With the new preseason site, Riot has officially revealed (almost) all of the runes in the Runes Reforged system. The runes are organized into five separate trees: Precision, Domination, Sorcery, Resolve and Inspiration.
Here is a complete listing of runes in the Runes Reforged system.
Precision - Improved attacks and sustained damage
Press the Attack
Attacking the same champion grants endlessly stacking attack damage.
1.5 seconds after damaging a champion gain a large amount of attack speed. Lethal Tempo allows you to temporarily exceed the attack speed limit.
Attacking and moving builds energy stacks. At 100 stacks, your next attack heals you and grants increased movement speed.
Excess healing becomes a decaying shield for up to 30 + 8% of your total health.
Takedowns restore health and grant bonus gold.
Presence of Mind
When low on mana, attacking champions will generate Focus which is converted into mana upon exiting combat.
Kill enemies to gain permanent Attack Speed.
Kill enemies to earn permanent Lifesteal.
Kill enemies to gain permanent Tenacity.
Coup de Grace
Deal 5% more damage to low health champions.
Deal up to 8% more damage to all champions with more health than you.
Deal more damage to champions while you are low on health.
Domination - Burst damage and target access
Hitting a champion with 3 unique attacks or abilities in 2 seconds deals bonus magic damage.
Add an active effect to your boots that grants a large boost of movement speed and causes your next attack or spell to deal bonus damage.
Champions, large minions, and large monsters drop soul essence on death. Touch souls to absorb them and deal bonus damage on your next attack based on total soul essence collected.
After killing an enemy ward, a friendly Zombie Ward is raised in its place.
When you enter brush, a poro appears. It will stay behind to give you vision.
Gain +2 Ability Power or +1.4 Attack Damage, Adaptive permanently on champion takedown, and half of that on ward takedowns.
Deal bonus true damage to enemies with impaired movement or actions.
Taste of Blood
Recover health when you damage an enemy champion.
Deal additional damage after using a dash, leap, blink, or teleport.
Heal for a percentage of damage dealt with your abilities. Increases with each unique takedown.
Unique takedowns grant permanent Active Item CDR (includes Trinkets).
Unique takedowns grant permanent out of combat Movement Speed.
Sorcery - Empowered abilities and resource manipulation
Your attacks and abilities send Aerie to a target, damaging enemies or shielding allies.
Hitting a champion with a spell hurls a damaging comet at them.
Hitting an enemy champion with 3 unique attacks or abilities grants a burst of Movement Speed.
Gain a magic damage shield when low on health.
Periodically your next ability used has its mana or energy cost refunded and restores some of your missing mana or energy.
The Ultimate Hat
Gain cooldown reduction and max cooldown reduction on your ultimate. This is increased further each time you use your ultimate, up to a maximum.
Gain 10% CDR when you reach level 10. Excess CDR becomes AP or AD (Adaptive).
Gain 3% extra MS. Gain extra AP or AD based on your bonus Movement Speed.
While above 70% health, gain up to +40 Ability Power or +28.0 Attack Damage, Adaptive (based on level).
Your first ability hit every 20 seconds burns champions.
Gain Movement Speed and AP or AD (Adaptive) in the river.
Gain increasing amounts of AD or AP (Adaptive) over the course of the game.
Resolve - Durability and crowd control
Grasp of the Undying
Every 4 seconds your next attack on a champion deals bonus damage, heals you, and permanently increases your health.
Shield nearby allies when they take damage.
After immobilizing an enemy champion gain defenses and later deal a burst of damage around you.
After casting a Summoner Spell, gain Tenacity and Slow Resistance for a moderate duration. Then, increase your bonus Armor and Magic Resist for each Summoner Spell on cooldown.
Charge up a powerful attack against a tower while near it.
Font of Life
Impairing the movement of an enemy champion marks them. You and your allies heal when attacking champions you’ve marked.
Gain 3 Armor. Whenever you heal for at least 20 health or from a consumable’s effect, increase your Armor by five percent for three seconds.
Gain 3 Magic Resist. Whenever you heal for at least 20 health or from a consumable’s effect, increase your Magic Resist by five percent for three seconds.
After 10 minutes gain 6 Armor and 6 Magic Resist and increase your total Armor and Magic Resist by five percent.
Every 10 monsters or enemy minions that die near you permanently increase your health by 0.2 percent.
Heals and shields are 5% stronger and increased by an additional 10 percent on targets below 40 percent health.
Restore health over time based on your missing health.
Inspiration - Creative tools and rule bending
Your first attack against an enemy champion slows them (per unit cooldown). Slowing champions with active items shoots a freeze ray at them, creating a lingering slow zone.
Get Summoner Shards and exchange them at the shop to change your Summoner Spells.
While Flash is on cooldown it is replaced by Hexflash. Hexflash: Channel then blink to a new location.
Get a free Biscuit every 3 minutes, until 12 minutes. Biscuits heal and permanently increase your max mana.
Gain a free Stopwatch. Stopwatch has a one time use Stasis active.
You get free boots at 10 minutes but you cannot buy boots before then. These boots give additional Movement Speed.
You can enter debt to buy items.
Start the game with 6 Minion Sojourners. Killing minions with the item gives permanent bonus damage vs. that minion type.
+5% Cooldown Reduction, +5% Max Cooldown Reduction, +5% Summoner Spell Cooldown Reduction, +5% Item Cooldown Reduction.
Bonus Movement Speed towards nearby allies that are CC'ed or enemies that you CC.
+100 permanent Health at the cost of early champion damage.