Their being in the bush ready to attack puts them in a similar susceptible position to ganks. If you were to measure the distance from their position to their tower, someone coming from river easily intercepts them. I’ve seen plenty of ganks against aggressive laners start out like this.

Hell, last night I did what was perhaps my best rupture ever. I hit the middle edge of their tower bush as they were retreating from our tower bush. I placed the rupture before they even left our bush to cross the gap into theirs, and hit them in the bush, followed by silence and then a quick feast.

I’m fucking awesome.

So I just hit level 20. What types of runes should I buy? Obviously I’m going for Tier 3 here. I have 11k IP right now which isn’t enough for a full custom loadout of my favorite champions, so what should I get that will basically give me a leg-up with anyone I use, and is basically included in any build for any champion?

For a totally generalist rune page start with yellow dodge runes and your choice of dodge, movement speed, or flat health quints. Most of the community has a raging hard-on for flat health quints. That should break the bank pretty quick. Blues would be either magic resist per level or cooldown reduction. Red runes are harder to generalize since I think the only worthwhile marks are armor pen, magic pen, and possibly critical strike runes. All the other reds are worthless as far as I can tell so it’s sort of an either-or set.

Things that are just good all round to have? Maybe cooldown reduction? Mana if all your heroes use mana…but many don’t. Movement speed? Health, defense and magic resist? Ability power is handy on most heroes to some degree.
(Caveat: I’m no expert, just thinking about it)

I find mana regen, cooldown reduction, armor pen, and magic pen to be good, with flat health quints. Plenty of characters can play with those.

Ok I got two flat health quints. I’ll look into cooldown reduction and MR/Armor I suppose?

Dodge is expensive. I’d almost say go with Mana Regen / Level for yellow to start and suck it up on no-mana characters.

You have to choose between cooldown reduction and MR for blues I believe. Armor runes aren’t really worth getting considering all the items choices for it. Yellow runes are dodge or mana regen per level.

PS. Dodge runes are awesome and I love them forever. Especially since you can only get it on Ninja Tabi now.

it’s all about Magic resist!!!

Dodge only works against standard physical attacks, correct? (And some of the few attacks that modify the standard attack, like Nasus Spirit Strike or Gangplanks pistol shot?)

Alright I got the two health quints, 3xShielding (I don’t see the point of having the flat MR since the shielding reaches the flat MR in effectiveness by level 10, which is the point where every people start really getting diesel with their AP), 2xDodge, and 4xarmor pen for laning.

I have to agree with idrisz. Yes, dodge only works against autoattacks, they’ve gone through and made most skills undodgeable recently. Dodge + magic resist gives you a lot of extra protection that scales well throughout the game since you usually don’t stack that much MR and you can’t even get dodge now.

Per level option for everything is definately the way to go, since depending on the stat per levels are better than flat increases by level 5 to 10. The only exception is flat health quints because a bunch of extra health is really useful at the start of the game, and utterly useless by the end of it.

I’ve never seen a parley miss, and I’ve used it quite a bit. It’s possible I just didn’t notice, but I don’t think so.

Which is one of the reasons Jax is so shit now :(

I meant to explicitly point it out, but Riot went through and made all the skills that target someone or modify your regular attack undodgeable. You can’t dodge Parrrley or Nasus’s Siphoning Strike or such anymore.

Apparently back in the days of yore you could dodge anything including tower attacks, but those days are long gone.

In addition to flat health quints, I’d say that flat cooldown reduction is another exception to the stat per level is always better rule. The reason being that the marginal CDR you’re getting from the per level ones only exceeds the flat ones starting at level 14, and only by 3%. Given that CDR caps at 40% and most champs focusing on CDR are going to be getting 10% from masteries, aiming to get the blue buff for another 25%, and likely building at least one item with CDR, it’s likely that some of the CDR from runes will end up wasted anyway.

Is this chart wrong? http://leagueoflegends.wikia.com/wiki/List_of_Runes

According to that per level CDR breaks even with flat runes at level 7, and with 9 runes you get about 8% vs about 6%. If that chart is right I’d say per level is pretty heavily superior. Given that it takes 7 mastery points to get 9% cooldown reduction, if you are that worried about winding up with more than 40% for a significant amount of the game it would seem better to save a mastery point or two.

Good news! It seems that 1280x800 at full screen is an optimal resolution for Fraps so expect me to be recording a lot more games in future! Hehehe.

I don’t think you’re reading that chart correctly. It says they give .05% per level, to a maximum of .9. The flat ones give .65%.

.65/.05=13.

D’oh, you’re right. My brain is fried and for some reason I substituted a 3 in place of the 6. In that case instead of being way better they are just sort of better. I would still rather have a bit more cooldown reduction later since for the first half of the game you’re more likely to run out of mana from constant use than need a skill a fraction of a second sooner.

Either way I still like MR runes more.