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AP: Essence fixed AP
Red method to wear.
Yellow. You can choose here. 。You can choose armor. APs can be fixed. Can increase HP.
Blue words. Look at who you're going to face in the middle. If the opposite AP burst is high. Equipped with immobilized magic resistance.
If you want your mid-burst to be a little higher with a growing AP, you want to be a little stronger in the early stage with a fixed AP.
If you use vampires, you can consider taking a minus CD. If you use a lot of blue skills very often, you can bring it back.
ad: Essence Attack. If you use a blade or something. It is possible to fix the amount of health. A turtle or something can fix armor.
Red, there are two sets. , one is attack power. With the essence of talent or something, level 1 going out should be +19 attack damage.
The second is to penetrate with armor. Sometimes it can also be mixed. With a few attack power, band level penetration or something.。。
Yellow is usually armor. On the single field ADC, it's good to have armor. So don't think about anything else.
Blue,It's generally a growth magic resistance.,Because you're on the top of the list or jungler adc or something, you can't usually meet AP when you go out on the opposite side.,So bring growth.。 When you come out of the flesh, you also call the blood in the resistance. , Bring growth to make you better in the medium term.
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2 pages of runes can't satisfy most heroes.,It's mainly to go to Tianfu to arrange.,Runes are generally a set of AD runes and a set of AP runes.,If you don't play AP, you can get a set of miscellaneous runes.。 Such runes can be used to fight wild meat and assist, or in a sentence If you only have 1 set of runes and want to play multiple characters, you can only work on the talent.
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Then get generic, physical: Attack, Armor Penetration, Armor, Magic Resistance.
Legal: Spell penetration, magic resistance, magic strength.
That's about it.
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Rune combinations are generally pretty much the same except for franchise heroes, and then they are slightly modified to your liking, and I now like to mix and match runes. AD: Red 6 pierces 3 fixed attacks, yellow 6 fixed armor 3 grows back to blue, blue 6 grows 3 magic resistance grows back to blue, purple fixed attack.
In this way, with the talent of 21 9 0, with blood and flash, blue is also enough, if you use the talent of 21 0 9, it is recommended to use 9 growth magic resistance. AP: Red is worn in all ways, 6 yellow ones grow back to 3 blue fixed armor (you can also change it yourself, depending on how much blue you consume), blue fixed magic resistance or growth method is strong (depending on whether your AP burst is strong on the line), and purple fixed magic is strong.
If you are in the jungle, red will use a fixed attack or attack speed, and the rest will be about the same.
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AP: Red method wearing.
Purple fixation wounds.
Yellow growth health or fixed armor.
Blue Growth Magic Resistance or Growth Magic Damage or Fixed Reduction CD
AD: Red objects are worn.
Purple fixed attack.
Yellow growth or fixed armor.
Blue Growth Magic Resistance.
In the AD rune, the yellow and blue attack speed is slag. It didn't work at all.
There is a more general way.
It's AP all the selection of law injuries, fixation or growth up to your own discretion, want to be in the early or late stage.
AD Full Physical Attack, Fixed and Grow Ditto.
This is because the damage bonus of all skills in the game is based on spell strength or physical attack power. Your set of runes that add 20 attack damage is not simply a 20 attack damage, but also a skill damage bonus for all AD heroes.
However, this is a bit extreme and is not recommended.
One more point, about the choice of purple essence.
Piercing or immobilizing the choice of attack.
Penetration is not obvious in the early stage, so it is recommended to fix the damage or attack. At least it's a little bit of a small advantage when it comes to aligning the line.
There are also people who have different views on their habits.
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ad: Red fixed attack.
Yellow Fixed armor.
Essence Fixed Attack (1 2 Lifesteal if ADC) AP: Red Spell Penetration.
Yellow Fixed armor.
Blue Fixed Magic Resistance.
Essence Fixation method is strong.
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Both the generic AD Red and Essence have attack damage (the essence can be stolen for 1 2 lives) and yellow armor. Blue Fixed Magic Resist or Growth Magic Resistance.
Universal AP red method to wear.
Essence is strong or moving fast.
Yellow armor. Blue magic resistance (if the line AD type mid-single is recommended to have a strong band).
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Hello: Your usual heroes, Doomsday, Monkey, Cards, Lava, and Dragon Turtles can be roughly divided into 2 categories. Because if there are 3 or more classes, rune pages are not enough.
AP: Doomsday card.
The runes of AP, the red must be worn by the law, and the essence is best fixed by the strong law.
Blue can choose to grow minus cd.,Growth method is strong,Growth back to blue,It's best to be strong in general.,After all, the other two parts of the mage can't use it at all.,Growth magic resistance is very useful at level 6.,Blue can actually use this.,Of course, the biggest benefit is,Growth magic resistance has the greatest cost performance.,APAD and even auxiliary needs.。
Yellow recommends growing blood and growing armor,The advantage of the former is that it can be safer in the lane period,The latter can allow you to have a good armor in the middle to restrain the armor-piercing runes and bone shelves on the opposite side of the AD,It is not recommended to fix the armor.,Walking on the opposite side is generally AP.,Not much AP likes to point you fine.。
Meat: Lava, dragon tortoise, monkey.
Yellow: Fixed armor (since armor reduces damage by percentage, I personally think the effect is better than life).
Red: Red is an offensive rune that doesn't really fit well with meat, you can choose between armor penetration or magic penetration (depending on what kind of meat you use, meat is usually a magic attack).
Purple: You can choose to have a fixed health, this one adds more health.
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Doom Messenger cards recommend using APC Runes. In detail, red and essence can be worn or strengthened.
Yellow is a fixed defense or growth health Blue is a fixed magic resistance or growth magic resistance. Monkey personally recommends the use of ADC runes.
bar. Red and Essence Attack or Armor Piercing, Yellow or Fixed Defense or Health Growth, Blue Fixed Magic Resist or Growth Magic Resistance.
Lava and dragon tortoises I usually use more are stacked double antibodies. It's the pile resistance and the magic resistance. Dragon turtle personally likes essence + shift.
Let's move the speed. If the lava is on the list, you can wear it with red dots. 1 set of runes may be more than 1w gold coins.
I hope it helps. Have fun playing the game!
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Yellow: Fixed armor, as if it were a 205 ocean.
Blue: Fixed magic resistance, also a 205 ocean.
Red: If it's AP, it's all used to wear.,**I can't remember.,It's not 205 or 410.,AD is 6 fixed attack power 3 armor-piercing.。
Purple: AP is fixed law strong, AD is fixed attack power, all 1024 oceans one.
As for how much the whole set costs.,I haven't calculated.,Calculate it yourself.,Personal preference.,Usually AD runes purple are used to add movement speed.,2048 a.,Look at the few heroes you use, there is no shortage of movement speed.,But if it's a jungler, it's still recommended to bring movement speed.,Especially when using some heroes with short legs or no displacement ability.。
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