Critical Strike runes are generally considered to be a cheese, used
only for luck-based wins during laning. However, when I made a spreadsheet to compare physical damage runes on AD carries I was surprised to find that Critical Strike runes were actually one of the best
late-game rune options. In fact, the only runes which provide more
damage than Critical Strike late-game are Attack Speed and AD/Level.
In
retrospect it shouldn't be all that surprising. Critical Strike is one
of the key scaling factors which make AD carries scary late-game, but is
the only one which is directly affected by Critical Damage. Meanwhile
Critical Damage is itself utterly dependent upon Critical Strike, and
Armor Penetration is devalued by Last Whisper. These factors give
Critical Strike an edge in the late-game.
It's not
enough of an advantage to make Critical Strike the best mathematically,
but it's possible to argue that Critical Strike is the best overall.
Attack Speed is only better on paper if the carry has no Attack Speed
steroid or external buff, and requires the player be able to
continuously attack in a fight. Even though it's hands down better than
Critical Strike in all scenarios late game, AD/Level is nearly useless
early on. Because Critical Strike is a rare steroid, does not exist as a
buff, and has early game value it can be far more valuable than Attack
Speed or AD/Level.
The big downside to Critical Strike
is the RNG game you play during laning. If you do not crit, which is
possible, you're at a disadvantage during trades. Moreover, your
last-hitting can be screwed up by errant crits on creeps. It's risky to
run Critical Strike and right now most players, even pros, are very risk
averse.
Still, Critical Strike runes are very much
worth considering on AD carries. If you're going to be aggressive early,
but still want late game strength, Critical Strike runes are the best
option available.
No comments:
Post a Comment