Spell and Rune in Wild Rift

What is Spell in Wild Rift?

Spell is a unique ability in Wild Rift. A player should choose a spell before the game start. The main difference of spells and runes is the way to use them. Rune could give a passive effect at a certain condition, meanwhile spell need to be activated manually. After you use the spell, it will run cool down for a quite long time. Therefore, players have to be careful and choose the exact time to use it.

spell wild rift

Flash

Short-range instant teleportation

This spell allows you to teleport as far as possible into your champion’s line of sight. With great potential for both attack and defense, most champions will really need this spell.

Ghost

Run like the wind!

With this huge burst of speed, you can even speed past other units so those pesky minions won’t get in your way as you move for escape

Smite

Usually used by Jungler. It is a passive spell.

Barrier

While Barrier isn’t as useful as other spells, there’s no denying how useful it can be to appear at the right time with a shield.

Exhaust

Reduces the move speed and damage of one enemy champion!

This spell should be saved to be the biggest damage generator on the enemy side, but don’t hesitate to use it to save or annihilate anyone!

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Heal

Heal yourself and one nearby allied champion. This spell makes the two of you able to move faster for a few moments so that you can do various tricks to escape death. However, don’t try to collect stacks! A Champion who recently received a Heal can only receive a small portion of the recovery effect of the next Heal until the status effect wears off.

Ignite

Ignite generates damage gradually over a certain time and during that time the target will be hit by Grievous Wound which reduces 50% of all the healing effects it receives. This makes it ideal for taking out targets with low health while weakening the influence of large healers. Shoot first, ask later!

What is Rune in Wild Rift

rune in wild rift

Runes are a feature that can increase the abilities and stats of the currently equipped Champion. The runes themselves are divided into two types, namely keystone runes and secondary runes (containing three rune pages).

Keystone Rune

It is a very essential rune. It can determine the player’s play-style in a game. The Keystone in Wild Rift has eight runes that are ready to become your main runes. Pay attention to the functions of the eight runes so you don’t go wrong in concocting a rune. The following is the function and explanation of each rune in the keystone rune.

Electrocute 

Basic attacks and abilities will add a stack to enemy champions who are hit, this stack can only increase by 1 stack per attack or ability. Giving 3 stacks to the enemy within three seconds makes them ‘electrocuted’ and exposed to 10-184 (based on level) (+40 percent bonus attack damage(AD))(+25 percent ability power(AP)) adaptive damage. adaptive damage is the damage that is generated based on the strongest stats in the champion. If the champion has stronger attack damage stats it will give attack damage. If the champion has stronger stats ability power then it will provide ability power.

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Aery

The basic attack and abilities given to the enemy make an Aery fly towards them and deal 10 -60 (based on level)(+20 percent bonus AD)(+10 percent AP) adaptive damage. However, when giving heal, shield, or buff to a friend’s champion, Aery will fly towards them and provide an additional shield of 20-120 (based on level)(+40 percent AD bonus) (+20 percent AP) for two seconds.

Conqueror

Basic attacks and abilities will add to the stack of the Conqueror every time he hits an enemy champion up to 1 per attack or cast ability. Each stack of conquerors every eight seconds will provide additional damage of 2 – 6 (based on level) bonus AD or 4 – 12 (based on level) AP (adaptive). Stacking a maximum stack of 5 stacks will give 10 – 30 (based on level) bonus AD or 20 – 60 (based on level) AP (adaptive)

Fleet Footwork

This keystone is usually used for Champions who need sustain in the laning phase. Fleet Footwork itself has a stack to be active, which if the stack is full and the user attacks using a basic attack, it will give a heal effect. Suitable for Assassin or Marksman.

Grasp of the Undying

This keystone is also suitable for those of you who want to sustain longer on the lane. However, this Keystone must attack the opposing Champion using a basic attack to get some heal.

After Shock

This is a Keystone that is usually used by Tanks. This keystone will give the user a kind of area explosion and additional defense if he succeeds in giving a CC effect to the opponent.

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Font of Life

This Keystone will later be suitable for Support. The reason is that the effect of this skill can provide a number of heals for allies who attack the enemy Champion who is marked by Font of Life.

Kleptomacy

This keystone has actually been removed in the PC version of League of Legends, but somehow it’s still used in Wild Rift. For those who don’t know, this Keystone will give its users a random effect item.

Secondary Rune

Secondary runes are the second page of Wild Rift runes. There are three pages in secondary runes, the following is the division:

  • Domination
  • Resolve
  • Inspiration