How can Keystone Runes help you in Wild Rift?

League of Legends Wild Rift

When playing Wild Rift, you need to prepare a plan according to which you will collect items, but you also need to choose the runes that your champion will use before the match starts. In the following, we will describe in more detail what advantages they give you and with which champions you should use the best.

If you haven't played League of Legends before, then you probably don't know the mechanics of runes. Runes are effects that strengthen your character and you choose them before the start of the match. You can choose pre-prepared options or customize them to your way of playing.

Understanding runes is an essential part of Wild Rift. One of the reasons is because a certain set of runes works well with a certain style of play, so you can use them inefficiently if you have chosen them for a style that does not suit them. The right combination of Runes, theoretically, can determine who will win when you face an opponent of equal skills. This guide aims to better understand the Keystone Rune and select those combinations that will help you in your position you are playing. 

 

Keystone Rune


Keystone Runes are the most powerful runes that champions can use, and you can customize them while choosing a champion or in your champion collection. If you want to change runes and make a build that you will use often, go to your list of champions, and on their screen press a small sword symbol to make changes.


champion keystone rune

Runes can be Keystone and secondary Domination, Resolve and Inspiration runes that give you minor advantages. Certain runes are locked, and you need to get to level 10 to be able to change them freely. Keystone gives you significant offensive and defensive effects. Due to the great influence on the game, it is very important to choose the ones that will benefit your champion.


ELECTROCUTE Brust Damage

ELECTROCUTE - Attacking an opponent generates stacks. When you collect three, punches or spells in the next three seconds cause an adaptive demise (depending on the champion, additional magic, or physical). This is a real rune for all champions who focus on bud damage (killing opponents quickly). An important detail is that you have to hit/hit opponents with different abilities, not three of the same. The champions who will make good use of this rune are Ahri, Orianna, Lux, Evelynn, Zed, Akali, and others.


AERY Poke Protect

AERY - Using basic attacks or magic creates a little spirit that inflicts damage on opponents you strike or gives a shield to your teammates. Runa is most often used by supports champions such as Janna, Nami, Seraphine, Sona, Lulu, and Soraka.


CONQUEROR Stacking Damage

CONQUEROR - Hitting the champion makes Conqueror stacks. When you collect five stacks, your basic strokes and magic will set an additional adaptive demise. Conqueror is a rune for champions who inflict a lot of demise such as fighters or ADC (Attack Damage Carry) characters. The rune works similarly to Electrocute, except that it is updated every time you change the opponent you are hitting. Wukong, Darius, Ezreal, Lee Sin, Olaf are some of the champions who use this rune.


FLEET FOOTWORK Mobility Heal

FLEET FOOTWORK - Moving and using basic strokes creates Energize stacks. When you collect 100 of them, the next stroke returns the health and increases the speed of movement. The rune is very useful for champions who want to keep their distance and annoy their opponents from a distance. Some nice (hitting close) champions also use it to "enter" opponents faster. If you play Jhin, Graves, Ashe, Miss Fortune then I suggest you put her in your selection.


GRASP OF THE UNDYING Tank Heal

GRASP OF THE UNDYING - Creates stacks when you enter a fight every three seconds. When you collect 4, the next successful attack consumes all stacks, hijacks you for a percentage of your health, and inflicts demise targets. The rune is best used by champions who spend a lot of time in the fight and who are enduring like Garen, Nasus, Camille, Dr. Mundo, et al.


AFTERSHOCK Control Offence

AFTERSHOCK - When you stop an opponent in place, you get extra armor. After this armor expires, a wave comes out of you, causing damage to everyone around you. Aftershock is for the initiators because they are usually the first to get into a fight, and if you disable the opponent, you will get armor that will get you out of difficult situations. Use it for Alistar, Amumu, Blitzcrank, and Malphite.


FONT OF LIFE Team Heal

FONT OF LIFE - Mark your opponent for four seconds who will become slow or will not move, and each of your teammates who hits him will get some health back. You can experiment with this fleece as we have discovered that only Braum can use it effectively.


KLEPTOMANCY Random Buff

KLEPTOMANCY - Definitely a unique rune from this group. When you use magic, the next attack or magic that hits the opponent has a chance to activate random magic from an item. Offensive spells that can be activated are from Statikk Shiv, Blade of the Ruined King, Iceborn Gauntlet, and defensive spells amplify you from Locket Enchant, Glorious Enchant, Redeeming Enchant, and Shadow’s Enchant. The rune is very specific but we can’t say it is useful on the champions we tested. Maybe homework for all the dedicated readers who have reached the end of the text. Which champion do you think Kleptomancy is going with?

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