So I've not been able to normally play LoL for a while now, got some spare time and so happens, I thought about how to better determine AP scaling on champions. Summing up green numbers in main page sometimes gives wrong, misleading impressions.

So, can I make up better system to better determine how well AP champions scale with AP? In this blog I'll try to do my best to make such statistic.

Main idea is to determine how effective AP stat is to do damage based on time scale. As with widely used statistic Damage Per Second, I ought to use same time scale - AP per second.

First draft

How to determine such statistics in a way, most accurate through out the champions and their skill-sets? One other stat in the game multiplies effectiveness of the AP - cooldown reduction. To provide a big picture for users two instances of the stat should be calculated:

  • AP scaling per second with 0% CDR
  • AP scaling per second with 40% CDR

In such manner one can see how effective CDR stat is on that champion too. Or in the case that two numbers are too much, average value of above could be used, giving statistics at 20% cooldown reduction. However in this way insight about effectiveness of CDR is lost and top-bottom values remains hidden behind that average value. I'd rather provide both values to give most informative content. In case champion has in-build CDR stat like ZyraSquare Zyra, these values shall be ignored and AP/s calculated as if no CDR present.

AP/s stat for the whole champion is but a sum of its separate abilities AP/s. So every single ability must be determined AP/s first. When all abilities are calculated and values are added together, champions AP/s is determined. Values before CDR and after it shall be calculated separately.

Variables and computation

To determine single ability's AP/s, one shall use ability's:

  • AP scaling
  • Greatest rank cooldown (with 0% CDR and with 40% CDR)
  • In case of area of effect abilities, greatest possible spell succession ratio on a single target
  • In case of different spell damage against champions and monsters, AP scaling on champions should be used for calculation.
    • AP value shall be divided by base ability cooldown to determine base ability AP/s.
    • AP value shall be divided by base ability cooldown multiplied by max CDR (0.6 modifier) to determine cooldown reduced ability AP/s.
      • All base AP/s values to be summed up to determine champions base AP/s.
      • All CDR AP/s values to be summed up to determine champions CDR AP/s.
        • CDR AP/s value of the champion shall be divided by the base AP/s value of that champion to determine percentage increase of one's AP/s by applying cooldown reduction. Higher than 40% effectiveness shows good CDR effectiveness on that champion's AP/s ratio, lower value, however, means that building CDR may be less effective than building AP in the matter or damage output.


AP/s calculation on damage over time, like poisons and channeled abilities, is different. Variables to consider when calculating such abilities:

  • If ability has potency to be kept for extended periods of time uninterrupted or even indefinitely, in calculation it has no real cooldown and should be held as raw damage per second (AP scale divided by 1). Examples of such abilities:
  • Ability takes time to apply full effect. If such ability lasts longer than its cooldown (reduced or not), in calculations its full effect duration is held as cooldown, since lower cooldown does not increase AP impact to damage output any further. Examples:

Example of AP/s calculation

AP/s statistic's calculation of Fox-Fire Fox-Fire:

  • Cooldown at rank 5: 5 seconds (3 seconds with CDR)
  • AP ratio: while greatest possible AP scaling is achieved when fires hit 3 separate targets (1.2 AP), scaling of all fires hitting one target shall be used to get better single target bursting power value, so in this case we use 0.8 AP scaling.
    • 0% CDR: 0.8AP / 5s = 0.16 AP/s
    • 40% CDR: 0.8AP / 3s = 0.267 AP/s

Let's calculate AP/s for remaining AhriSquare Ahri's abilities and then determine her AP/s value:

  • Orb of Deception Orb of Deception
    • Cooldowns at rank 5: 7s - 4.2s
    • AP scaling: 0.66
      • 0% CDR: 0.66 / 7 = 0.094 AP/s
      • 40% CDR: 0.66 / 4.2 = 0.157 AP/s
  • Charm Charm
    • Cooldowns at rank 5: 12s - 7.2s
    • AP scaling: 0.35
      • 0% CDR: 0.35 / 12 = 0.029 AP/s
      • 40% CDR: 0.35 / 7.2 = 0.049 AP/s
  • Spirit Rush Spirit Rush
    • Cooldowns at rank 3: 80s - 48s
    • AP scaling: 1.05
      • 0% CDR: 1.05 / 80 = 0.013 AP/s
      • 40% CDR: 1.05 / 48 = 0.022 AP/s
  • Total AP/s before CDR:
    • 0.297
  • Total AP/s with 40% CDR:
    • 0.494

Conclusion:

CDR statistic in case of AhriSquare Ahri provides 66% AP/s increase, so CDR stat is effective AP/s increase on her as percentage increase value is higher than 40%. Also, AP/s value of the ultimate kinda misleads total value as ultimate abilities tend to have longer cooldowns, even when AP scalings are high. This difference represents a little greater Ahri's ability to deal burst damage than to do sustained damage.

AP/s table of Champions

Reason listing of indirectly derived (therefore debatable) AP scaling values
Champion has a way to reset cooldown on a damaging ability that scales with AP.
Champion has a damaging ability with AP and percentage enemy's health scaling.
Champion with attack speed dependant damaging AP ability.
Champion with ability that has no AP scaling, but it has an indirect impact in dealing damage through AP.
Champion has no ability that use AP as damage increase.
Champion has perfectly straight AP ratios and cooldowns, therefore AP/s ratio is definite.
Champion total AP ratio base AP/s CDR AP/s % effect.
AhriSquare Ahri 2.86 0.297 0.494 66.67
AkaliSquare Akali 1.6 0.333 0.556 66.67
AlistarSquare Alistar 1.3 0.142 0.236 66.67
AmumuSquare Amumu 2.2 0.378 0.497 31.40
AniviaSquare Anivia 2.25 0.575 0.792 37.68
AnnieSquare Annie 2.95 0.292 0.487 66.67
AsheSquare Ashe 1 0.013 0.021 66.67
BlitzcrankSquare Blitzcrank 1.2 0.143 0.238 29.24
BrandSquare Brand 3.45 0.272 0.453 66.67
CaitlynSquare Caitlyn 1.4 0.155 0.258 66.67
CassiopeiaSquare Cassiopeia 3.3 1.522 2.259 48.42
Cho'GathSquare Cho'Gath 2.7 0.477 0.594 24.71
CorkiSquare Corki 1.84 0.214 0.356 66.67
DariusSquare Darius 0 0 0 0
DianaSquare Diana 2.5 0.477 0.661 38.40
Dr. MundoSquare Dr. Mundo 0.2 0.2 0.2 0.00
DravenSquare Draven 0 0 0 0
EvelynnSquare Evelynn 1.85 0.416 0.694 66.67
EzrealSquare Ezreal 2.65 0.254 0.480 89.04
FiddlesticksSquare Fiddlesticks 5.85 0.515 0.683 32.69
FioraSquare Fiora 1 0.167 0.278 66.67
FizzSquare Fizz 3.05 0.278 0.434 56.18
GalioSquare Galio 1.94 0.134 0.223 66.67
GangplankSquare Gangplank 0.6 0.005 0.009 66.67
GarenSquare Garen 0 0 0 0
GragasSquare Gragas 2.4 0.217 0.361 66.67
GravesSquare Graves 0.6 0.038 0.063 66.67
HecarimSquare Hecarim 2 0.069 0.115 66.67
HeimerdingerSquare Heimerdinger 1.35 0.372 0.453 21.82
IreliaSquare Irelia 2.5 0.103 0.171 66.67
JannaSquare Janna 1.35 0.075 0.125 66.67
Jarvan IVSquare Jarvan IV 0.8 0.062 0.103 66.67
JaxSquare Jax 1.9 0.533 0.889 66.67
JayceSquare Jayce 1 0.1 0.167 66.67
KarmaSquare Karma 2.1 0.250 0.417 66.67
KarthusSquare Karthus 1.45 0.854 1.256 47.15
KassadinSquare Kassadin 2.5 0.414 0.691 66.67
KatarinaSquare Katarina 3.15 0.508 0.881 73.22
KayleSquare Kayle 3 0.250 0.417 66.67
KennenSquare Kennen 3.1 0.389 0.649 66.67
Kog'MawSquare Kog'Maw 2.7 0.280 0.466 66.67
LeBlancSquare LeBlanc 3.9 0.368 0.614 66.67
Lee SinSquare Lee Sin 0 0 0 0
LeonaSquare Leona 1.9 0.129 0.215 66.67
LuluSquare Lulu 1.1 0.131 0.219 66.67
LuxSquare Lux 2.05 0.142 0.237 66.67
MalphiteSquare Malphite 1.8 0.114 0.189 66.67
MalzaharSquare Malzahar 3.9 0.291 0.485 66.67
MaokaiSquare Maokai 2.7 0.237 0.394 66.67
Master YiSquare Master Yi 1 0.2 0.333 66.67
Miss FortuneSquare Miss Fortune 2.6 0.082 0.136 66.67
MordekaiserSquare Mordekaiser 3.26 0.374 0.623 66.67
MorganaSquare Morgana 3.3 0.196 0.326 66.67
NasusSquare Nasus 4.2 0.125 0.208 66.67
NautilusSquare Nautilus 3.35 0.229 0.382 66.67
NidaleeSquare Nidalee 2.425 0.452 0.753 66.67
NocturneSquare Nocturne 1 0.091 0.152 66.67
NunuSquare Nunu 3.5 0.194 0.324 66.67
OlafSquare Olaf 0 0 0 0
OriannaSquare Orianna 2.35 0.436 0.626 43.71
PantheonSquare Pantheon 2 0.119 0.199 66.67
PoppySquare Poppy 1.4 0.250 0.417 66.67
RammusSquare Rammus 3.4 0.123 0.206 66.67
RenektonSquare Renekton 1.5 0.013 0.021 66.67
RengarSquare Rengar 1 0.125 0.208 66.67
RivenSquare Riven 0 0 0 0
RumbleSquare Rumble 3.61 0.258 0.431 66.67
RyzeSquare Ryze 2.575 0.299 0.608 103.49
SejuaniSquare Sejuani 2.45 0.165 0.275 66.67
ShacoSquare Shaco 3.8 0.263 0.438 66.67
ShenSquare Shen 1.1 0.213 0.354 66.67
ShyvanaSquare Shyvana 1.48 0.105 0.170 61.74
SingedSquare Singed 1.3 0.4 0.467 16.67
SionSquare Sion 1.8 0.188 0.290 54.55
SivirSquare Sivir 0.9 0.1 0.167 66.67
SkarnerSquare Skarner 2.1 0.247 0.520 110.282
SonaSquare Sona 1.5 0.108 0.180 66.67
SorakaSquare Soraka 1.15 0.235 0.392 66.67
SwainSquare Swain 3.12 0.555 0.765 37.84
SyndraSquare Syndra 2.975 0.303 0.504 66.67
TalonSquare Talon 0 0 0 0
TaricSquare Taric 2.1 0.152 0.253 66.67
TeemoSquare Teemo 2.4 0.748 0.890 19.11
TristanaSquare Tristana 3.3 0.202 0.336 66.67
TrundleSquare Trundle 1.2 0.020 0.033 66.67
TryndamereSquare Tryndamere 1 0.2 0.333 66.67
Twisted FateSquare Twisted Fate 1.45 0.275 0.407 47.88
TwitchSquare Twitch 1.2 0.15 0.25 66.67
UdyrSquare Udyr 1.5 0.25 0.3 20.00
UrgotSquare Urgot 0 0 0 0
VarusSquare Varus 1.65 0.35 0.417 19.05
VayneSquare Vayne 0 0 0 0
VeigarSquare Veigar 2.8 0.263 0.439 66.67
ViktorSquare Viktor 3.86 0.25 0.417 66.67
VladimirSquare Vladimir 1.96 0.271 0.451 66.67
VolibearSquare Volibear 2.1 0.073 0.122 66.67
WarwickSquare Warwick 1 0.167 0.278 66.67
WukongSquare Wukong 0.6 0.06 0.1 66.67
XerathSquare Xerath 3.2 0.230 0.383 66.67
Xin ZhaoSquare Xin Zhao 0.6 0.067 0.111 66.67
YorickSquare Yorick 1 0.083 0.139 66.67
ZiggsSquare Ziggs 3.75 0.329 0.564 71.09
ZileanSquare Zilean 1.8 0.240 0.4 66.67
ZyraSquare Zyra 3.8 0.452 0.753 66.67

Tons of background calculations

Done some more calculations for many more champions:

AP/s google docs spreadsheet for champions - not editable - champion selecting is at the bottom of the page

Orange cells means that number are derived indirectly to make approximate impact value. Reasons for those cells to be orange:

  • AP ratio on percentage HP scaling is calculated with 2000 health and AP influenced damage is held as AP ratio.
  • AP dependence auto-attacks. In such cases cooldown is calculated as as number of auto-attacks needed to deal AP scale, multiplied by attack speed. For current calculations I use standard attack speed of 1 attack per second. Naturally, cooldown reduction do not affect such abilities in 40% CDR calculations.
  • AP scaling on on-hit damage and consequent attacks multiply AP impact while effect holds. Auto attacks number is picked by most likely (or average) amount of attacks to be inflicted in time of the effect.
  • Some cooldowns are marked orange too, as they have different impact on AP effectiveness than their cooldown. Value is derived approximately.
  • For other reasons varying mostly on ability mechanic. Some abilities have few of those cases in one place.