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League of Legends Runes Reforged: Sorcery

Third on the list of the Runes Reforged paths is the Sorcery Path.

The Sorcery path is more about empowered abilities and resource manipulation. This seems to be a good main path for casters but its other runes seem to be good for other damage dealers for a secondary path. Choosing this as the main path gives players +15 attack damage or +25 ability power, adaptive.

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

 

Keystone

 

Summon Aery

The first Keystone of the Sorcery path, Summon Aery, sends Aery to a target after attacks or abilities. Aery deals 20-60 based on level (+0.10 AP and +0.15 bonus) damage to enemies or shields allies for 30-80 based on level (+0.25 AP and +0.40 bonus AD). She cannot be sent out again until she returns to you.

This Keystone seems to cater to the caster supports especially Lulu who has Pix to help with her biddings. Mastering the timing of when Aery comes back and forth will be key for this Keystone.

 

Arcane Comet

Arcane Comet hurls a comet at the location of the enemy champion the player has damaged. The damage of the comet is 30-100 based on level (+0.20 AP and +0.35 bonus AD) with a 20-8 second (based on level) cooldown. When the ability is on cooldown, it just reduces its remaining cooldown. Single target damage lowers cooldown by 20%, area of effect lowers cooldown by 10%, and damage over time lowers cooldown by 5%.

This is the more offensive Keystone in the Sorcery path. However, in order to consistently land the Comet, it will be best if players use this Keystone on a champion that has hard crowd control like Malzahar or Xerath.

 

Phase Rush        

The third and final Keystone, Phase Rush, grants players 15-40% Movement Speed after hitting an enemy champion with 3 attacks or separate abilities within 3 seconds. This effect lasts for 3 seconds and goes on cooldown for 15 seconds. If used with a melee champion, players also get 75% Slow Resistance for the duration.

This is the more utility Keystone that seems to cater to more to melee AP champions like Diana or Fizz because of the additional slow resistance. To add to this, melee AP champions usually need all the gap closers that they can get, and the movement speed boost that this Keystone gives them just that.

 

Artifact

 

Nullifying Orb

The first Arctifact rune, Nullifying Orb, gives players a shield that absorbs 40-120 magic damage based on level (+0.10 AP and +0.15 bonus AD) when they take magic damage that would reduce health below 30%. The shield lasts for 4 seconds and when it goes down, it goes on a 60 second cooldown.

Nullifying Orb allows players to live on the edge. While it does cater to more aggressive players, it is notable that the shield that it gives only absorbs magic damage meaning ADCs will still get their damage through. It will be very useful against an AP heavy composition or in lane when facing against a burst mage.

 

Manaflow Band

Manaflow Band refunds players’ mana or energy and restores 8% of missing mana or energy on the next ability every 60 seconds.

This seems to be the most universally good Artifact rune as a refund and restored mana/energy is just good regardless of the playstyle.

 

The Ultimate Hat

The Ultimate Hat reduces the cooldown of the player’s ultimate by 5%. Each time the player casts his/her ultimate, its cooldown is further reduced by 2%. This effect stacks up to 5 times.

This artifact runes seems to be made with champions with short cooldown ultimates like Kog’Maw or Kassadin in mind. But the rune caters also to players that utilize their ultimate more than usual.

 

Excellence

 

Transcendence

The first Excellence rune, Transcendence gives players 10% cooldown reduction when they reach level 10. Along with this, each percent of CDR exceeding the limit is converted to an adaptive bonus of 1.2 Attack Damage or 2 Ability Power.

Some people used to run CDR runes in order to get more poke in during the laning phase, if you’re one of those players, this rune will appeal to you. Keep in mind that it is total cooldown that will give adaptive bonus, meaning if you do pick this rune building more CDR in the game will give even more stats.

Celerity

The second Excellence rune, Celerity gives players 4% movement speed and adds 8% of the player’s bonus movement speed to his/her AP or AD based on level.

This rune is similar to the first rune but replaces CDR with movement speed. While many people will prefer the CDR compared to movement speed, there will be some players that will prefer mobility around the map. Whether it be a Yasuo, Aurelion Sol, or a support that wants to get around the map quicker, the additional stats per movement speed is always fun.

Absolute Focus

Absolute Focus gives players an adaptive bonus of up to 24 Attack Damage or 40 Ability Power while above 70% health.

Unlike the other two Excellence runes, this rune requires players to be very healthy in order to maximize the rune. This is good for players that are able to sit in the back and avoid a lot of damage because of the flat stats for keeping yourself at 70% health.

 

Power

 

Scorch

Scorch sets enemy champions on fire on the player’s next ability. This deals 30-60 bonus magic damage based on level after 1 second. The ability goes on a 20 second cooldown.

This seems to be the current iteration of Deathfire Touch keystone mastery and seems very useful even as a secondary rune. Scorch is the most offensive of the Power runes as it deals straight up damage.

 

Waterwalking

The second Power rune, Waterwalking gives players 25 movement speed and an adaptive bonus of up to 18 Attack Damage or 30 Ability Power (based on level) when in the river.

Being one of the more situational runes, it may be good for junglers that thrive in the rivers or want to have that boost in movement speed and stats while contesting for Baron or Drake.

 

Gathering Storm

Gathering Storm allows players to gain Ability Power or Attack damage every 10 minutes. This effect is adaptive. The numbers are as follows:

10 MINUTES: +8 AP or 5 AD

20 MINUTES: +24 AP or 14 AD

30 MINUTES: +48 AP or 29 AD

40 MINUTES: +80 AP or 48 AD

50 MINUTES: +120 AP or 72 AD

60 MINUTES: +168 AP or 101 AD

 

This is an interesting rune that gives players flat AP or AD that scales through the game. Again, like Scorch, Gathering Storm seems like a good rune regardless of your playstyle as it gives flat stats.

 

Featured photo courtesy of http://na.leagueoflegends.com

 

 

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