Find all detail of all runes in League of Legends Wild Rift here.
Table of Contents
What is Runes in Wild Rift?

In League of Legends Wild Rift, Runes is use to strengthen or intensify champion abilities and stats. Players can customized runes for their champion to improve in-game performance.
Runes is only available to customized before the game start, once the game begin, it can't be changed or tweak.
All Runes in Wild Rift
There are 26 runes in Wild Rift such as:
![]() | Electrocute |
![]() | Aery |
![]() | Conqueror |
![]() | Fleet Footwork |
![]() | Grasp of the Undying |
![]() | Aftershock |
![]() | Font of Life |
![]() | Kleptomancy |
![]() | Brutal |
![]() | Gathering Storm |
![]() | Hunter - Vampirism |
![]() | Triumph |
![]() | Weakness |
![]() | Champion |
![]() | Backbone |
![]() | Conditioning |
![]() | Hunter - Titan |
![]() | Regeneration |
![]() | Loyalty |
![]() | Spirit Walker |
![]() | Pathfinder |
![]() | Mastermind |
![]() | Hunter - Genius |
![]() | Sweet Tooth |
![]() | Pack Hunter |
![]() | Manaflow Band |
Runes Types
A complete rune page is consist of 4 runes types such as:
- Keystone (Main Rune)
- Domination (Damage)
- Resolve (Health, Armor..)
- Inspiration (Objective, Mana, Gold..)
Keystone is a main runes that has 8 runes and you can pick 1 out of 8 depend on which champion you play.
Domination, Resolve, and Inspiration is a secondary runes that each has 5 runes inside for you to pick 1 out of each.

To sum up, A complete rune page is consist of 1 keystone, 1 domination, 1 resolve, and 1 inspiration runes.
Runes List
Here is a list of all runes in Wild Rift:
Keystone
![]() | Electrocute |
![]() | Aery |
![]() | Conqueror |
![]() | Fleet Footwork |
![]() | Graps of The Undying |
![]() | Aftershock |
![]() | Font of Life |
![]() | Kleptomancy |
Electrocute

Hitting a champion with 3 seperate attacks or abilities in 3s deals bonus adaptive damage.
Damage: 30 - 184 + 40% bonus ad + 25% ap.
Cooldown: 25s
Aery

Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.
Damage: 10 - 60 + 20% bonus ad + 10% ap.
Shield: 20 - 120 + 40% bonus ad + 20% ap.
Aery cannot be sent out again until she returns to you.
Conqueror

Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilties.
Stack up to 5 times. When fully stacked, deal bonus adaptive damage to champions.
Per stack:2 - 6 bonus AD or 4 - 12 AP for 8s.
Fully stacked bonus: 10% bonus adaptive damage to champions.
Fleet Footwork

Moving attacking and casting builds Energy stacks. At 100 stacks, your next attack heals you and grants increased movement speed.
Heal: 15 - 85 + 30% bonus ad + 30% ap.
Movement Speed bonus: 20% for 1s.
Grasp of the Undying

Every 4s in combat, your next attack on a champion will be enhanced based on your max health.
Heal:2% of your max health
Permanently increase your health by 5.
Bonus damage: 4% of your max health, magic damage on Ranged champions, the effect are reduced by 60%.
Aftershock

After immobilizing an enemy champion, gain defenses and later deal a burst of magic damage around you.
Defenses:50 AR + 50% bonus armor and 50 MR + 50bonus MR for 2.5s.
Damage: 12 - 110 + 4% max health, magic damage.
Cooldown: 35s
Font of Life

Imparing the movement of an enemy champion marks them. Allies who attack marked champions heal based on your health.
Heal: equal to 3% of your max health in 2s.
Mark duration: 4s
Kleptomancy

After using an ability, your next ability hit or attack on an enemy champion will grant you a random item effect.
Cooldown: 25s
Dominaton
![]() | Brutal |
![]() | Gathering Storm |
![]() | Hunter - Vampirism |
![]() | Triumph |
![]() | Weakness |
![]() | Champion |
Brutal

Gain 7 AD and 2% armor penetration , or 14 AP and 2% magic penetration (Adaptive)
Gathering Storm

Every 2 min, gain 2 AD or 4 AP. (Adaptive)
Hunter - Vampirism

Gain 2% physical vamp or 2% magic vamp. Unique champion takedowns grant 2AD with 1% physical vamp or 4 AP with 1% magic vamp. (Adaptive).
Triumph

Champions takedowns restore 10% missing health. Deal 3% more damage to enemies below 35% health.
Weakness

Imparing the movement of enemy champions makes them take more damage.
Champion

Gain 10% damage against champions. Lose 5% each time you die until the bonus disappears.
Resolve
![]() | Backbone |
![]() | Conditioning |
![]() | Hunter - Titan |
![]() | Regeneration |
![]() | Loyalty |
![]() | Spirit Walker |
Backbone

Gain 10 AR or 10MR, based on which ever stat you have less of.
Conditioning

Gain 8 bonus AR and MR after 5 minutes of game time.
Hunter - Titan

Gain 20 max health. Unique champion takedowns grant 20 max health and 4% tenacity.
Spirit Walker

Gain 50 max health and 20% slow resistance.
Loyalty

You gain 2 AR and 5 MR. Your closest ally champion gains 5 AR and 2 MR.
Regeneration

Every 3 seconds, regen 2% missingheath or mana based on whichever percentage is lower.
Inspiration
![]() | Pathfinder |
![]() | Mastermind |
![]() | Hunter - Genius |
![]() | Sweet Tooth |
![]() | Pack Hunter |
![]() | Manaflow Band |
Pathfinder

Gain 8% movement speed in brush, jungle, and river when out of combat.
Mastermind

Deal 10% bonus true damage to Epic Monsters and Turrets. Earn an extra 100 gold and 500XP upon taking or assisting in taking these objectives.
Hunter - Genius

Gain 2.5% cooldown reduction. Unique champion takedowns grant 1.5% cooldown reduction.
Sweet Tooth

Increases Honyfruit healing by 25%, Each fruit also provides 20 gold.
Pack Hunter

While neary ally champions, grain 2% movement speed. For each unique ally you participate in a takedown with, you gain 50 gold and the ally gains 50 gold.
Manaflow Band

Hitting an enemy champion with an ability or empowered attack permanently increases your max mana by 30, up to 300 mana.
Conclusion
In conclusion, Runes is an extra assist that you can set up before the game to strengthen your champion abilities, and stats during the game.








