LoL Classic Runes Tier List 26.22
Every Greater rune worth a page slot in LoL Classic, tiered by us from our own research.
Best Runes in LoL Classic
Runes get bought with IP and slotted into a page before you ever queue, so the page you build for lane is the page you carry into every game on that champion. That's why flat stats grade so well here. Nothing on a rune page adapts mid-match. A scaling rune that eventually overtakes its flat twin still has to survive every level where it was behind, and lanes tend to get decided inside that window. A rune is only graded against the other runes in its slot, so compare marks with marks, never with seals.
GlyphGlyph of Magic Resist
GlyphGlyph of Scaling Magic Resist
MarkMark of Lethality
MarkMark of Magic Penetration
QuintessenceQuintessence of Ability Power
QuintessenceQuintessence of Attack Damage
SealSeal of Armor
GlyphGlyph of Ability Power
GlyphGlyph of Cooldown Reduction
GlyphGlyph of Scaling Ability Power
MarkMark of Attack Damage
MarkMark of Attack Speed
QuintessenceQuintessence of Armor
QuintessenceQuintessence of Gold
QuintessenceQuintessence of Life Steal
QuintessenceQuintessence of Movement Speed
SealSeal of Gold
SealSeal of Health
SealSeal of Mana Regeneration
SealSeal of Scaling Health
GlyphGlyph of Mana
GlyphGlyph of Scaling Cooldown Reduction
MarkMark of Critical Chance
MarkMark of Scaling Attack Damage
MarkMinor Mark of Armor
SealMinor Seal of Magic Resist
QuintessenceQuintessence of Attack Speed
QuintessenceQuintessence of Cooldown Reduction
QuintessenceQuintessence of Health
SealSeal of Health Regeneration
SealSeal of Scaling Armor
MarkMark of Critical Damage
GlyphMinor Glyph of Armor
GlyphMinor Glyph of Attack Speed
GlyphMinor Glyph of Health
SealMinor Seal of Attack Speed
SealMinor Seal of Critical Chance
QuintessenceQuintessence of Critical Damage
QuintessenceQuintessence of Energy Regeneration
QuintessenceQuintessence of Health Regeneration
QuintessenceQuintessence of Percent Health
QuintessenceQuintessence of Spell Vamp
SealSeal of Energy Regeneration
GlyphGlyph of Energy
MarkMinor Mark of Health
QuintessenceQuintessence of Energy
QuintessenceQuintessence of Mana
GlyphMinor Glyph of Critical Damage
MarkMinor Mark of Cooldown Reduction
SealMinor Seal of Critical Damage
QuintessenceQuintessence of ExperienceWhat each tier means
- STop pick Auto-include on nearly every page.
- AStrong Strong in most builds that want the stat.
- BSolid Solid once the page is built around it.
- CSituational Niche, but it has a home.
- DWeak Rarely worth the slot.
- EAvoid Outclassed by anything else in the slot.
How to read these rune tiers
Slots are the scarce resource, so that's what a letter is measured against.
Best Runes by Role
The board above ranks every rune against the others in its own slot. This section answers the other question: which of them you should actually buy for the role you play. The letters are the same letters, so where a role wants an A over an S, that gap is the recommendation.
Best Support Runes
- Marks
×9Magic Penetration, tier S+9About 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.
- Seals
×9Gold, tier A+2.25 Gold / 10 sec.A 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.
- Glyphs
×9Magic Resist, tier S+12.6The 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.
Glyphs swapAbility Power, tier Aon the aggressive ability power supports who want to win trades before level six
- Quintessences
×3Gold, tier A+3 Gold / 10 sec.At 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.
For support, the defining decision is economic: passive income occupies the seals and quintessences, a commitment no other role page makes. That allocation moves much of the early lane burden onto the marks and glyphs, which have to keep the page functional while its utility budget accumulates.
This shape fits a player who plans future purchases instead of expecting the rune page to win every opening exchange. The sacrifice is immediate, but the payoff keeps supporting the role's utility spending; taken together, its slots behave like a budget with enough combat cover to remain usable.
Best AD Carry Runes
- Marks
×9Attack Damage, tier A+9The standard alternative to armor penetration for marksmen and lane bullies, who wanted cleaner last hitting and harder auto attack harass from level one.
Marks swapLethality, tier Sinto an armor-heavy lane
- Seals
×9Armor, tier S+9The 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.
Seals swapScaling Health, tier Awhen the burst threat is the enemy mid or jungle rather than the lane
- Glyphs
×9Scaling Magic Resist, tier S+32.4 Magic Resist at 18The 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.
- Quintessences
×2Life Steal, tier A
×1Attack Damage, tier SThe 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.
Only the AD Carry page divides its quintessences between sustain and a smaller share of immediate damage, rather than filling the slot with a repeated choice. That split avoids an all-in bet on either purpose, which matters for a lane where farming cleanly and remaining present through repeated exchanges both have value.
Everything around that mix follows the same clock. The seals are ready against physical pressure at once, while the glyphs are left to grow into broader magic protection. The marks keep that defensive patience from turning the setup into a passive lane page.
The page gives up a full commitment to either sustain or raw damage for a steadier lane profile. Its choices do not require every exchange to look the same.
Best AP Mid Runes
- Marks
×9Magic Penetration, tier S+9About 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.
- Seals
×9Armor, tier S+9The 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.
Seals swapHealth, tier Ain the magic damage lanes where armor does nothing
- Glyphs
×6Scaling Ability Power, tier A
×3Magic Resist, tier SIt 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.
Glyphs swapAbility Power, tier Awhen the lane is decided before level six
- Quintessences
×3Ability Power, tier S+15The default quintessence on effectively every classic mid mage and ability power jungler.
Scaling sets the schedule for AP Mid: most of the glyph slot grows with levels, so the marks and quintessences bridge the time before that payoff arrives. Spell pressure is split by job: the marks work through magic resistance, and the quintessences supply ability power immediately. The page stays damage-first without making every offensive slot peak together.
The defensive bargain is narrower but no longer empty. The seals answer basic attack pressure in lane, and the rest of the glyph slot buys flat magic resistance against the opponent this role actually draws, which is usually another spellcaster. The trade is a slower ceiling in exchange for surviving the exchanges that decide whether that ceiling is ever reached.
A mage player who can keep the lane orderly can wait for the scaling half to develop. The printed alternative changes that schedule without changing the damage-first identity, so the page can move its power forward without turning into a different setup.
Best Jungle Runes
- Marks
×9Attack Speed, tier A+15.3%The 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.
- Seals
×9Armor, tier S+9The 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.
Seals swapScaling Armor, tier Bwhen you accept a weaker level one for more armor by the time teamfights start
- Glyphs
×9Scaling Magic Resist, tier S+32.4 Magic Resist at 18The 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.
- Quintessences
×3Armor, tier A+12.9The standard durability quintessence for top laners and junglers facing physical damage, stacking on top of the near mandatory armor seals.
Quintessences swapAbility Power, tier Son the ability power junglers of the era
Before a lane opponent enters the exchange, the jungle page is already dealing with damage from the map. The marks and seals therefore pull toward the same goal from the outset, making the opening route more reliable rather than splitting the page between unrelated lane matchups.
That focus makes the seals do more than cover a matchup. They work through the route before supporting later contact with physical damage, while the glyphs mature beyond the opening clear. The trade is a narrower start, with the base page spending its quintessences on survival rather than offense. The reward is visible when the clear ends, in the health preserved along the way.
Best Bruiser and Top Lane Runes
- Marks
×9Lethality, tier S+11.25This 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.
- Seals
×9Armor, tier S+9The 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.
Seals swapHealth Regeneration, tier Bagainst poke, when you can heal the trade off between waves
- Glyphs
×9Scaling Magic Resist, tier S+32.4 Magic Resist at 18The 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.
- Quintessences
×3Attack Damage, tier S+6.75The most universal quintessence of the era, run by marksmen, bruisers and junglers alike for last hitting and early trades.
The marks lead the bruiser page with armor penetration, pointing straight at the target it expects: a laner whose early armor must lose value before physical pressure can stick. This is not a broad damage setup; every offensive choice concentrates on making the same profile harder to blunt.
The quintessences complete the idea with raw attack damage. They supply the force that the marks' penetration is meant to carry through, so both offensive slots point at the same physical exchange instead of solving unrelated problems.
The defensive half keeps that commitment playable. The seals cover early physical pressure, while the glyphs grow into later magic protection. That timing leaves a narrow opening, with physical pressure ready first and the broader defensive answer still maturing.
Best Tank Runes
- Marks
×9Attack Speed, tier A+15.3%The 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.
- Seals
×9Scaling Health, tier A+210.6 Health at 18Favoured 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.
- Glyphs
×9Scaling Magic Resist, tier S+32.4 Magic Resist at 18The 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.
- Quintessences
×3Health, tier B+78Flat health let tanky junglers and top laners survive early aggression, and was the common swap when attack damage quintessences felt too greedy.
No sourced swap at any slot. The marks are the only offensive line on the page, and every other slot buys health or magic resistance, so there is nothing here to trade without changing what the page is.
Commitment is the tank page's entire point. Its fixed shape asks the player to accept a durability schedule before the match shows what it demands. The unverified choice in the marks is a deliberate construction, not evidence of established practice.
The quintessences provide immediate cover while the seals and glyphs mature on schedule, and the glyphs carry the long-term answer to magic damage. The marks are the one slot pointed the other way: attack speed is the page's only offensive line, bought so a champion built to absorb pressure can still trade back and push a wave rather than only stand in front of one. Matchup tailoring stays outside the plan, so the page absorbs pressure on the curve it chose before play began.
Board breakdown
Glyph of Magic Resist, Glyph of Scaling Magic Resist, Mark of Lethality, Mark of Magic Penetration, Quintessence of Ability Power, Quintessence of Attack Damage and Seal of Armor hold the S tier in the RankedBoost ranking for LoL Classic.
Select a face to open that rune's card on the board.
The best Quintessence runes are Quintessence of Ability Power and Quintessence of Attack Damage, at S. The best Glyph runes are Glyph of Magic Resist and Glyph of Scaling Magic Resist, at S. The best Mark runes are Mark of Lethality and Mark of Magic Penetration, at S. The best Seal rune is Seal of Armor, at S.
- QuintessenceS best
- GlyphS best
- MarkS best
- SealS best





