- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Ability Power+4.95 ability power
Greater Mark of Magic Penetration+0.87 magic penetration
Greater Seal of Mana Regeneration+0.41 mana regen / 5 sec.
Greater Glyph of Magic Resist+1.34 magic resist
Magic penetration are the best marks as an AP carry. They allow you to do decent damage early game, and when paired up with Sorcerer's Shoes, you have the 30 magic penetration required to deal true magic damage to many non-tank targets.
For seals, you'll want to use scaling mana regeneration to allow more ability spamming. The mana sustain helps your early game due to Malzahar's poor early mana regeneration. You want to take the scaling runes over the flats because they are superior to them as early as level 5.
Ability power per level glyphs scale very well as you will go for Rabadon's Deathcap. Malzahar has solid AP ratios, making scaling AP runes is a smart choice.
Flat ability power quints are preferable over scaling AP quintessences, as the level crossover is too high for them to be valuable. The flats are the best in slot for most AP Carries.
- Points Available: 30 / 30
IgniteIgnites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.
FlashTeleports your champion a short distance toward your cursor's location.
Flash is a general escape summoner skill. It can make the kill or break their kill. It allows reposition, if you get caught, chase and etc.
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