User blog comment:CCoville/So many Runes... so little IP/@comment-66.60.183.188-20110427223032

For Jungle Amumu there is a guide that I had found that gave a great rune page, and tactics. When I get home from work I will post it. I really liked it and it improved my Jungle Amumu greatly. I built the recommended page (with a minor tweak) and it was hugely noticeable.

For just Generic purchases: Move Speed Quints. I can't recommend them enough. Move speed can only be bought as quints, and there is not a single character that doesn't benefit from moving faster. All of my pages start with Move speed, then I may or may not change it to something else if I am building that page for a specific purpose. For Example my mage pages either have mana regen or Magic Pen.

The other question you have to ask yourself is Flat or scaling runes? Except for regen types mp/5, energy/5 etc, I almost always pick the flat gain runes. I want the best edge at level 1, by level 12-15 when those scaling one's start to beat out my flat runes, I exceeded the extra x amount with my items by so much the addition of runes is negligible. The scaling energy/5 runes and quints on the other hand allow for a level 18 Kennen with CDR items to spam his skills as fast as they come up. Without them I will run out of energy in a battle without CDR.

My practical suggestion is to build a rune page for your favorite character. Try to make up for what you are really hurting on early in the game. Extra AP, maybe some armor pen, etc. Pick your medicine. Play a few games, tweak it until it feels just right. Maybe read a guide and see what other people are using for starters. Then either do the same thing for your next favorite champion, or use the same page and then tweak it for your next favorite character.

I personally have a couple of very specific pages for one or two characters, and a couple of generic pages. For Example, I have a specific page for Amumu, and a generic page I use for mages.