Deal 3% more damage to enemies below 35% health
Impairing the movement of enemy champion makes them take 5% more damage in the following 5s.
Gain 10% damage against champions. Lose 5% each time you die until the bonus disappears.
These increase your survivability in some form or another. You can build one of these in your rune page.
Gain 50 max health and 20% slow resistance.
You gain 2 AR and 5 MR. Your closest ally champion gains 5 AR and 2 MR.
Every 3 seconds, regen 2% missing heath or mana based on whichever percentage is lower.
Gain 10 AR or 10 MR, based on whichever stat you have less of.
Gain 8 bonus AR and MR after 5 minutes of game time.
Gain 20 max health. Unique champion takedowns grant 20 max health and 4% tenacity.
These deal with stats other than increasing damage or survivability.
Deal 10% bonus true damage to Epic Monsters and Turrets. Earn an extra 100 gold and 500XP upon taking or assisting in taking these objectives.
Gain 2.5% cooldown reduction. Unique champion takedowns grant 1.5% cooldown reduction.
Increases Honyfruit healing by 25%, Each fruit also provides 20 gold.
While neary ally champions, gain 2% movement speed. For each unique ally you participate in a takedown with, you gain 50 gold and the ally gains 50 gold.
Hitting an enemy champion with an ability or empowered attack permanently increases your max mana by 30, up to 300 mana.
Gain 8% Movement Speed in brush, jungle and River when out of combat.