The rune system
Ten pieces per character, 35 types, and one simple formula behind all of it.
1 min read
1.Ten pieces, three roles
Each character equips ten runes: one main, three attack, three defence and three support. The slot decides which types fit in it — an attack rune does not go into a defence slot.
There are 35 types in total. The main rune is the only one that accepts any role, and it is the piece that changes the character the most.
The formula
A piece’s value is: the type’s base × the rarity multiplier × (1 + 0.08 × level), limited by that attribute’s cap.
The rarity multipliers are 1, 1.45, 2.1, 3 and 4.2 — from Uncommon to Mythic. Each level adds 8%, and level goes up to 12.
In practice: a mythic piece at +12 is worth 4.2 × 1.96 = 8.2 times an uncommon piece at +0. The piece’s rarity weighs more than its level.
2.Caps
Almost every attribute has a per-piece cap and a total cap. Going past the cap is pure waste — the value is cut and the game does not show you.
Each rune’s page shows its attribute cap and what the piece returns at every rarity, at level 0 and at 12.
3.Enchants
The number of enchants comes from the piece’s rarity: 0, 1, 1, 2, 2, 3, 3 — from the lowest to mythic. There are 13 possible enchant attributes.
Enchants are what separate two apparently identical pieces. A mythic piece with three good enchants is worth two pieces with none.
4.What the top actually uses
Among Mythic rank players, the main rune is almost always the same: Cloak dominates, with one notable exception in Goku, who runs Berserk in 92% of teams.
Each character’s page shows the main rune and the most seen runes for that character specifically, measured across top teams.