Lane runes
Support


GuardianGuard allies within 350 units of you, and allies you target with spells for 2.5s. While Guarding, if you or the ally take more than a small amount of damage over the duration of the Guard, both of you gain a shield for 1.5s.Cooldown: 75 - 40 secondsShield: 40 - 150 + 20% of your ability power + 6% of your bonus healthProc Threshold: 50 - 165 postmitigation damage
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
Bone PlatingAfter taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 (based on level) less damage.Duration: 1.5sCooldown: 55s
UnflinchingGain 10 Armor and Magic Resist when crowd controlled and for 2 seconds after.

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.
Ultimate HunterYour ultimate gains 6 Ability Haste, plus an additional 5 Ability Haste per Bounty Hunter stack. Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.

GuardianGuard allies within 350 units of you, and allies you target with spells for 2.5s. While Guarding, if you or the ally take more than a small amount of damage over the duration of the Guard, both of you gain a shield for 1.5s.Cooldown: 75 - 40 secondsShield: 40 - 150 + 20% of your ability power + 6% of your bonus healthProc Threshold: 50 - 165 postmitigation damage
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
Bone PlatingAfter taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 (based on level) less damage.Duration: 1.5sCooldown: 55s
UnflinchingGain 10 Armor and Magic Resist when crowd controlled and for 2 seconds after.

Deep WardYour wards in the enemy jungle are Deep. Deep wards gain +1 extra Health and +[30 - 45]s increased duration (+[45 - 150]s for Trinket stealth wards).Level 9: Wards in the river are also Deep.
Ultimate HunterYour ultimate gains 6 Ability Haste, plus an additional 5 Ability Haste per Bounty Hunter stack. Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.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.'
Sudden ImpactDamaging basic attacks and abilities deal a bonus 20 - 80 True Damage based on level to enemy champions after using a dash, leap, blink, teleport, or when leaving stealth for 4s.Cooldown: 10s
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.
Ultimate HunterYour ultimate gains 6 Ability Haste, plus an additional 5 Ability Haste per Bounty Hunter stack. Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.

Axiom ArcanistYour Ultimate has 12% increased damage, healing, and shielding.(AoE damage is reduced to a 8% increase)Scoring a takedown on an enemy champion reduces your Ultimate's current cooldown by 7%.
TranscendenceGain bonuses upon reaching the following levels:Level 5: +5 Ability HasteLevel 8: +5 Ability HasteLevel 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.













