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When referring to champions, a statistic measures the power of an unmodified basic attribute or capability. For example: how durable they are; how fast they are able to move; how quickly they are able to perform basic attacks; etc. A base effect (e.g. how much damage an ability deals) that increases in strength by a statistic is said to "scale with" or "scale off of" that statistic. Scaling type can either directly or indirectly influence the champion's capabilities, and often heavily correlates to the champion's design. Statistics define a champion's numerical strength at various stages of the game or a fight, but not necessarily their overall strength — nevertheless, big differences in statistics also mean a substantial difference in the way different champions and champion classes interact with each other on the battlefield, as well as influence the game.

Statistics may be enhanced by:

All champions are able to gain Experience icon experience points (XP). Experience is a unit that allows champions to obtain levels at certain thresholds, in order to naturally increase certain statistics. The amount of experience points required to level up increases with each level, and is the exact same for all champions. Some statistics are given to champions by the game rules, and are unique to every champion:
  • Base statistics are those statistics that have unmodified values at level 1.
  • Growth statistics are those increases to the base statistics that are gained explicitly by leveling up.
Increases that are not gained purely through levels (meaning they are not base statistics, and may come from any source other than growth), are called bonus statistics. The exception is attack speed growth, which is gained per level, but the statistic counts toward "bonus attack speed".


In the HUD, if there are any bonuses present in a statistic, the number will be highlighted in yellow; otherwise the value will remain grey.

Types[]

There are 23 types of champion statistics divided into 3 different categories: Defensive, Offensive, and Utility. In the list below, only the basic attribute of each statistic is presented. In League of Legends, modified attacks, abilities, items, and runes, may freely scale off of any and/or multiple statistics (and sometimes other effects), whether in their damage, defense, cooldown, or any other attribute.

Defensive[]

  • Health icon Health [HP]: A champion dies when their health is reduced to zero. Some abilities and effects may scale off of your own, on your ally's, or on a target enemy's: current, bonus, missing, or maximum health.
  • Health regeneration icon Health regeneration [HP5]: The amount of health a champion passively restores per 5 seconds.
  • Heal and shield power icon Heal and shield power: Increases the strength of healing or shielding effects on yourself or allies. See page for related attributes, mechanics, and exceptions.
  • Armor icon Armor [AR]: Reduces (mitigates) the amount of physical damage taken, thus increasing a champion's effective health against physical damage.
  • Magic resistance icon Magic resistance [MR]: Reduces (mitigates) the amount of magic damage taken, thus increasing a champion's effective health against magic damage.
  • Tenacity icon Tenacity: Reduces the duration of most hostile crowd control effects/disables by a percentage. Stacking multiple sources of tenacity has diminishing returns. Disables cannot be reduced to under 0.5 seconds.
  • Slow immune icon Slow resist: Reduces the strength of incoming hostile slows (movement speed reductions). The reduction is a percentage of the slow's strength.

Offensive[]

  • Attack speed icon Attack speed [AS]: The number of basic attacks your champion is allowed to perform per second. See page for other relevant attributes.
  • Attack damage icon Attack damage [AD]: One of the two main offensive statistics, along with Ability Power. Unmodified basic attacks deal exactly this amount of damage.
  • Ability power icon Ability power [AP]: One of the two main offensive statistics, along with Attack Damage.
  • Critical strike chance icon Critical strike chance [Crit%]: Denotes the chance that a basic attack will critically strike. Certain abilities can also critically strike for modified damage.
  • Critical strike damage icon Critical strike damage: Denotes the damage dealt when a basic attack critically strikes. Abilities that can critically strike usually also benefit from critical strike damage.
  • Armor penetration icon Armor penetration: When applying physical damage to an enemy, ignores a part of their armor in the damage calculations. Armor penetration can be either flat (lethality) or percentage-based. The target's armor is unchanged.
  • Magic penetration icon Magic penetration: When applying magic damage to an enemy, ignores a part of their magic resistance in the damage calculations. Magic penetration can be either flat or percentage-based. The target's magic resistance is unchanged.
  • Life steal icon Life steal: How much health a champion restores, as a percentage of the post-mitigation damage dealt by basic attacks and on-hit effects.
  • Life steal icon Physical vamp: How much health a champion restores, as a percentage of all physical damage dealt. Physical vamp is only 33% as effective for area damage or pet damage.
  • Omnivamp icon Omnivamp: The percentage of any damage you inflict that is returned to you as health. Omnivamp is only 33% as effective for area damage or pet damage.

Utility[]

  • All haste, but more commonly Cooldown reduction icon ability haste [AH]: Reduces the cooldown of abilities by a percentage. Stacking ability haste itself has diminishing returns, but not in terms of cooldowns and casting.
    • Ability haste is just one of several forms of haste that a champion can obtain, but it is the only one actually displayed on a champion's statistics panel.
  • Resource refers to a mechanic meant to gate and be spent on ability casting. Each resource has a maximum pool or amount, and may or may not regenerate passively. Resource and resource regeneration are counted as two distinct and innate statistics for all champions, regardless of whether they use a certain resource type or not. Below are listed two prevalent resources that interact with resource-generic effects, unlike all others. For all non-mana–users, see here.
    • Mana icon Mana [MP]: Mana is a longer-term resource that replenishes fairly slowly, but can be improved into great supply. Some effects may scale off a portion or all of your mana.
    • Mana regeneration icon Mana regeneration [MP5]: The amount of mana a champion passively restores per 5 seconds.
    • Energy icon Energy: Energy is a shorter-term resource that replenishes fairly quickly, but comes in limited supply compared to mana. All champions who use energy also have at least one means by which they are able to restore a flat amount of energy.
    • Energy regeneration icon Energy regeneration: The amount of energy a champion passively restores. Energy regeneration rate is a base of 50 energy per 5 seconds for all energy users, but it can be increased through a few means.
  • Range icon Attack range: The maximum distance that a basic attack can be initiated from. Attack range is measured in units and refers to the distance from the source's edge to the target's edge.
    • When referring to range in general — abilities, item actives, and summoner spells' maximum distance and/or dimensions (where applicable) can also be included. Ability ranges have different targeting conditions.
  • Movement speed icon Movement speed [MS]: How quickly a champion moves across the map, measured in units per second.
Note: "Units", arbitrarily named, are the basic units of game-distance, and they are used to reference all lengths and attack/ability speeds.
  • Gold icon Gold generation, which is the rate at which a champion passively generates gold, measured per 10 seconds.

Increasing Statistics[]

There are eight base statistics that may increase through growth: attack damage, attack speed, armor, magic resistance, health, health regeneration, mana, and mana regeneration.

The amount of those statistics gained by leveling up increases with each level (it is non-linear):

  • When leveling up from level 1 to level 2, the champion will gain 72% of the statistic's growth.
  • When leveling up from level 9 to level 10, the champion will gain 100% of the statistic's growth.
  • When leveling up from level 17 to level 18, the champion will gain 128% of the statistic's growth.

To calculate a champion's statistics at a specific level, the following formula is used:

  • base = initial statistic value
  • bonus = bonus statistic from any source (runes, items, buffs, etc.)
  • g = growth statistic
  • n = current champion level
  • (n - 1) = total number of level ups

The growth statistic value is the rate at which each individual statistic increases. Each statistic has a seperate growth statistic, and it cannot be changed (with the exception of when Gnar Gnar and Mega Gnar Mega Gnar change forms).

Example:

Alistar Alistar starts at level 1 with 685 health (health base statistic). His health growth statistic is 120.
At level 2, applying the equation (base = 685, g = 120, n = 2) his total health is calculated as: 771.4
This is displayed in game as a rounded value 771.

Four statistics that deviate from the typical design are gold generation, critical strike damage, range, and movement speed.

  • All champions on the same map start the game with the same gold generation.
  • All champions start with 175% base critical damage (even Ashe Ashe, Jhin Jhin, Yasuo Yasuo, and others despite their innate passives).
  • Every champion has unique base range and movement speed that never increases naturally. Natural increase means explicitly from leveling up itself—innate passives such as Tristana's Tristana's Draw a Bead Draw a Bead or Cassiopeia's Cassiopeia's Serpentine Grace Serpentine Grace, despite scaling per level, are not considered to be growth statistics.

All other statistics have a natural value of zero and must be increased through bonus statistics. The ways a champion may increase their statistics are varied and include runes, items, and buffs and auras. Some champion abilities increase that champion's statistics, either passively (Nasus' Nasus' Soul Eater Soul Eater passively increases his life steal), actively when cast (Jax's Jax's Grandmaster-At-Arms Grandmaster-At-Arms briefly increases his armor and MR after being cast), or conditionally if a condition is satisfied (Nocturne's Nocturne's Shroud of Darkness Shroud of Darkness, for example, doubles the ability's passive bonus attack speed, if he successfully blocks a spell with the spell shield).

Attack speed calculations[]

Attack speed uses different types of values, instead of simply a base and a growth amount:

  • Base attack speed
  • Attack speed ratio, which may be the same value as the base attack speed or a different one, depending on the champion
  • Bonus attack speed growth, as a percentage (%)
  • Bonus attack speed from other sources, as a percentage (%)

Because of the facts that:

  1. The base and ratio values are functionally unchanging, and either of them functions as a multiplier for any attack speed gained
  2. Attack speed increases in percentages
  3. Attack speed gained through levels is considered different from attack speed gained through any other source, but they are both added together as "bonus attack speed"
The above statistic formula must be adjusted.

  • baseAs = base attack speed
  • AsRatio = attack speed ratio, if different from base attack speed; otherwise, replace with baseAs
  • g = percent bonus attack speed growth, gained explicitly from leveling up
  • bonusAs = sum of any percent bonus attack speed gained explicitly from any source except leveling up
  • n = current champion level
  • (n - 1) = total number of level ups

Example: Using Volibear Volibear at level 3 with his passive fully stacked

  • Volibear's base attack speed is 0.625
  • Volibear's attack speed ratio is 0.7
  • Volibear's attack speed growth is 2%
  • Volibear's passive passive grants him 5% bonus attack speed stacking up to 5 times, for a total of 25%

Ignoring all sources of bonus attack speed except his passive, Volibear's attack speed at level 3 and fully stacked The Relentless Storm will be:


Growth statistic calculations[]

To calculate the amount of statistic gained per level, use the following formula, derived from the growth term of the statistics formula:

  • g = growth statistic

The number in the bracket determines the percentage of increase that happens at each level up.

At level 2, that is or 72%.
At level 10, that is or 100%.
At level 18, that is or 128%.

By level 18, a champion will have gained 1700%, or 17 times, the growth statistic. Their total statistic would be

Notes[]

  • Some statistics' effectiveness may also be relevant when combined with other statistics that both interact with a certain mechanic. For example, attack damage directly benefits the raw amount of health you gain back from life steal; both interact with the mechanic of basic attacks; and there is always an equilibrium of effectiveness among such statistics, depending on their availability at the time.
  • Statistics having a "base" value was established in patch V4.20, These are the values at level 1.[1] (You can also verify this yourself by entering a game with no runes and viewing your champion statistics).
    • The same patch changed stat growth from linear to quadratic (growth increases with increasing level).
  • Any unit's attack damage, ability power, armor, magic resistance, attack speed, movement speed, ability haste and critical strike chance, can be viewed by selecting that unit in game, along with two bars indicating their current and maximum health and mana (or equivalent resource).
  • The player's health regeneration, mana regeneration, armor penetration, magic penetration, life steal, physical vamp, omnivamp, attack range, and tenacity can be viewed by toggling the advanced player stats panel (default: C).
  • In the stats panel, if the value is written in white, only the base amount of that statistic is present. If the value is written in bold yellow, that statistic has been increased from the base amount through bonuses. By hovering the cursor over almost any statistic, a tooltip can be accessed that inncludes extra information about the statistic and/or more precise values. Within the tooltip, the base value is colored blue, and the bonus amount is colored green. The total value is colored blue if there is no bonus amount, otherwise it is colored green. This applies to all visible stats, with the exceptions of armor penetration, magic penetration, health and resource.
  • In the stats panel, if the total value of a stat is highlighted in yellow but is colored in blue within the tooltip, then the statistic has not actually been increased but merely rounded up, with the exceptions of armor penetration, magic penetration, health, and resource.
  • Hovering the cursor over the health bar or the resource bar additionally displays health regeneration and resource regeneration in amount per second as opposed to the regular amount per 5 seconds.
  • Armor and magic resistance also include the resulting damage reduction in their respective tooltips.
  • Armor penetration and magic penetration use their own unique format Flat | Percentage.
    • All four values are always written in blue regardless of bonuses (as all champions have base penetration values of 0, the colors here are purely cosmetic).
  • Total critical damage is not shown in the player statistics panel. However, base critical damage is misleadingly displayed as base critical damage bonus within the Critical Strike tooltip, with literal value of 175%.

Infinite Stat Stacking[]

The following 15 champions have an ability that infinitely stacks an effect: Aurelion Sol Aurelion SolBard BardBel'Veth Bel'VethCho'Gath Cho'GathDraven DravenKindred KindredNasus NasusSenna SennaShyvana ShyvanaSion SionSmolder SmolderSwain SwainSylas SylasThresh Thresh, and Veigar Veigar.


See also[]

References[]

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