Highest Win Rate Runes
Patch 26.20
Our highest win rate rune table for League of Legends highlights which runes lead to the most victories in the current meta. The table displays the rune name, win rate, pick rate, top champions, and a short description, giving players a clear overview of the strongest options. By comparing win rate with pick rate, you can see which runes are both effective and popular. The top champions section helps you match runes with your favorite picks, while the descriptions explain their strengths, like early aggression or late scaling. Use this data to refine builds and improve your ranked performance. Top runes: Aftershock (51.5% WR), Jack Of All Trades (51.5% WR), Conditioning (51.5% WR). Aftershock leads with 51.55% win rate and 4.45% pick rate. Triumph most popular at 34.49% pick rate. Analyzing 62 runes with real-time statistics.
Top 3 Best Keystones to Win More Games
Rank | Name | Description | Win Rate | Pick Rate | Top Champions |
|---|---|---|---|---|---|
| 1 | After | 51.55% | 4.45% | ||
| 2 | For each different stat gained from items, gain one Jack stack. Each stack grants you Gain bonus | 51.49% | 3.07% | ||
| 3 | After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%. | 51.49% | 4.77% | ||
| 4 | Get some gold back when you purchase Legendary Items. | 51.09% | 9.10% | ||
| 5 | 51.06% | 5.91% | |||
| 6 | Guard allies you cast spells on and those that are very nearby. If you or a guarded ally would take damage based on level, you're both granted a shield. | 51.02% | 1.51% | ||
| 7 | Damaging a champion with an ability burns them over time. | 50.84% | 5.62% | ||
| 8 | Gain permanent max health when minions or monsters die near you. | 50.65% | 13.04% | ||
| 9 | Whenever you gain a shield, your next basic attack against a champion deals bonus | 50.64% | 5.94% | ||
| 10 | Your attacks and abilities send Aery to a target, damaging enemies or shielding allies. | 50.61% | 5.46% | ||
| 11 | Gain 5% Heal and Shield Power. Heals and shields you cast or receive are 10% stronger on targets below 40% health. | 50.53% | 8.16% | ||
| 12 | When you initiate champion combat, deal 7% extra damage for 3 seconds and gain gold based on damage dealt. | 50.49% | 3.69% | ||
| 13 | Gain increasing amounts of AD or AP, | 50.48% | 15.34% | ||
| 14 | Deal more damage to high health enemy champions. | 50.46% | 14.09% | ||
| 15 | 50.46% | 15.48% | |||
| 16 | Attacking and moving builds Energy stacks. At 100 stacks, your next attack heals you and grants increased | 50.42% | 3.56% | ||
| 17 | Upon reaching level 3, gain an Elixir of Avarice. Upon reaching level 6, gain an Elixir of Force. Upon reaching level 9, gain an Elixir of Skill. | 50.38% | 6.18% | ||
| 18 | Swap Summoner Spells while out of combat. Swapping to unique Summoner Spells will increase the rate at which you can make future swaps. | 50.37% | 0.18% | ||
| 19 | After taking damage from an enemy champion heal back some missing health over time. | 50.36% | 9.96% | ||
| 20 | Your Ultimate has increased damage, healing, and shielding. Scoring a takedown on an enemy champion reduces your Ultimate's current cooldown. | 50.32% | 5.35% | ||
| 21 | While above 70% health, gain extra | 50.30% | 6.61% | ||
| 22 | Bonus | 50.26% | 3.60% | ||
| 23 | Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana. After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds. | 50.25% | 22.96% | ||
| 24 | Gain bonuses upon reaching the following levels: Level 5: +5 Level 8: +5 Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%. | 50.23% | 22.85% | ||
| 25 | Your third attack against turrets deals bonus damage. | 50.21% | 4.64% | ||
| 26 | While Flash is on cooldown it is replaced by Hexflash. Hexflash: Channel, then blink to a new location. | 50.17% | 1.72% | ||
| 27 | Deal more damage to champions while you are low on health. | 50.16% | 20.66% | ||
| 28 | + + | 50.14% | 17.81% | ||
| 29 | 50.14% | 34.49% | |||
| 30 | Gain a large amount of Attack Speed and | 50.13% | 4.92% | ||
| 31 | Every 4s your next attack on a champion deals bonus magic damage, heals you, and permanently increases your health. | 50.12% | 4.94% | ||
| 32 | Attacking an enemy champion grants you Attack Speed, up to 6 stacks. At max stacks, deal | 50.11% | 16.49% | ||
| 33 | All | 50.08% | 9.23% | ||
| 34 | After 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: 1.5s Cooldown: 55s | 50.05% | 16.08% | ||
| 35 | Damaging a champion with an ability hurls a damaging comet at their location. | 50.03% | 8.19% | ||
| 36 | You get free boots at 12 min but you cannot buy boots before then. Each | 49.94% | 14.98% | ||
| 37 | Killing a target heals you. | 49.92% | 3.67% | ||
| 38 | 49.90% | 11.00% | |||
| 39 | Your first damaging ability hit every 10s burns champions. | 49.88% | 18.10% | ||
| 40 | 49.85% | 26.68% | |||
| 41 | Gain Armor and Magic Resist when receiving crowd control. | 49.83% | 8.82% | ||
| 42 | Deal bonus true damage to enemy champions with | 49.79% | 9.70% | ||
| 43 | Gain a free Biscuit every 2 min, until 6 min. Consuming or selling a Biscuit permanently increases your max health and restores health. | 49.73% | 13.18% | ||
| 44 | Dealing 25% of a champion's maximum health grants a burst of | 49.70% | 3.08% | ||
| 45 | Immobilizing an enemy champion will cause 3 glacial rays that slow nearby enemies and reduce their damage to your allies. | 49.69% | 1.25% | ||
| 46 | On a long Cooldown, automatically sense a nearby untracked and unseen ward, tracking it for the team. Level 11: Also reveal the ward for 10s. | 49.66% | 3.88% | ||
| 47 | Gain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions. | 49.63% | 14.69% | ||
| 48 | After casting a Summoner Spell, gain a short | 49.61% | 5.21% | ||
| 49 | Hitting an enemy champion 3 consecutive times deals bonus damage and amplifies your damage until you leave combat with champions. | 49.59% | 7.65% | ||
| 50 | Unique | 49.48% | 14.74% | ||
| 51 | Gain | 49.45% | 2.57% | ||
| 52 | Collect 1 memento on champion Gain 6 Trinket Haste for each collected. | 49.28% | 15.25% | ||
| 53 | Restore a small amount of mana or energy when damaging an enemy champion. Takedowns restore mana or energy. | 49.27% | 17.26% | ||
| 54 | Unique | 49.24% | 5.65% | ||
| 55 | Unique | 49.20% | 10.85% | ||
| 56 | Hitting a champion with 3 separate attacks or abilities in 3s deals bonus | 49.17% | 9.83% | ||
| 57 | Damaging basic attacks and abilities deal bonus true damage to enemy champions after using a dash, leap, blink, teleport, or when leaving stealth. | 49.17% | 16.07% | ||
| 58 | Deal more damage to low health enemy champions. | 49.09% | 19.28% | ||
| 59 | Heal when you damage an enemy champion. | 49.08% | 4.61% | ||
| 60 | Potions grant some restoration immediately. | 49.02% | 0.14% | ||
| 61 | Damaging a low health champion inflicts | 48.78% | 4.50% | ||
| 62 | Your wards in the enemy jungle are Level 9: Wards in the river are also | 48.63% | 1.36% | ||
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Frequently Asked Questions
Which rune has the highest win rate in League of Legends?
Aftershock has the highest win rate at 51.55% among all runes.
What is the most popular rune in League of Legends?
Triumph is the most popular rune with a pick rate of 34.49%.
Which rune is used in the most games?
Triumph has been used in 225,703 games, making it the most frequently selected rune.


