Highest Pick Rate Runes
Our highest pick rate rune table for League of Legends shows which runes are most popular and why they dominate the current meta. Each entry lists the rune name, pick rate, win rate, top champions, and a short description, making it easy to understand which runes players trust most. High pick rate often signals consistency, versatility, and strong synergy across multiple champions. The top champions column highlights the best users, while the descriptions explain how each rune impacts playstyle. Whether you want to follow the meta or refine your builds, this table helps you choose the most picked runes.
Rank | Name | Win Rate | Pick Rate | Top Champions | Description |
|---|---|---|---|---|---|
| 1 | 50.22% | 34.33% | |||
| 2 | 50.01% | 26.67% | |||
| 3 | 49.71% | 24.02% | Deal more damage to low health enemy champions. | ||
| 4 | 50.26% | 23.81% | 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. | ||
| 5 | 50.14% | 23.73% | 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%. | ||
| 6 | 50.41% | 21.17% | You get free boots at 12 min but you cannot buy boots before then. Each | ||
| 7 | 50.44% | 20.39% | Deal more damage to champions while you are low on health. | ||
| 8 | 49.85% | 20.14% | Gain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions. | ||
| 9 | 49.63% | 19.76% | Restore a small amount of mana or energy when damaging an enemy champion. Takedowns restore mana or energy. | ||
| 10 | 50.02% | 19.45% | + + | ||
| 11 | 49.83% | 18.18% | Gain a free Biscuit every 2 min, until 6 min. Consuming or selling a Biscuit permanently increases your max health and restores health. | ||
| 12 | 50.01% | 17.50% | Your first damaging ability hit every 10s burns champions. | ||
| 13 | 50.05% | 17.22% | |||
| 14 | 49.62% | 16.00% | 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 | ||
| 15 | 50.29% | 15.50% | Gain increasing amounts of AD or AP, | ||
| 16 | 50.18% | 13.92% | Gain permanent max health when minions or monsters die near you. | ||
| 17 | 50.01% | 13.73% | Attacking an enemy champion grants you Attack Speed, up to 6 stacks. At max stacks, deal | ||
| 18 | 49.30% | 12.95% | Unique | ||
| 19 | 49.29% | 12.91% | Collect 1 memento on champion Gain 6 Trinket Haste for each collected. | ||
| 20 | 49.58% | 12.42% | Damaging basic attacks and abilities deal bonus true damage to enemy champions after using a dash, leap, blink, teleport, or when leaving stealth. | ||
| 21 | 50.05% | 11.45% | Deal more damage to high health enemy champions. | ||
| 22 | 49.80% | 10.18% | |||
| 23 | 50.42% | 10.11% | Damaging a champion with an ability hurls a damaging comet at their location. | ||
| 24 | 49.83% | 10.04% | Gain 5% Heal and Shield Power. Heals and shields you cast or receive are 10% stronger on targets below 40% health. | ||
| 25 | 50.12% | 10.00% | After taking damage from an enemy champion heal back some missing health over time. | ||
| 26 | 49.64% | 9.41% | Deal bonus true damage to enemy champions with | ||
| 27 | 49.64% | 8.92% | Hitting a champion with 3 separate attacks or abilities in 3s deals bonus | ||
| 28 | 49.99% | 8.77% | Unique | ||
| 29 | 50.05% | 8.08% | Hitting an enemy champion 3 consecutive times deals bonus damage and amplifies your damage until you leave combat with champions. | ||
| 30 | 50.55% | 7.47% | All | ||
| 31 | 49.83% | 7.36% | Gain Armor and Magic Resist when receiving crowd control. | ||
| 32 | 49.37% | 7.08% | While above 70% health, gain extra | ||
| 33 | 50.58% | 6.64% | Your attacks and abilities send Aery to a target, damaging enemies or shielding allies. | ||
| 34 | 49.56% | 5.98% | Unique | ||
| 35 | 50.06% | 5.80% | Charge up a powerful attack against a tower while near it. | ||
| 36 | 49.90% | 5.79% | Every 4s your next attack on a champion deals bonus magic damage, heals you, and permanently increases your health. | ||
| 37 | 50.70% | 5.51% | After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%. | ||
| 38 | 50.36% | 5.25% | |||
| 39 | 50.86% | 4.96% | Get some gold back when you purchase Legendary Items. | ||
| 40 | 50.01% | 4.93% | Damaging a low health champion inflicts | ||
| 41 | 49.53% | 4.80% | Heal when you damage an enemy champion. | ||
| 42 | 49.41% | 4.69% | Whenever you gain a shield, your next basic attack against a champion deals bonus | ||
| 43 | 49.81% | 4.68% | Your Ultimate has increased damage, healing, and shielding. Scoring a takedown on an enemy champion reduces your Ultimate's current cooldown. | ||
| 44 | 50.10% | 4.65% | Attacking and moving builds Energy stacks. At 100 stacks, your next attack heals you and grants increased | ||
| 45 | 51.13% | 4.55% | Bonus | ||
| 46 | 50.89% | 4.06% | When you initiate champion combat, deal 7% extra damage for 3 seconds and gain gold based on damage dealt. | ||
| 47 | 49.99% | 3.76% | After | ||
| 48 | 50.91% | 3.51% | 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. | ||
| 49 | 49.66% | 3.41% | After casting a Summoner Spell, gain a short | ||
| 50 | 48.90% | 3.17% | Hitting an enemy champion with 3 separate attacks or abilities grants a burst of | ||
| 51 | 49.96% | 3.06% | 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. | ||
| 52 | 49.65% | 3.00% | Killing a target heals you. | ||
| 53 | 48.99% | 2.78% | Gain a large amount of Attack Speed for the first 3 attacks made against enemy champions. | ||
| 54 | 51.00% | 2.60% | For each different stat gained from items, gain one Jack stack. Each stack grants you Gain bonus | ||
| 55 | 49.92% | 2.45% | Gain | ||
| 56 | 50.61% | 2.16% | Your wards in the enemy jungle are Level 9: Wards in the river are also | ||
| 57 | 49.10% | 1.73% | While Flash is on cooldown it is replaced by Hexflash. Hexflash: Channel, then blink to a new location. | ||
| 58 | 51.32% | 1.40% | 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. | ||
| 59 | 49.16% | 1.25% | Immobilizing an enemy champion will cause 3 glacial rays that slow nearby enemies and reduce their damage to your allies. | ||
| 60 | 48.92% | 0.57% | Swap Summoner Spells while out of combat. Swapping to unique Summoner Spells will increase the rate at which you can make future swaps. | ||
| 61 | 49.39% | 0.20% | Potions grant some restoration immediately. |
Frequently Asked Questions
Which rune has the highest win rate in League of Legends?
Guardian has the highest win rate at 51.32% among all runes.
What is the most popular rune in League of Legends?
Triumph is the most popular rune with a pick rate of 34.33%.
Which rune is used in the most games?
Triumph has been used in 256,218 games, making it the most frequently selected rune.


































































































































































