Lane runes
Jungle


Dark HarvestDamaging a Champion below 50% health deals adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 11.Dark Harvest damage: 30 (+11 damage per soul) (+0.1 bonus AD) (+0.05 AP)Cooldown: 35s (resets to 1.0s on takedown)
Cheap ShotDamaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level).Cooldown: 4sActivates on damage occurring after the impairment.
Grisly MementosCollect 1 memento on champion takedowns, up to 18 total.Gain 6 Trinket Haste for each collected. In game modes where vision Trinkets do not exist, instead gain 3 Summoner Spell Haste.
Relentless HunterGain 8 Move Speed out of combat per Bounty Hunter stack. Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.

CelerityAll movement bonuses are 7% more effective on you and gain 1% Move Speed.
WaterwalkingGain 10 Move Speed and 13 - 30 Adaptive Force (based on level) when in the river.May you be as swift as the rushing river and agile as a startled Rift Scuttler.

AftershockAfter immobilizing an enemy champion, increase your Armor and Magic Resist by 45 + 75% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.Damage: 25 - 120 (+8% of your bonus health)Cooldown: 20sResistance bonus from Aftershock capped at: 80-150 (based on level)
Font of LifeImpairing the movement of an enemy champion restores Health to you and the lowest health nearby allied champion.70% effect for Ranged Users.Cooldown: 20s
ConditioningAfter 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.
RevitalizeGain 5% Heal and Shield Power.Heals and shields you cast or receive are 10% stronger on targets below 40% health.

CelerityAll movement bonuses are 7% more effective on you and gain 1% Move Speed.
WaterwalkingGain 10 Move Speed and 13 - 30 Adaptive Force (based on level) when in the river.May you be as swift as the rushing river and agile as a startled Rift Scuttler.Mid


ElectrocuteHitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.Damage: 70 - 240 (+0.1 bonus AD, +0.05 AP) damage.Cooldown: 20s'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'
Cheap ShotDamaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level).Cooldown: 4sActivates on damage occurring after the impairment.
Sixth SenseAutomatically sense a nearby untracked and unseen ward, tracking it for the team.Level 11: Also reveal the ward for 10s.This effect has a 250 second Cooldown.
Relentless HunterGain 8 Move Speed out of combat per Bounty Hunter stack. Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.

Hextech FlashtraptionWhile Flash is on cooldown it is replaced by Hexflash.Hexflash: Channel for 2s to blink to a new location.Cooldown: 20s. Goes on a 10s cooldown when you enter champion combat.
Triple TonicUpon reaching level 3, gain an Elixir of Avarice.Upon reaching level 6, gain an Elixir of Force.Upon reaching level 9, gain an Elixir of Skill.

ElectrocuteHitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.Damage: 70 - 240 (+0.1 bonus AD, +0.05 AP) damage.Cooldown: 20s'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'
Cheap ShotDamaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level).Cooldown: 4sActivates on damage occurring after the impairment.
Sixth SenseAutomatically sense a nearby untracked and unseen ward, tracking it for the team.Level 11: Also reveal the ward for 10s.This effect has a 250 second Cooldown.
Relentless HunterGain 8 Move Speed out of combat per Bounty Hunter stack. Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.

Manaflow BandHitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.Cooldown: 15 seconds
WaterwalkingGain 10 Move Speed and 13 - 30 Adaptive Force (based on level) when in the river.May you be as swift as the rushing river and agile as a startled Rift Scuttler.Top


ElectrocuteHitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.Damage: 70 - 240 (+0.1 bonus AD, +0.05 AP) damage.Cooldown: 20s'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'
Cheap ShotDamaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level).Cooldown: 4sActivates on damage occurring after the impairment.
Sixth SenseAutomatically sense a nearby untracked and unseen ward, tracking it for the team.Level 11: Also reveal the ward for 10s.This effect has a 250 second Cooldown.
Relentless HunterGain 8 Move Speed out of combat per Bounty Hunter stack. Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.

Hextech FlashtraptionWhile Flash is on cooldown it is replaced by Hexflash.Hexflash: Channel for 2s to blink to a new location.Cooldown: 20s. Goes on a 10s cooldown when you enter champion combat.
Triple TonicUpon reaching level 3, gain an Elixir of Avarice.Upon reaching level 6, gain an Elixir of Force.Upon reaching level 9, gain an Elixir of Skill.







