Welcome to our League of Legends Wild Rift Runes Guide, here you can find a description of what each Minor and Keystone Rune does in Wild Rift. We also list the Best Rune Builds for each champion in wild rift, this includes 1 Keystone and 3 Minor Runes.
LoL Wild Rift Runes List
Below you will find an LoL Wild Rift Runes List, and what each one does. it’s important you choose the right runes for each champion as this will affect how you play your champions in-game.
- Keystone – Players can only select 1 of these powerful Runes; these will affect your rune build more than any other rune you choose.
- Minor – Players can choose 3 of these runes and help boost your champion’s strengths or complement their already existing strength.


























Runes | What It does |
---|---|
Electrocute
![]() Keystone
| Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 30 - 184 (based on level) (+ 40% bonus AD) (+ 25% AP) Adaptive damage. Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect. Cooldown: 25s |
Summon Aery
![]() Keystone
| Basic attacks and abilities against an enemy champion signals Aery to dash to them, dealing 10 - 60 (based on level) (+ 20% bonus AD) (+ 10% AP) Adaptive damage. Healing, shielding, or buffing an ally signals Aery to dash to them, shielding them for 20 - 120 (based on level) (+ 40% bonus AD) (+ 20% AP) for 2 seconds. Aery lingers on the target for 2 seconds before flying back to the user, and cannot be sent out again until she returns. Aery is initially very slow, but gradually accelerates, and can be picked up by moving near her. Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect. |
Conqueror
![]() Keystone
| Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 2 - 6 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 3 - 9 (based on level), stacking up to 5 times, for a maximum of 10 - 30 (based on level) bonus Attack Damage or 20 - 60 (based on level) Ability Power (Adaptive). When fully stacked, deal 7% bonus Adaptive damage to champions. Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect. |
Fleet Footwork
![]() Keystone
| Energized: Moving and basic attacking generates Energize stacks, up to 100. When fully Energized, your next basic attack heals you for 15 - 85 (based on level) (+ 30% bonus AD) (+ 30% AP) and grants 20% bonus movement speed for 1 second. |
Grasp of the Undying
![]() Keystone
| Entering combat generates one stack every second for the next 3 seconds. Additional stacks may be generated by re-entering combat after 2 seconds. After reaching 4 stacks, your next basic attack within 6 seconds against an enemy champion consumes all stacks to deal 3% of your maximum health in bonus magic damage, restore 2% of your maximum health, and permanently grant 5 bonus health. The empowered attack duration refreshes whenever going in combat. On ranged champions, all effects are reduced by 60%. |
Aftershock
![]() Keystone
| Immobilizing an enemy champion grants a static 50 (+ 50% bonus armor) bonus armor and 50 (+ 50% bonus magic resistance) bonus magic resistance for 2.5 seconds. After the duration, you release a shockwave that deals 12 - 110 (based on level) (+ 4% of your maximum health) magic damage to nearby enemies. Cooldown: 35s |
Font of Life
![]() Keystone
| Hitting an enemy champion with an attack or ability marks them. When you or allies damage marked champions, heal those allies and yourself. Each ally can trigger this healing once per mark. Allied champions who basic attack marked enemies heal for 3% of your maximum health over 2 seconds. |
Phase Rush
![]() Keystone
| Hitting a champion with 3 separate attacks or abilities within 4 seconds grants a large burst of Movement Speed and resistance to slows. Buff Duration: 3s Movement Speed Bonus: 40%-60% Melee | 30%-50% Ranged Slow Resist: 75% Cooldown: 15s |
Brutal
![]() Minor 1 Domination
| Gain 7 AD and 2% armor penetration, or 14 AP and 2% magic penetration. (Adaptive) |
Gathering Storm
![]() Minor 1 Domination
| 2 AD or 4 AP / 5 AD or 10 AP / 9 AD or 18 AP / 14 AD or 28 AP every 3 minutes. (Adaptive) |
Hunter Vampirism
![]() Minor 1 Domination
| Gain 2% physical vamp or 2% magic vamp. (adaptive) Unique champion takedowns grant 2 AD with 1% physical vamp or 4 AP with 1% magic vamp. (adaptive) |
Triumph
![]() Minor 1 Domination
| Champion takedowns restore 10% missing health. Deal 3% more damage to enemies below 35% health |
Champion
![]() Minor 1 Domination
| Gain 8% damage against champions. Lose 4% each time you die until the bonus disappears. |
Weakness
![]() Minor 1 Domination
| Slowing or Immobilizing an enemy champion marks them for 5 seconds, while marked they take 5% increased damage. |
Bone Plating
![]() Minor 2 Resolve
| After taking damage from a champion, the next 3 champion abilities or attacks against you within 1.5s Deal 30-60 Less Damage. 45s Cooldown |
Conditioning
![]() Minor 2 Resolve
| Gain 8 bonus AR and MR after 5 minutes of game time. Every 2 minutes after this gain 2 bonus Armor and Magic Resist. |
Hunter Titan
![]() Minor 2 Resolve
| Gain 20 max health. Unique champion takedowns grant 20 max health and 4% tenacity. |
Second Wind
![]() Minor 2 Resolve
| Gain 5 Health every 5 seconds. After taking damage from an enemy champion regenerate 3+ (1.5% of your missing Health) over the next 10 seconds. This effect is doubled for melee champions. |
Adaptive Carapace
![]() Minor 2 Resolve
| Gain 50 Health. While below 50% Health, gain 12 AR or 12 MR based on the damage type you took more of over last 60s. (Physical grants AR | Magic grants MR) |
Loyalty
![]() Minor 2 Resolve
| You gain 2 AR and 5 MR. Your closest ally champion gains 5 bonus armor and 2 bonus magic resistance, which can be stacked. |
Pathfinder
![]() Minor 3 Inspiration
| When out-of-combat, gain 9% bonus movement speed in brush, jungle and river. |
Mastermind
![]() Minor 3 Inspiration
| Deal 10% bonus true damage to Epic Monsters and Turrets. Earn an extra 120 gold upon taking or assisting in taking epic monsters and turrets objectives. |
Hunter Genius
![]() Minor 3 Inspiration
| Gain 2.5 Ability Haste. Unique champion takedowns grant 2.5 Ability Haste. (Max Ability Haste 15) |
Sweet Tooth
![]() Minor 3 Inspiration
| Increases Honyfruit healing by 25%, Each fruit also provides 20 gold. Provides bonus gold when you or a nearby ally eat Honeyfruit. |
Pack Hunter
![]() Minor 3 Inspiration
| While neary ally champions, gain 2% bonus movement speed. For each unique ally you participate in a takedown with, you gain 50 gold and the ally gains 50 gold. |
Manaflow Band
![]() Minor 3 Inspiration
| Hitting an enemy champion with an ability or empowered attack permanently increases your max mana by 30, up to 300 mana. |
Best Runes for Each Champion in Wild Rift
Here we have a list of the Best Rune Builds for each champion in Wild Rift, since you can only choose 1 Keystone that will be the most essential choice, were as the Minor Runes can be swapped as you see fit for your playstyle in the game.

























