League of Legends Runes Reforged: Resolve

Fourth on the list of the Runes Reforged paths is the Resolve Path.

The Resolve path is more about durability and crowd control. This seems to be a good path for tanks and a main or secondary path for tanky supports. Choosing this as the main path gives players +130 Health.

In case you’ve missed it, you may want to read our articles on the other paths Precision DominationSorcery, and Inspiration.



Grasp of the Undying

The first of the Keystones in the Resolve path, Grasp of the Undying is not new the game being one of the keystones in the previous Mastery system. For this iteration of Grasp of the Undying, they’ve kept it roughly the same where every 4 seconds in combat, the player’s next basic attack on a champion will deal bonus magic damage equal to 4% of your max health, heal the player for 2% of max health, and permanently increase your health by 5. Healing is halved and permanent gained is down to 2 for ranged champions.

Because this Keystone is hardly unchanged, players that want to remain tanky while winning trades in lane will want this Keystone. Some champions that come in mind that can use this Keystone include Maokai and Shen because their innate tankiness paired with the percent max health heal will be maximized by them.



Aftershock gives players 20 + 30% Armor and Magic Resist for 2.5 seconds after immobilizing an enemy champion. After this effect runs out, it explodes and deals 40-140 (+3.5% of your maximum health) magic damage to nearby enemies. The ability goes on a 20 second cooldown after the explosion.

This keystone will caters to the players that want to be the main engage of the team. Whether it be a Malphite using his ultimate or maybe a Yasuo that aspires to be a tank, it will be best used with champions that can be in the middle of the enemy team.



The third and final keystone, Guardian allows players to guard allies within 175 units the player and allies that are targeted by the player’s spells for 2.5 seconds. During this, if the player or the ally take damage, both gain a 60-150 + (0.20 AP) + (10% bonus health) shield and activate +20 movement speed for 1.5 seconds. After this, the ability goes on cooldown for 45 seconds.

The final keystone seems to cater to more supportive players offering a shield to themselves and their allies. This seems to suit tank supports that want to offer shields for the team instead of keeping themselves alive for longer.





The first Strength rune, Unflinching gives players 15% Tenacity and Slow Resistance for 10 second after casting a Summoner Spell. Additionally, players gain 10% Tenacity and Slow Resistance for each Summoner Spell on cooldown.

This is the most defensive of the Strength runes as it gives players a boost in Tenacity and Slow Resistance whether a Summoner Spell is used or not.



Demolish allows players to charge up a powerful attack against a tower over 4 seconds while within 600 range of it. The charged attack deals 125 (+30% of your max health) bonus physical damage and has a 45 second cooldown.

This rune caters to split pushers that look to shred through towers and create pressure on the opposite side of the map for their. Demolish is definitely the more situational of the three Strength runes but helps the team by assisting tower takedowns.


Font of Life

Font of Life allows players to mark enemy champions for 4 seconds after impairing their movement. Ally champions who attack marked enemies heal for 5 + 1.0% of your max health over 2 seconds.

Like many runes, this specific rune caters to more team oriented players but will require a champion that impairs movement.




Iron Skin

Iron Skin gives players +5 Armor while also increases the healing from consumables. Consumables heal for 20+ health and additionally, shields increase the player’s Armor by 5% for 3 seconds.

This will attract players that face a more AD heavy composition or face an AD champion in lane.


Mirror Shell

Mirror Shell on the other hand gives players +5 Magic Resist while also increases the healing from consumables. Like Iron Skin, consumables heal for 20+ health and additionally, shields increase the Magic Resist by 5% for 3 seconds.

This may catch the attention of most players because Riot didn’t hand out Magic Resist to the champions with the release of Patch 7.22. If you’re facing an AP champion in lane or against a full AP composition, this is the rune for you.



The third and final Resistance rune, Conditioning gives players +8 Armor and +8 Magic Resist and increases Armor and Magic Resist by 5% after 10 minutes.

Unlike the other two Resistance runes, Conditioning gives both Armor and Magic Resist but requires the player to wait for 10 minutes. This rune caters to players that prefer to play it safe throughout the early game.





The first Vitality rune, Overgrowth gives player the ability to permanently gain 0.2% maximum health for every 8 monsters or enemy minions that die near you.

This rune will appeal to players that want to stay in lane long. This along with Demolish seems to make for a strong split pusher. It ties in well with champions like Trundle or Swain that already regen when minions die nearby.



The second Vitality rune, Revitalize makes it so heals and shields that players cast on themselves are 5% stronger and increased by an additional 10% when below 40% health.

This rune will allow players to be even tankier but will require a champion that has a shield skill. Champions like Garen or Nautilus come to mind. This paired with a Warmog’s Armor will drastically increase the healing that Garen’s healing.


Second Wind

Second Wind heals players for 4% of your missing health +6 over 10 seconds after taking damage from an enemy champion.

This runes allows players to gain an extra boost of health after taking damage from enemy champions. It may appeal to more aggressive players as it gives players that extra health.



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