AD Carry Runes

#1SeaLegendPosted 1/17/2013 2:18:56 PM
Hello all, I've recently looked in to becoming a dedicated AD carry player. I had a question about runes. Every game I have used pretty much the standard page of AD reds and quints, armor yellows, and flat magic resist blues. The question I have, are there any situations where I really need to use a different rune page? If so, what would those situations be?
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#2ninplayerPosted 1/17/2013 2:22:12 PM
real men go ad everything.
#3Tucker4321Posted 1/17/2013 2:40:32 PM
Avarice seals and quins. AD Marks and Glyphs. ADC's need money right?

but in all seriousness, Never really needed a different page then the normal ad/armor/mr/ad page.
#4EDumeyPosted 1/17/2013 2:53:28 PM
I go AD Pen Reds. I play Caitlyn who already has a solid starting AD. Not a big deal.
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#5MilanBarcaPosted 1/17/2013 4:05:22 PM(edited)
armor pen marks vs high armor teams (e.g. malphite), though in all honesty I don't use them much

I've also seen lifesteal quints used (specially on vayne to help her laning), but they aren't really worth the ip

scaling mr glyphs is good if there's minimal magic damage bot
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#6_Yag_Posted 1/17/2013 4:10:23 PM(edited)
anyone who says armor pen is wrong. you place runes to give you an edge early game, where as an AD carry you will be up against someone else with armor low enough that masteries will negate it. Because of this the logical choice would be to boost your dmg as much as possible. so either go straight AD in every slot or you can sub out armor yellows, possibly mana regen blues, or MS quints depending on the champ and your preferences.
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#7RhaemePosted 1/17/2013 4:39:57 PM
_Yag_ posted...
anyone who says armor pen is wrong. you place runes to give you an edge early game, where as an AD carry you will be up against someone else with armor low enough that masteries will negate it. Because of this the logical choice would be to boost your dmg as much as possible. so either go straight AD in every slot or you can sub out armor yellows, possibly mana regen blues, or MS quints depending on the champ and your preferences.


You don't go flat AD to up your damage against other champions, you go flat AD to make it easier to last hit. After barely any levels, armor pen will outdo flat ad on champions. Masteries only negate 5 flat and 8% armor, that's not masteries even coming close to negating it, especially with flat armor yellows being extremely common.

If you wanted to up your champion damage, you'd go armor pen. Most people go flat ad reds/quints with a single flat blue to get the bonus up to 16 instead of 15.
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#8SeaLegend(Topic Creator)Posted 1/17/2013 6:01:21 PM
What exactly is the benefit of having 16 flat AD rather than 15?
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#9SorrySleepingPosted 1/17/2013 6:37:18 PM
From: SeaLegend | #008
What exactly is the benefit of having 16 flat AD rather than 15?


Having an extra full 1 AD with the use of a single glyph.
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#10MilanBarcaPosted 1/17/2013 7:03:28 PM
I thought that the 16 AD was just visual and that it didn't round up in game. I'm pretty sure that's what I read, at least.
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