League of Legends Runes Reforged: Inspiration

Fifth and the last on the list of the Runes Reforged paths is the Inspiration Path.

The Inspiration path lives up to its name as it inspires players to play differently by giving them creative tools and bending some rules. This path has a little bit of everything for every playstyle.

Because of its flexibility, the passive stats that Inspiration gives differs on which secondary path players choose.

Choosing Inspiration and Resolve gives players +20% Potion and Elixir Duration and + 145 Health. Inspiration and Domination gives players +20% Potion and Elixir Duration and + 16 Attack Damage or + 27 Ability Power, adaptive. Inspiration and Sorcery gives players +20% Potion and Elixir Duration and + 16 Attack Damage or + 27 Ability Power, adaptive. Inspiration and Precision gives players +20% Potion and Elixir Duration and +20% Attack Speed.

Because this is the last of the Runes Reforged paths, you may want to read our previous articles on Precision Domination, Sorcery, and Resolve.



Unsealed Spellbook

Unsealed Spellbook gives players a Summoner Shard at 2 minutes and another every 6 minutes after (max of 2 shards). Players can exchange the Summoner Shard to replace a Summoner Spell with a different one while near the shop. Along with this, Summoner Spell cooldowns are reduced by 25%.

Buying Smite won’t give players access to Smite items unless they’ve started with Smite. Along with this, players cannot have two of the same Summoner Spell.

The first Inspiration Keystone sets the bar for the goal of the path. Allowing players to switch out Summoner Spells throughout the game is an interesting way to equip players with the ability to adjust accordingly throughout the game. While it doesn’t give any stats or anything, it may offer key changes to the roster of Summoner Spells for a team.


Glacial Augment

The second Inspiration Keystone, Glacial Augment gives player’s basic attacks a slow effect on an enemy champion for 2 seconds. This slow increases in strength over its duration. The slow for ranged attacks slow by up to 20% – 40% and melee attacks by up to 40%-50%. If players are able to slow a champion with active items shoots a freeze ray through them, freezing the nearby ground for 5 seconds and slowing all units inside by 50%. The keystone has a 7-4 second cooldown per unit.

Sure, a slow isn’t quite as unique as switching out a Summoner Spell and gaining gold and the chance to gain a consumable but having a Rune that replaces Frozen Mallet is just strong in itself. Its additional ability to slow the area after slowing a champion with active items seems to be an amazing ability especially on a champion that can help the team catch up to the enemy team.



The last Keystone, Kleptomancy gives players bonus gold on the next attack on an enemy champion after using an ability. The Keystone also gives players a chance to gain a consumable.

Continuing the trend of unique abilities, this Keystone seems to cater to players with champions that switch between abilities and attacks often while also gaining more gold. It may seem like not much but the chance to gain a consumable while also getting gold will just help gain players a lead in lane.



Hextech Flashtraption

The first Contraption rune, Hextech Flashtraption gives players Hexflash while Flash is on cooldown. Hexflash gives players the ability to blink to a new location after channeling for 2 seconds. The ability has a 20 second cooldownd and goes on a 10 second cooldown when entering champion combat.

What’s scarier than one Flash? Two Flashes. Hexflash may take 2 seconds to channel but for champions that lack the mobility, this may just be the difference between life and death. Mastering this rune may allow supports or AD Carries more means to engage or disengage.


Biscuit Delivery

The second Contraption rune, Biscuit Delivery gives players a Total Biscuit of Everlasting Will every 3 minutes until 12 minutes. Biscuits restore 15% of the player’s missing health and mana. Consuming any Biscuits increases their mana cap by 40 mana permanently. Champions without mana restore 20% missing health instead.  

It’s good to see the good ol’ biscuits back in the game but this time more effective. While Biscuits this time around are gained until 12 minutes, the increased mana cap will help mana reliant champions in the long run. For those that do decide to choose this rune despite not having mana, it isn’t totally useless but forego the increased mana cap. This seems to be a good rune for supportive players that need all the mana that they can get.



The third and final Contraption rune, PERFECT TIMING gives players a Commencing Stopwatch that transforms into a Stopwatch after 6 minutes. Stopwatch has a one-time use Stasis effect. It also reduces the cooldown of Zhonya’s Hourglass, Guardian Angel, and Gargoyle Stoneplate by 15%.

This assists players that plan to build Guardian Angel, Gargoyle Stoneplate, or Zhonya’s Hourglass by lowering the upgrade price. But along with this players will have to hold on to the Commencing Stopwatch for 6 minutes. Being the more situational Contraption runes, players will have to plan ahead if they do plan to pick this rune.



Magical Footwear

Magical Footwear gives players free Slightly Magical Boots at 10 minutes but won’t allow players to buy boots before then. For each takedown, the boots are acquired 30 seconds sooner. Slightly Magical Boots gives players an additional +10 Movement Speed and upgrade for 50 gold less.

This rune will be totally up to players and whether they need the additional +10 Movement Speed later on in the game. For those that do decide to take the +10 Movement Speed and less 50 gold, it will require them to be a bit more aggressive to get the boots earlier than 10 minutes. This may be a good option for junglers or mid laners that already have the means to roam around the map and gain kills early.


Future’s Market

Future’s Market allows players to enter debt to buy items. The amount players can borrow increases over time. The lending fee is 50 gold and the debt limit is 150 + 5 per minute. Debt doesn’t become available until 2 minutes.

Riot has decided to make League of Legends more like real life by giving players the ability to have a credit card of sorts. This rune will come in handy for players that are confident in their money making abilities throughout the game by allowing them to be in debt. Similar to life, the problem will start the moment players fail to make the money to make up for the borrowed money.


Minion Dematerializer

Minion Dematerializer gives players 6 Minions Dematerializeres at the start of the game. These kill and absorb lane minions instantly. Absorbing minions increases your damage by +4% against that type of minion permanently and an extra 1% for each additional minion of that type absorbed. The Dematerializers are on cooldown for the first 155 seconds (or 2 minutes and 58 seconds) of the game.

If Future Market was made for those that are confident in their farming skills, this rune assists those players that struggle with killing minions by increasing their damage to that type of minion.



Cosmic Insight

The first Beyond rune, Cosmic Insight gives players +5% cooldown reduction, +5% maximum cooldown reduction, +5% Summoner Spell cooldown reduction, and +5% item cooldown reduction.

Not much to it but straight up 5% cooldown reduction (CDR) for everything. This seems to be a good rune especially paired with the Sorcery rune, Transcendence that gives even more CDR and converts CDR to adaptive Attack Damage or Ability Power.


Approach Velocity

Approach Velocity allows players to gain 10% Movement Speed towards nearby ally champions that are movement impaired or enemy champions that you impair. The range for this rune is 1000 units.

This caters to players that either have hard crowd control or want to get to their teammates quicker. It can be used as a means to counter engage or to simply help out a teammate. This paired with other runes that give movement speed or perhaps on a champion like Soraka will definitely seem pretty tasty. Faster is better as far as League of Legends is concerned.


Celestial Body

The third and final Beyond rune, Celestial Body gives players +100 permanent health but lowers the player’s damage by 10% to champions and monsters until the 10 minute mark.

This will interest either players that play tank champions or players that just want to be a hidden tank. It will appeal more to tank supports since the decreased damage won’t matter too much while also gaining the flat permanent health early in the game.


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