Players in Wild Rift can slightly customize their gameplay by using Runes, and here is a detailed beginner’s guide for understanding runes in Wild Rift.
League of Legends Wild Rift is the mobile adaptation of the famous PC game League of Legends. Wild Rift shares a lot of similar features with League of Legends. Wild Rift has also seen success since its release, as it has millions of players playing the game every day around the world.
Runes is a special feature in Wild Rift that allows the players to customize their gameplay experience in a subtle way. Runes become available to all the players once they reach a specific level in the game. There are no limitations on which champions may use a particular rune.
As soon as a player’s account reaches level 4, they will be able to choose four runes for each of their champions, including one keystone and three secondary runes for each champion.
Keystone Runes

Electrocute | Passive: Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 30 − 184 (based on level) (+ 40% bonus AD) (+ 25% AP) Attack damage.pngAbility power.png Adaptive damage. Adaptive Damage: Deals either physical or magic damage depending on your bonus statistics, defaulting based on the origin of the effect. Cooldown: 25 seconds Summoner level: 4 |
Aery | Passive: Basic attacks and abilities against an enemy champion signals Aery to dash to them, dealing 10 − 60 (based on level) (+ 20% bonus AD) (+ 10% AP) Attack damage.pngAbility power.png Adaptive damage. Heal power icon.png Healing, shielding, or buffing an ally signals Aery to dash to them, Hybrid resistances icon.png shielding them for 20 − 120 (based on level) (+ 40% bonus AD) (+ 20% AP) for 2 seconds. Aery lingers on the target for 2 seconds before flying back to the user, and cannot be sent out again until she returns. Aery is initially very slow, but gradually accelerates, and can be picked up by moving near her. Adaptive Damage: Deals either physical or magic damage depending on your bonus statistics, defaulting based on the origin of the effect. Summoner level: 4 |
Conqueror | Passive: Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 8 seconds and grants 2 − 6 (based on level) bonus Attack Damage or 4 − 12 (based on level) Ability Power (Adaptive), stacking up to 5 times, for a maximum of 10 − 30 (based on level) bonus Attack Damage or 20 − 60 (based on level) Ability Power (Adaptive). When fully stacked, deal 10% bonus Adaptive damage to champions. Adaptive Damage: Deals either physical or magic damage depending on your bonus statistics, defaulting based on the origin of the effect. |
Fleet of Footwork | Unique – Energized: Moving and basic attacking generate Energize stacks, up to 100. When fully Energized, your next basic attack heals you for 15 – 85 (based on level) (+ 30% bonus AD) (+ 30% AP) and grants 20% bonus movement speed for 1 second. Summoner level: 6 |
Grasp of the Undying | Passive: Entering combat generates one stack every second for the next 3 seconds. Additional stacks may be generated by re-entering combat after 2 seconds. After reaching 4 stacks, your next basic attack within 6 seconds against an enemy champion consumes all stacks to deal 4% of your maximum health in bonus magic damage, restore 2% of your maximum health, and permanently grant 5 bonus health. The empowered attack duration refreshes whenever going in combat. On ranged champions, all effects are reduced by 60%. Summoner level: 8 |
Aftershock | Passive: Immobilizing an enemy champion grants a static 50 (+ 50% bonus armor) bonus armor and 50 (+ 50% bonus magic resistance) bonus magic resistance for 2.5 seconds. After the duration, you release a shockwave that deals 12 – 110 (based on level) (+ 4% of your maximum health) magic damage to nearby enemies. Cooldown: 35s Summoner level: 8 |
Font of Life | Passive: Slowing or immobilizing an enemy champion marks them for 4 seconds. Allied champions who basic attack marked enemies heal for 3% of your maximum health over 2 seconds. Summoner level: 10 |
Kleptomancy | Passive: After using an ability, your next ability hit or basic attack against an enemy champion will grant you a random item effect. Cooldown: 25s Summoner level: 10 |
Secondary Runes
Secondary Runes offer small boosts to certain attributes like adaptive damage, movement speed, cooldowns, and more. Secondary Runes are divided into three unique paths, each with a strategic theme.
Domination

Brutal | Passive: Gain 7 Attack Damage and 2% armor penetration, or 14 Ability Power and 2% magic penetration. (Adaptive) Summoner level: 4 |
Gathering Storm | Passive: Every 2 min, gain 2 Attack Damage or 4 Ability Power. (Adaptive) Summoner level: 4 |
Hunter – Vampirism | Passive: Gain 2% Physical Vamp or 2% Magical Vamp (Adaptive). Unique champion takedowns grant 2 bonus Attack Damage with 1% Physical Vamp or 4 Ability Power with 1% Magical Vamp up to 7% Physical Vamp and 10 bonus Attack Damage or 7% Magical Wamp and 20 Ability Power at 5 stacks (Adaptive). |
Triumph | Passive: Champion takedowns restore 10% missing health. Deal 3% increased damage to enemies below 35% health. Summoner level: 8 |
Weakness | Passive: Slowing or Immobilizing an enemy champion marks them for 5 seconds, while marked they take 5% increased damage. Summoner level: 10 |
Champion | Passive: Gain 10% increased damage against champions. Lose 5% each time you die until the bonus disappears. Summoner level: 10 |
Resolve

Backbone | Passive: Gain 10 bonus armor or 10 bonus magic resistance, based on whichever stat you have less of. Summoner level: 4 |
Conditioning | Passive: Gain 8 bonus armor and 8 bonus magic resistance after 5 minutes of game time. Summoner level: 4 |
Hunter – Titan | Passive: Gain 20 maximum health. Unique champion takedowns grant an additional 20 maximum health and 4% tenacity up to 120 maximum health and 20% tenacity at 5 stacks. Summoner level: 6 |
Regeneration | Passive: Every 3 seconds, regenerates 2% missing health or 2% missing mana, based on whichever percentage is lower. Summoner level: 8 |
Loyalty | Passive: Gain 2 bonus armor and 5 bonus magic resistance. Your closest ally champion gains 5 bonus armor and 2 bonus magic resistance, which can be stacked. Summoner level: 10 |
Spirit Walker | Passive: Gain 50 maximum health and 20% slow resistance. Summoner level: 10 |
Inspiration

Pathfinder | Passive: When out-of-combat, gain 8% bonus movement speed in brush, jungle, and river. Summoner level: 4 |
Mastermind | Passive: Deal 10% bonus true damage to Epic Monsters and Turrets. Earn an extra 100 gold and 500XP upon taking or assisting in taking epic monsters and turrets objectives. Summoner level: 4 |
Hunter – Genius | Passive: Gain 2.5 ability haste. Unique champion takedowns grant 2.5 ability haste up to 15 at 5 stacks. Summoner level: 6 |
Sweet Tooth | Passive: Increases Honeyfruit healing by 25%, Each fruit eaten also provides 20 gold. Summoner level: 8 |
Pack Hunter | Passive: While near ally champions, gain 2% bonus movement speed. For each unique ally you participate in a takedown with, you gain 50 gold and the ally gains 50 gold. Summoner level: 10 |
Manaflow Band | Passive: Hitting an enemy champion with an ability or empowered attack permanently increases your maximum mana by 30, up to 300 mana. Summoner level: 10 |
Read More: Wild Rift: Battle Pass, Wild Pass Guide