Highest Win Rate Runes
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: First Strike (51.3% WR), Jack Of All Trades (51.3% WR), Summon Aery (51.0% WR). First Strike leads with 51.32% win rate and 4.22% pick rate. Triumph most popular at 34.24% pick rate. Analyzing 61 runes with real-time statistics.
Top 3 Best Keystones to Win More Games
Rank | Name | Description | Win Rate | Pick Rate | Top Champions |
|---|---|---|---|---|---|
| 1 | When you initiate champion combat, deal 7% extra damage for 3 seconds and gain gold based on damage dealt. | 51.32% | 4.22% | ||
| 2 | For each different stat gained from items, gain one Jack stack. Each stack grants you Gain bonus | 51.27% | 3.55% | ||
| 3 | Your attacks and abilities send Aery to a target, damaging enemies or shielding allies. | 51.01% | 7.53% | ||
| 4 | Bonus | 50.92% | 5.16% | ||
| 5 | Get some gold back when you purchase Legendary Items. | 50.83% | 11.12% | ||
| 6 | 50.80% | 5.95% | |||
| 7 | After | 50.78% | 4.06% | ||
| 8 | Gain 5% Heal and Shield Power. Heals and shields you cast or receive are 10% stronger on targets below 40% health. | 50.58% | 8.71% | ||
| 9 | 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. | 50.57% | 6.71% | ||
| 10 | Gain increasing amounts of AD or AP, | 50.53% | 14.41% | ||
| 11 | After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%. | 50.52% | 5.77% | ||
| 12 | All | 50.37% | 7.85% | ||
| 13 | Immobilizing an enemy champion will cause 3 glacial rays that slow nearby enemies and reduce their damage to your allies. | 50.35% | 1.22% | ||
| 14 | Your Ultimate has increased damage, healing, and shielding. Scoring a takedown on an enemy champion reduces your Ultimate's current cooldown. | 50.32% | 5.52% | ||
| 15 | You get free boots at 12 min but you cannot buy boots before then. Each | 50.30% | 16.03% | ||
| 16 | Deal more damage to champions while you are low on health. | 50.30% | 20.81% | ||
| 17 | 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. | 50.28% | 1.61% | ||
| 18 | + + | 50.28% | 18.78% | ||
| 19 | 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. | 50.24% | 24.35% | ||
| 20 | 50.22% | 34.24% | |||
| 21 | Deal more damage to high health enemy champions. | 50.21% | 12.78% | ||
| 22 | 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%. | 50.17% | 23.80% | ||
| 23 | Whenever you gain a shield, your next basic attack against a champion deals bonus | 50.17% | 5.87% | ||
| 24 | 50.09% | 15.73% | |||
| 25 | 50.04% | 27.04% | |||
| 26 | Gain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions. | 50.04% | 17.71% | ||
| 27 | Gain a free Biscuit every 2 min, until 6 min. Consuming or selling a Biscuit permanently increases your max health and restores health. | 50.03% | 14.74% | ||
| 28 | After taking damage from an enemy champion heal back some missing health over time. | 50.02% | 9.82% | ||
| 29 | Damaging a champion with an ability hurls a damaging comet at their location. | 50.02% | 10.10% | ||
| 30 | Gain permanent max health when minions or monsters die near you. | 50.01% | 13.66% | ||
| 31 | 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 | 50.00% | 15.24% | ||
| 32 | Hitting an enemy champion 3 consecutive times deals bonus damage and amplifies your damage until you leave combat with champions. | 49.99% | 7.47% | ||
| 33 | Attacking an enemy champion grants you Attack Speed, up to 6 stacks. At max stacks, deal | 49.97% | 15.11% | ||
| 34 | Attacking and moving builds Energy stacks. At 100 stacks, your next attack heals you and grants increased | 49.91% | 4.89% | ||
| 35 | While Flash is on cooldown it is replaced by Hexflash. Hexflash: Channel, then blink to a new location. | 49.88% | 1.71% | ||
| 36 | Your first damaging ability hit every 10s burns champions. | 49.88% | 17.73% | ||
| 37 | Gain Armor and Magic Resist when receiving crowd control. | 49.78% | 8.12% | ||
| 38 | Every 4s your next attack on a champion deals bonus magic damage, heals you, and permanently increases your health. | 49.76% | 5.76% | ||
| 39 | 49.74% | 10.69% | |||
| 40 | Deal bonus true damage to enemy champions with | 49.71% | 9.45% | ||
| 41 | While above 70% health, gain extra | 49.69% | 5.85% | ||
| 42 | After casting a Summoner Spell, gain a short | 49.66% | 3.64% | ||
| 43 | Your third attack against turrets deals bonus damage. | 49.64% | 4.96% | ||
| 44 | Your wards in the enemy jungle are Level 9: Wards in the river are also | 49.60% | 1.68% | ||
| 45 | Unique | 49.55% | 9.02% | ||
| 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. | 49.51% | 3.35% | ||
| 47 | Restore a small amount of mana or energy when damaging an enemy champion. Takedowns restore mana or energy. | 49.44% | 19.08% | ||
| 48 | Swap Summoner Spells while out of combat. Swapping to unique Summoner Spells will increase the rate at which you can make future swaps. | 49.43% | 0.26% | ||
| 49 | Deal more damage to low health enemy champions. | 49.41% | 20.76% | ||
| 50 | Gain a large amount of Attack Speed for the first 3 attacks made against enemy champions. | 49.33% | 3.01% | ||
| 51 | Unique | 49.32% | 13.93% | ||
| 52 | Hitting a champion with 3 separate attacks or abilities in 3s deals bonus | 49.32% | 9.40% | ||
| 53 | Damaging basic attacks and abilities deal bonus true damage to enemy champions after using a dash, leap, blink, teleport, or when leaving stealth. | 49.23% | 12.70% | ||
| 54 | Gain | 49.21% | 2.26% | ||
| 55 | Unique | 49.18% | 5.39% | ||
| 56 | Collect 1 memento on champion Gain 6 Trinket Haste for each collected. | 49.12% | 13.96% | ||
| 57 | Damaging a low health champion inflicts | 49.11% | 5.03% | ||
| 58 | Heal when you damage an enemy champion. | 49.06% | 5.06% | ||
| 59 | Hitting an enemy champion with 3 separate attacks or abilities grants a burst of | 48.87% | 2.61% | ||
| 60 | Killing a target heals you. | 48.86% | 2.89% | ||
| 61 | Potions grant some restoration immediately. | 48.65% | 0.14% | ||
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Frequently Asked Questions
Which rune has the highest win rate in League of Legends?
First Strike 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 34.24%.
Which rune is used in the most games?
Triumph has been used in 325,272 games, making it the most frequently selected rune.






































































































