The master move list has recommendations for rune sets, as has the viability ranking from monster legends wikia.
As @Haka-Taka said, most teams have a denier-attacker-supporter structure. The denier with 3 speed runes to freeze/possess/stun/blind the enemy, the attacker with (often) 2 strength runes and one speed, and the support with 3 team speed to make sure that your denier hits before the enemy denier.
There are some exceptions. Some monsters that live off big health (Ouros, Igursus, Cryotan) have 1-2 health runes. Some monsters need stamina runes (Cryotan, VoltaiK, Charmless). But these exceptions are rare. Those monsters usually replace the support monster.
Team stamina, team damage, team health should never be equipped. If you get one of those, flip them (craft them with 3 level 1 runes of the desired type). 99% of all runes are speed, team speed and strength.
However, be aware that all these recommendations are usually based on level X runes. Players with much weaker runes might want to deviate from this (except for the 3 speed). For example, a Prince Charmless/VoltaiK with 1 speed, 1 strength and 1 stamina will wipe out basically any opposing team, so it is crucial that your Charmless/VoltaiK is faster than him. (Just in case you fail to stun/freeze him, or the rules don't allow a denier that freezes/stuns. A possession type denier does nothing against Charmless/VoltaiK.) However, at lower levels you might need 1 strength 2 stamina, because this is the only way to make sure that your VoltaiK/Charmless really wipes out the enemy team. Also 3 strength runes on an attacker are a perfectly fine for lower levels.
Don't underestimate gold runes. Not for fighting obviously, but at some point you'll have enough disposable income to buy a lot of runes if they are discounted. As gold is still just as valuable as gems, I bought loads of team gold runes and put them on all my gold producing monsters.