Summoner Experience points

Summoner Experience

Experience (Experiencee XP) is linked to a summoner, and is earned through playing games and sometimes completing missions. Reaching certain amounts of experience increases the summoner's level, up to an infinite amount.

At each level up, players receive a reward, most commonly champion capsules which might contain up to 5 champion shards. Sometimes they might contain some detached Blue Essence BE as well.

A summoner level of 30 or higher is required to play ranked games.

Gaining experience

Matches

The amount of experience received for a game is determined by several rules:

  • Wins are worth more XP than losses.
  • Longer games are worth more XP.
  • Wins on PVP Summoner's Rift give approximately 5.767 base XP plus 6.626 XP per minute of game length.
  • The minimum time any game needs to last to be eligible for XP rewards is 7 minutes.[1]
  • XP Boosts, which can be purchased with Riot Points from the Riot Store, increase the XP earned. There are several types of XP boosts which increase the XP acquired in different ways.

Depending on all these factors, each game awards roughly between 50 and 300 XP, with average values around 200 XP.

Experience Formula

Experience gain on Summoner's Rift can be calculated based on the total number of seconds played during a given game, whether or not the game is won, and whether or not first win of the day is completed.

The following formulas are for experience gained from Summoner's Rift as of November 17, 2017: [2]

Time: the total number of seconds elapsed in a game (e.g. 15:49 => 949 seconds).

If the game is won:

Experience Gained = (Time × 0.11 + 6.6) (rounded to nearest integer)

If the game is lost:

Experience Gained = (Time × 0.09 + 5.33) (rounded to nearest integer)

First Win of the Day

A daily mission is available for all players. It rewards you with Blue Essence 50 and 400 XP when winning a matchmade game. After being completed the mission will be unavailable for 20 hours. Note: The mission will not become available if a game is being played. This means you must wait the entire 20 hours before starting a game in order to complete first win of the day.

Experience boosts

Experience boosts can be bought to increase the amount of experience gained. There is two types of boosts: boosts per win and boosts per duration.

Leveling up

Leveling up grants access to new game modes, summoner spells, and extras such as loot and champion masteries.

Estimating the required time to level up can be done by taking one's level and noting its position beyond a multiple of 25 (except for the first two progressions: 1 to 30, and 31 to 50). Example: Leveling from 51 to 52 is faster than leveling 74 to 75, but also quicker than a player at level 49, since you're positioned at the very first level of the count (51 to 75).

The following table describes the amount of XP required to level up and some of the game content unlocked when reaching each level. [3] [4]

Level XP For Next Level Cumulative XP Needed Content Unlocked Game Mode Unlocked
1 144 0
2 144 144 AsheSquare Ashe
3 192 288 GarenSquare Garen Normal 5v5 Summoner's Rift (Blind Pick)
4 240 480 BrandSquare Brand
Exhaust Exhaust
Barrier Barrier
5 336 720 Hextech Crafting and Loot
Basic Champion Capsule
Premium Chest
Co-op vs. AI 3v3 Twisted Treeline
6 432 1056 Mark Mark
Clarity Clarity
Basic Champion Capsule
ARAM 5v5 Howling Abyss
7 528 1488 Flash Flash
Teleport Teleport
Basic Champion Capsule
Normal 3v3 Twisted Treeline
8 624 2016 Basic Champion Capsule
Default rune pages
9 720 2640 Smite Smite
Ignite Ignite
Cleanse Cleanse
Basic Champion Capsule
Practice Tool
10 816 3360 90% XP given for Co-op vs. AI Bots
Glorious Champion Capsule
Normal 5v5 Summoner's Rift (Draft) (if you have at least 20 champions including the free to play ones)
Featured game mode
11 912 4176

Basic Champion Capsule
Custom rune pages Keystone rune slot options
Free Champion Rotation

12 984 5088 Basic Champion Capsule (Blue Essence 450)
13 1056 6072

Basic Champion Capsule (Blue Essence 450) Primary rune path options

14 1128 7128 Basic Champion Capsule (Blue Essence 500)
15 1632 8256 Basic Champion Capsule
First Win of the Day mission
Secondary rune path options
16 1728 9888 Basic Champion Capsule
17 1824 11616 Basic Champion Capsule
Inspiration icon Inspiration rune path
18 1920 13440 Basic Champion Capsule
19 2064 15360 Basic Champion Capsule
20 1968 17424 80% XP given for Co-op vs. AI Bots (65% after 180 minutes each day).
Random Summoner Icon
Basic Champion Capsule
21 2112 19392 Basic Champion Capsule (Blue Essence 600)
22 2352 21840 Basic Champion Capsule (Champion Shard and Blue Essence 50)
23 2448 24192 Basic Champion Capsule (Blue Essence 725)
24 2544 26640 Basic Champion Capsule (Blue Essence 750)
25 2688 29184 Random ward skin

Basic Champion Capsule

26 2784 31872 Basic Champion Capsule
27 2880 34656 Basic Champion Capsule
28 2976 37536 Basic Champion Capsule
29 3168 40512 Basic Champion Capsule
30 2496 43680 75% XP given for Co-op vs. AI Bots (55% after 180 minutes each day).
Basic Champion Capsule
Ranked Solo/Duo and Flex queues for 5v5 Summoner's Rift
Ranked Flex 3v3 Twisted Treeline
31 2496 46176 Basic Champion Capsule
32 2496 48672 Basic Champion Capsule
33 2496 51168 Basic Champion Capsule
34 2496 53664 Basic Champion Capsule
35 2784 56160 Basic Champion Capsule
36 2880 58944 Basic Champion Capsule
37 2880 61824 Basic Champion Capsule
38 2880 64704 Basic Champion Capsule
39 3072 67104 Basic Champion Capsule
40 3072 70176 "Legend 1" EmoteLevel 40 Prestige Emote
Glorious Champion Capsule
41 3072 73056 Basic Champion Capsule
42 3264 76128 Basic Champion Capsule
43 3264 79392 Basic Champion Capsule
44 3456 82656 Basic Champion Capsule
45 3456 86112 Basic Champion Capsule
46 3456 89568 Basic Champion Capsule
47 3456 93024 Basic Champion Capsule
48 3648 96480 Basic Champion Capsule
49 3648 100 128 Basic Champion Capsule
50 3648 103 776 "Legend 2" EmoteLevel 50 Prestige Emote
Glorious Champion Capsule
Random Summoner Icon or Ward Skin

Summoner Icon Border (Profile)

51 2496 107 424 Basic Champion Capsule
52 2496 109 920 Basic Champion Capsule
53 2496 112 416 Basic Champion Capsule
54 2688 114 912 Basic Champion Capsule
55 2688 117 600 Basic Champion Capsule
56 2688 120 288 Basic Champion Capsule
57 2880 122 976 Basic Champion Capsule
58 2880 125 856 Basic Champion Capsule
59 2880 128 736 Basic Champion Capsule
60 3072 131 616 Glorious Champion Capsule
61 3072 134 688 Basic Champion Capsule
62 3072 137 760 Basic Champion Capsule
63 3264 140 832 Basic Champion Capsule
64 3264 144 096 Basic Champion Capsule
65 3264 147 360 Basic Champion Capsule
66 3456 150 624 Basic Champion Capsule
75  ?  ? "Legend 3" EmoteLevel 75 Prestige Emote
Random Summoner Icon or Ward Skin
100  ?  ? "Legend 4" EmoteLevel 100 Prestige Emote
Glorious Legend Ward Skin
125  ?  ? "Legend 5" EmoteLevel 125 Prestige Emote
150  ?  ? "Legend 6" EmoteLevel 150 Prestige Emote
One Rare Gems Gemstone
175  ?  ? "Legend 7" EmoteLevel 175 Prestige Emote
200  ?  ? "Legend 8" Emote
One Rare Gems Gemstone
225  ?  ? "Legend 9" Emote
250  ?  ? "Legend 10" Emote
One Rare Gems Gemstone
275  ?  ? "Legend 11" Emote
300  ?  ? "Legend 12" Emote
One Rare Gems Gemstone
325  ?  ? "Legend 13" Emote
350  ?  ? "Legend 14" Emote
One Rare Gems Gemstone
375  ?  ? "Legend 15" Emote
400  ?  ? "Legend 16" Emote
One Rare Gems Gemstone
425  ?  ? "Legend 17" Emote
450  ?  ? "Legend 18" Emote
One Rare Gems Gemstone
475  ?  ? "Legend 19" Emote
500  ?  ? "Legend 20" Emote
One Rare Gems Gemstone
525  ?  ?
550  ?  ? One Rare Gems Gemstone
575  ?  ?
600  ?  ? One Rare Gems Gemstone
600+ Repeats 500-600

Development

Historical

Prior to V7.22, the level system comprised 30 levels, each represented by a number from 1 to 30. Higher numbers mean more experience. Summoners start their first game at level 1 and progress until they reach level 30 after a variable number of games (typically between 300 and 400). The level system is based on the concept of Experience Points (XP). Summoners accumulate XP by playing games. When they accumulate a certain amount of XP, they progress to the next level. The level progression finishes when the Summoner reaches level 30. Reaching this level is one of the requirements to participate in Ranked games (the others are owning 20 champions and taking part in a series of placement games).

The Visual Design of League Leveling

Experience Insights 01

Hey guys, we’re Riot_Mort and SpicyMemeDreamz, here to talk about some of the key design elements behind League’s new leveling system.[5]

With the uncapped leveling system, our goal was to recognize and reward you for playing League regardless of your playstyle or skill level. We also wanted to give you the ability to progressively show off your dedication to the game in the years to come.

UNCAPPING LEAGUE’S LEVELING

Since our intention was to build an uncapped leveling system that could grow with you, we had to think early about how the visual language could scale with those conventions. In plain speak, how do we make you look cooler as you level up? We looked at a lot of systems in other games (and in real life) to see how progression feels across them all, and found that there seems to always be a point where visual representations of progression go overboard. Whether it’s an adornment of stars or additional medals and materials tacking onto the sides, a visual representation of progression always runs the risk of looking the same (or unintelligible) after a certain point.

Experience Insights 02

Various sketch explorations looking to define the overall look of the progression system.

LEVERAGING CURRENT SYSTEMS

For League’s system, we looked for an expression of progression that would continually feel fresh for you, but also had clear points of distinction when you were comparing your progress against that of others. To accomplish that, we first examined our existing progressions systems. We wanted strong design elements we could leverage into something new, while still maintaining a sense of familiarity. It was also a big focus of ours to provide you with goals, or checkpoints, as you level, to give you that awesome feeling of accomplishment. Being able to reach meaningful thresholds allows everyone to feel like they’re working towards an achievable goal instead of grinding to infinity.

Experience Insights 03

The newly-launched Honor System brought a uniform color tier progression to League that will eventually be used for all methods of progress and rarity. While this was a core element that was imperative for us to implement into our own system, it also came with a unique challenge based on the system we were building. With leveling being uncapped, it would make it nearly impossible to ever reach that highest tier color (as well as create a situation where you feel like you’re forever trapped in a single color).

Experience Insights 04

League’s universal color tier system, scaling left to right from lowest to highest.

Our solution was to still leverage the color tier system, but to build in a reset system where the colors would go back to the lowest color tier and scale back up at certain level milestones. This gave us room to scale up levels as high as we wanted while keeping the clear visual signifier of progression. To make sure you don’t stagnate too long in a current color tier, we set a reset to happen every 100 levels. With exception to our first level progression (which starts at level 30 and changes at at 50), you’ll progress every 25 levels.

USING THEMES AS PROGRESSION INDICATORS

Now that we had a clear way of showing tiers through colors, we still had to solve for how to make one level of green look better than the next. To solve that, we looked through the universe surrounding League of Legends to find visual elements that could accompany this color tier system and help differentiate one from another. We did many explorations that utilized elements from our game, Runeterra itself, and even skin line themes. Going through these explorations, we discovered we could dress up the surrounding areas of progression borders, as long as a few core principles stayed in place:

Experience Insights 05

Hextech Annie and other artwork from the region of Piltover heavily influenced our Hextech Magic theme, pulling a variety of elements to create this arc conductor device surrounding the border.

Experience Insights 06

We pulled a variety of reference from both champions and skin lines to develop our “fire magic” theme, with one of the main sources of inspiration being Infernal Diana.

MAKE EACH BORDER LOOK BETTER THAN THE LAST
  • Utilize volume, color values, and different materials to escalate higher tiers from lower ones
Experience Insights 07

Visual difference between the first green tier (level 30) and the second (level 125).

Follow similar shape language for core areas of the borders
  • To make sure you are always looking in the same place for your current progression, it’s best to keep a uniform area where progression starts and stops for each level. For higher tiers in a progression ladder, utilizing different shapes helps differentiate them from the rest.
Experience Insights 08

Start and end points for the progress meters, as well as level plate designs for higher and low tier levels.

Use themes to decorate, not obfuscate, the progression of a player
  • Though we wanted to make sure each of the progression themes looked fantastic, the focus is still on where you sit in your current level and how much you have to go until the next. Having these themes cover up or take away from that primary goal would eliminate the purpose of continuous leveling.
WHERE IT LIVES

Since this progression is about you, we wanted to ensure that all elements of the system stayed as close to information about you as possible. This heavily influenced where and how we show leveling for yourself (and others) around the client.

ALWAYS VISIBLE
Experience Insights 09

At any given time, we want to make sure that you are aware of where you are in terms of progression. Bringing the level meter back to an always-visible section of the client was important to us — it gives you an easy-to-see visual element to help you decide if it’s worth getting one more game in to level-up. It’s always ideal if you can find information without having to try and track it down.

AT A GLANCE
Experience Insights 10

One of the things we agreed on pretty early was that you and your friends should be able to see each others’ level. Bringing level and current progression into the player hovercard gives you a quick way to check in on your friends, see how they’re doing, and compare your own level progress. That said, we also decided your level wasn’t important to any particular game, so from Champ Select until the Victory (hopefully) screen, we didn’t want your level shown. Level is a fun progression system, but is not a measure of your skill. That’s what ranked is for! You WILL have a way to show your progression off (if you want, and we’ll cover that in a sec), but it won’t be exposed by any in-game system.

ON YOUR PROFILE
Experience Insights 11
Experience Insights 12

Your current level and progress will be shown on your profile, with a border that evolves as you get to higher levels.

AFTER A MATCH
Experience Insights 13
Experience Insights 14

We wanted to make sure your progress is quickly visible whenever you finish a match. Bringing your progression into the end-of-game screen creates a destination during a core part of our game loop that lets you know how much you gained for that match and how close you are to reaching your next level.

IN GAME
Experience Insights 15

For the icing on the cake, we wanted to give you the extra ability to show your level progression to others in the fields of battle. Since this system is meant to be an indicator of knowledge acquired and time played, it made sense to create a series of emotes for every major tier of the themes. So whenever you get a sweet outplay or want to show off how much time you’ve spent on the Rift, go ahead and smash that emote button.

We talked about a single emote that would upgrade as you leveled up. However we felt (and have seen with other things like the Honor Wards) that players favor a specific reward and like to keep using it, even if they’ve earned something else. If we removed that when you leveled-up, it wouldn’t be ideal. Instead, if you really love the Level 50 emote, you can have it and use it forever.

WHAT COMES NEXT

We hope everyone enjoys having a little extra progression in League. You might be struggling in ranked to make progress, but now you’ll always be moving forward in some way. We think that’s going to feel a lot better. As always though, we’re open to feedback. If you have any questions or comments, drop a note in the comments or pop by the boards!

See also

References