The rune page, slot by slot

LoL Classic Runes

Every rune in the LoL Classic client, all 53 of them, marks through quintessences. Each card prints the exact stat line a single rune grants and what a full set adds up to, so you can price a page slot before you commit it.

Rune explorer

LoL Classic Runes List

53 of 53 shown
Slot
Type
Grade
Sort
Scaling runes pass their flat twins mid game. The crossover level on each scaling card is computed from the same stat values the cards print, not quoted from a guide.
MOMark of LethalityMarkFlatS+1.25 LethalityFull set×9 = +11.25Cost500 IPWhy SConfirmedThis S-grade red is the one top red with no gold figure: its only anchor, the Brutalizer, spends about 1322 of its 1337 gold on 25 Attack Damage and 10% Cooldown Reduction, leaving roughly 15 gold across 10 Lethality, an underpriced-item artifact rather than a real rate. Its magic sibling anchors near 28 gold per point via Haunting Guise.
MOMark of Magic PenetrationMarkFlatS+1 Magic PenetrationFull set×9 = +9Cost500 IPWhy SConfirmedAbout 28 gold per point via Haunting Guise is 2.1x the flat ability power red's 13 gold, making this the mage default despite pricing below the 40 gold attack damage and 56 gold attack speed reds, both merely A. The S is penetration multiplying a target's roughly 30 starting magic resist, not raw stat gold.
MOMark of Attack DamageMarkFlatA+1 Attack DamageFull set×9 = +9Cost500 IPWhy AConfirmedThe standard alternative to armor penetration for marksmen and lane bullies, who wanted cleaner last hitting and harder auto attack harass from level one.
MOMark of Attack SpeedMarkFlatA+1.7% Attack SpeedFull set×9 = +15.3%Cost500 IPWhy AConfirmedThe conventional jungle red, since a full set sped up early camp clears alongside the machete jungle item. On-hit fighters ran it in lane as well.
MOMark of Critical ChanceMarkFlatB+1% Critical ChanceFull set×9 = +9%Cost500 IPWhy BCorroboratedA specialist red for crit reliant champions like Gangplank and Tryndamere. At 50 gold it outprices the A-graded attack damage red's 40 gold, trailing only attack speed's 57 gold; the B marks roster breadth, not magnitude, since crit sits inert without scaling.
MOMark of Scaling Attack DamageMarkScalingB+0.15 Attack Damage per level (+2.7 at champion level 18)Full set×9 = +24.3 at 18Cost500 IPCatches flat atLevel 7Why BSingle-sourcePer level attack damage reds overtook the flat version exactly at level seven, worth roughly 54 gold by nine and 108 by eighteen against the flat red's 40 gold, nearly triple. It still grades a step lower since classic pages were bought to win level one.
MMMinor Mark of ArmorMarkFlatB+0.8 ArmorFull set×9 = +7.2Cost500 IPWhy BSingle-sourceFlat armor reds fit tanky junglers and top laners stacking mitigation on top of armor seals, and this covers that job at nearly the same rate as the Greater version.
MOMark of Critical DamageMarkFlatC+2% Critical DamageFull set×9 = +18%Cost500 IPWhy CCorroboratedCrit damage reds were a holdover from the era when Tryndamere Bloodlust granted bonus critical damage, and once that was removed the full crit damage page lost its reason to exist.
MMMinor Mark of HealthMarkFlatD+3 HealthFull set×9 = +27Cost500 IPWhy DSingle-sourceA full page of these adds health nobody can feel in a trade, and the stat is properly taken on seals or quintessences anyway.
MMMinor Mark of Cooldown ReductionMarkFlatE0.3% Cooldown ReductionFull set×9 = 2.7%Cost500 IPWhy ECorroboratedNine of these total under three percent cooldown reduction, a rounding error no rotation will ever feel, which keeps red cooldown runes at the bottom of the slot.
MMMinor Mark of Ability PowerMarkFlat+0.7 Ability PowerFull set×9 = +6.3Cost500 IP
SOSeal of ArmorSealFlatS+1 ArmorFull set×9 = +9Cost500 IPWhy SConfirmedThe default yellow page of LoL Classic, run nine deep by top laners, junglers, mid laners and marksmen alike because flat armor blunted every early auto attack trade and every jungle camp.
SOSeal of GoldSealFlatA+0.25 Gold / 10 sec.Full set×9 = +2.25Cost500 IPWhy ACorroboratedA single seal pays about 1.5 gold a minute, 45 gold over a 30 minute game. A page of nine yields 13.5 gold a minute, passing nine armor seals' 180 gold near minute thirteen and finishing at 405, the reason a warding support afforded Sightstone and boots from shared lane income.
SOSeal of HealthSealFlatA+8 HealthFull set×9 = +72Cost500 IPWhy ACorroboratedFlat health seals were the standard yellow on hybrid mage and support pages, buying early effective health in the magic damage lanes where armor did nothing.
SOSeal of Mana RegenerationSealFlatA+0.4 Mana Regen / 5 sec.Full set×9 = +3.6Cost500 IPWhy ACorroboratedStandard on mana starved mid laners and casting supports, commonly five mana regeneration seals beside four health seals so a mage could keep poking and clearing waves before finishing a mana item.
SOSeal of Scaling HealthSealScalingA+1.3 Health per level (+23.4 at champion level 18)Full set×9 = +210.6 at 18Cost500 IPCatches flat atLevel 7Why ACorroboratedFavoured by junglers, tanks and burst prone mid laners because it overtook the flat health seal's value by level seven, worth about 31 gold at level nine and roughly 62 gold by eighteen against the flat seal's 21, all without spending an item slot on it.
MSMinor Seal of Magic ResistSealFlatB+0.75 Magic ResistFull set×9 = +6.75Cost500 IPWhy BSingle-sourceAgainst a double magic damage composition this stacks resistance past the nine glyphs, and the point for point match to the Greater version is literal: about 15.0 gold of stats here against about 14.9 gold on Greater Seal of Magic Resist.
SOSeal of Health RegenerationSealFlatB+0.5 Health Regen / 5 sec.Full set×9 = +4.5Cost500 IPWhy BCorroboratedA sustain option for melee top laners and lane bullies who wanted to heal off poke between waves during the long laning phases of this era.
SOSeal of Scaling ArmorSealScalingB+0.17 Armor per level (+3.06 at champion level 18)Full set×9 = +27.54 at 18Cost500 IPCatches flat atLevel 6Why BCorroboratedThe pick for scaling top laners and junglers who accepted a weaker level one in exchange for armor that overtook the flat seal by level six and finished at roughly 61 gold by eighteen, 3.06 times the flat seal's 20.
MSMinor Seal of Attack SpeedSealFlatC+0.8% Attack SpeedFull set×9 = +7.2%Cost500 IPWhy CSingle-sourceSpending the defensive yellow slot on attack speed trades armor for a sliver of extra swings, with marks and quintessences the proper home for the stat.
MSMinor Seal of Critical ChanceSealFlatC+0.45% Critical ChanceFull set×9 = +4.05%Cost500 IPWhy CSingle-sourceCrit gimmick pages fishing for a lucky early strike are the whole audience, because chance this thin per seal is never going to swing a normal lane.
SOSeal of Energy RegenerationSealFlatC+0.7 Energy Regeneration / 5 sec.Full set×9 = +6.3Cost500 IPWhy CSingle-sourceEnergy champions are the entire audience for this yellow, and they are choosing it over the armor that almost every other page in the game wants from the slot.
MSMinor Seal of Critical DamageSealFlatE+0.7% Critical DamageFull set×9 = +6.3%Cost500 IPWhy ECorroboratedDead weight without critical chance behind it, this fills the defensive yellow slot with a stat that does nothing until the crit items that make it redundant arrive.
GOGlyph of Magic ResistGlyphFlatS+1.4 Magic ResistFull set×9 = +12.6Cost500 IPWhy SConfirmedThe default blue whenever the lane held an early magic threat such as a burst mid or a poke support, since a full set blunted that damage from level one onward.
GOGlyph of Scaling Magic ResistGlyphScalingS+0.2 Magic Resist per level (+3.6 at champion level 18)Full set×9 = +32.4 at 18Cost500 IPCatches flat atLevel 7Why SConfirmedThe catch all blue for solo laners, junglers and marksmen with no specialization: it passed the flat magic resist blue by level seven, worth roughly 36 gold by level nine, and closed at roughly 72 gold, two and a half times the flat blue's roughly 28 gold.
GOGlyph of Ability PowerGlyphFlatA+1.2 Ability PowerFull set×9 = +10.8Cost500 IPWhy AConfirmedRun by burst mids and aggressive ability power supports who wanted to win their trades before level six rather than scale into them.
GOGlyph of Cooldown ReductionGlyphFlatA0.83% Cooldown ReductionFull set×9 = 7.47%Cost500 IPWhy ACorroboratedAt roughly 26 gold it priced level with the ability power blue rather than beating every blue in the row, but it was the only blue offering any cooldown reduction before Kindlegem came online, which is what earned the A.
GOGlyph of Scaling Ability PowerGlyphScalingA+0.2 Ability Power per level (+3.6 at champion level 18)Full set×9 = +32.4 at 18Cost500 IPCatches flat atLevel 6Why AConfirmedIt caught the flat ability power blue's roughly 26 gold value around level six, where its own 0.2 per level matched the flat 1.2, and by level eighteen it had roughly tripled that to about 78 gold, the damage blue of choice for traditional scaling mages.
GOGlyph of ManaGlyphFlatB+12 ManaFull set×9 = +108Cost500 IPWhy BSingle-sourceOne of the more efficient secondary blue stats, showing up on mana starved casters stretching out a laning phase, even though it bought no combat power at all.
GOGlyph of Scaling Cooldown ReductionGlyphScalingB0.1% Cooldown Reduction per level (1.8% at champion level 18)Full set×9 = 16.2% at 18Cost500 IPCatches flat atLevel 9Why BCorroboratedA single glyph passes the flat blue's roughly 26 gold value by level eight and reaches roughly 58 gold by eighteen. Nine of them then hold about 16 percent cooldown reduction, worth roughly 522 gold, close to half the 40 percent cap for no item slot at all.
MGMinor Glyph of ArmorGlyphFlatC+0.8 ArmorFull set×9 = +7.2Cost500 IPWhy CSingle-sourceBlues spent on armor duplicate a stat the yellow page already covers at better value, while giving up the magic resist that makes the slot matter.
MGMinor Glyph of Attack SpeedGlyphFlatC+0.8% Attack SpeedFull set×9 = +7.2%Cost500 IPWhy CSingle-sourceOn-hit champions who already run attack speed in marks and quints are the only pages with a reason to look here, since the rate per glyph still trails the red version by a wide margin.
MGMinor Glyph of HealthGlyphFlatC+3 HealthFull set×9 = +27Cost500 IPWhy CSingle-sourceHealth belongs to seals and quintessences in this era, and three points per glyph is not the number that changes it. A blue spent here gives up the resistances and caster stats that earn the slot its keep.
GOGlyph of EnergyGlyphFlatD+2.3 EnergyFull set×9 = +20.7Cost500 IPWhy DSingle-sourceA larger energy pool lets an energy champion spend more before running dry, but it refills no faster, and blues are where magic resist earns the slot.
MGMinor Glyph of Critical DamageGlyphFlatE+0.7% Critical DamageFull set×9 = +6.3%Cost500 IPWhy ESingle-sourceCritical damage on a blue does nothing until a champion already has critical chance from elsewhere, which leaves this among the weakest ways to fill the slot.
MGMinor Glyph of Mana RegenerationGlyphFlat+0.33 Mana Regen / 5 sec.Full set×9 = +2.97Cost500 IP
QOQuintessence of Ability PowerQuintessenceFlatS+5 Ability PowerFull set×3 = +15Cost1,000 IPWhy SConfirmedThe default quintessence on effectively every classic mid mage and ability power jungler.
QOQuintessence of Attack DamageQuintessenceFlatS+2.25 Attack DamageFull set×3 = +6.75Cost1,000 IPWhy SConfirmedThe most universal quintessence of the era, run by marksmen, bruisers and junglers alike for last hitting and early trades.
QOQuintessence of ArmorQuintessenceFlatA+4.3 ArmorFull set×3 = +12.9Cost1,000 IPWhy ACorroboratedThe standard durability quintessence for top laners and junglers facing physical damage, stacking on top of the near mandatory armor seals.
QOQuintessence of GoldQuintessenceFlatA+1 Gold / 10 sec.Full set×3 = +3Cost1,000 IPWhy AConfirmedAt 1 gold per 10 seconds, that is 6 gold a minute and roughly 180 gold over a 30 minute game, more than every stat quintessence including the S-graded ability power quint's 108.8. Three overtook three attack damage quints' 270 gold by the 15 minute mark.
QOQuintessence of Life StealQuintessenceFlatA+1.5% Life StealFull set×3 = +4.5%Cost1,000 IPWhy AConfirmedThe standard sustain quintessence on marksmen like Vayne and Ashe, worth roughly 60 gold each against the attack damage quint's 90. Two life steal plus one attack damage totals about 210 gold against 270 for three attack damage, a deliberate trade for sustain.
QOQuintessence of Movement SpeedQuintessenceFlatA+1.5% Movement SpeedFull set×3 = +4.5%Cost1,000 IPWhy AConfirmedBoots of Speed priced flat movement at 13.0 gold per point, so the 1.5% converts to roughly 68 gold on a 350 speed build, as build-dependent as the percent health quintessence. Roam and jungle pathing tempo, not the flat math, kept the grade at A.
QOQuintessence of Attack SpeedQuintessenceFlatB+4.5% Attack SpeedFull set×3 = +13.5%Cost1,000 IPWhy BCorroboratedAt roughly 150 gold this is the priciest quintessence in the set, ahead of the S-graded ability power and attack damage quints at 109 and 90 gold. But it pays off only through attack damage a marksman lacked, so era practice took raw attack damage instead.
QOQuintessence of Cooldown ReductionQuintessenceFlatB2.5% Cooldown ReductionFull set×3 = 7.5%Cost1,000 IPWhy BSingle-sourceA real secondary pick on ability reliant supports, mages and junglers who wanted faster early rotations before any cooldown item came online.
QOQuintessence of HealthQuintessenceFlatB+26 HealthFull set×3 = +78Cost1,000 IPWhy BCorroboratedFlat health let tanky junglers and top laners survive early aggression, and was the common swap when attack damage quintessences felt too greedy.
QOQuintessence of Critical DamageQuintessenceFlatC+4.5% Critical DamageFull set×3 = +13.5%Cost1,000 IPWhy CCorroboratedIt did nothing at level one because carries started with zero critical chance, so it only paid off on crit stacking champions after their first crit item.
QOQuintessence of Energy RegenerationQuintessenceFlatC+1.8 Energy Regeneration / 5 sec.Full set×3 = +5.4Cost1,000 IPWhy CSingle-sourceThe quintessence slot is flexible enough to absorb an energy stat without giving up a resistance, which makes this the cheaper way for an energy champion to fix a sustain problem.
QOQuintessence of Health RegenerationQuintessenceFlatC+3 Health Regen / 5 sec.Full set×3 = +9Cost1,000 IPWhy CSingle-sourceLane sustain that the regeneration items and reworked jungle of the era already covered, which left it a fallback rather than a first choice.
QOQuintessence of Percent HealthQuintessenceFlatC+1.5% Percent HealthFull set×3 = +4.5%Cost1,000 IPWhy CSingle-sourceThe 1.5% overtakes the flat 26 health quintessence above roughly 1,733 max health, and the scaling health quintessence only above roughly 3,245, exactly the Vladimir, Sion and Mundo band. At level one, on a 600 health body, that was 9 health, about 24 gold.
QOQuintessence of Spell VampQuintessenceFlatC+2% Spell VampFull set×3 = +6%Cost1,000 IPWhy CCorroboratedHextech Revolver's residual after its ability power priced the 2% at roughly 55 gold, within 5 gold of the life steal quintessence's 60. The C reflects roster breadth, limited to Vladimir and Mordekaiser, plus reduced area effectiveness, not magnitude.
QOQuintessence of EnergyQuintessenceFlatD+6 EnergyFull set×3 = +18Cost1,000 IPWhy DSingle-sourceRaw energy in the most valuable slot on the page buys capacity rather than uptime, and the regeneration version answers the same problem without going empty a moment later.
QOQuintessence of ManaQuintessenceFlatD+38 ManaFull set×3 = +114Cost1,000 IPWhy DSingle-sourceAt roughly 76 gold it prices above the health quintessence's 69, so the pool was never small. The 38 mana bought about one extra cast, and the regeneration seal solved the same mana trouble for about 24 gold without the slot damage and armor quints fight over.
QOQuintessence of ExperienceQuintessenceFlatE+2% Experience GainedFull set×3 = +6%Cost1,000 IPWhy ECorroboratedBonus experience bought no combat stat at all, so even junglers chasing a level lead left the slot on attack damage or armor.

Where a full page goes next

grades and the pages already built

How runes work in LoL Classic

A finished rune page runs thirty slots: nine marks, nine seals, nine glyphs and three quintessences. Marks lean toward attack stats, seals toward defense, glyphs toward magic, and quints are the flex slot where one rune carries what three of the small ones would. Every champion walks into a game with the same thirty slots, so the page itself is where the edge lives.

Flat now or scaling later

Most stats come in a flat version and a per level twin, and which one wins depends on when you plan to fight. Flat runes are ahead from minute one. The scaling copy catches up somewhere in the mid levels depending on the stat, then keeps climbing to eighteen.

Each scaling rune on this page shows the level where it passes its flat twin. That number comes out of our own stat columns, so if the client retunes a rune, the crossover moves with it.

Reading the full set numbers

Single rune values look tiny until you multiply. That is the job of the full set line on each card: nine of a mark or seal or glyph, three of a quint, with per level runes carried out to champion level eighteen first. Three quintessences of ability power stack to +15 Ability Power before your first item, and that is the smallest slot on the page. The minor runes sit in this list too, ungraded; they exist in the client, they just never compete with the Greater tier for a serious page.

Past this page

Grades live on the runes tier list, where every Greater rune is ranked inside its own slot. If you would rather start from a page somebody already assembled, the classic builds ship a full rune page with every build.

ExploreWhere to go next