League of Legends: Champion Statistics

Offensive Statistics

Damage: Directly affects the power of a champion’s basic attack. Bonus damage is calculated before damage reduction from armor. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

Critical Strike: Affects the chance of a champion’s basic attack dealing a critical strike. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

Critical Strike Damage: Affects the amount of bonus damage that a champion’s critical strike deals. All champions begin with 100% bonus damage on a critical strike. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

Increased Attack Speed: Affects the frequency at which a champion performs basic attacks. Increases attack by adding a percentage of a champion’s base attack speed. Champions with low base attack speed will benefit less from increased attack speed than champions with high base rate of attack. No champion can have more than 2.5 attacks per second.

Life Steal: Converts a percentage of the damage dealt by a champion’s physical attack to health. Life steal is calculated from the actual damage done to an enemy, after armor reduction. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic. Most champions begin with 0% base life steal.

On-Hit Effects: Certain items, such as Wit’s End, Malady, and Madred’s Bloodrazor have ‘on-hit’ effects which trigger when you strike an enemy with a physical attack, or certain abilities which state to apply on-hit effects. These items have specialized effects such as draining mana from the target, lowering his armor, or dealing bonus damage based upon the target’s maximum health.

Movement Speed: Affects the rate at which a champion travels across a map. One movement speed point translates to one game distance unit traveled per second (as a frame of reference, Annie’s basic attack has a range of 625 game distance units). Each Champion begins the game with a particular base move speed. That base move speed can be increased in several ways.

Direct movement speed bonus: A champion can obtain one of the following direct movement speed bonuses by purchasing boots from the shop. These effects are unique, meaning that if a champion has more than one direct bonus to their movement speed, they will only receive the highest bonus.

  • Movement Speed 1 increases the movement speed of a champion by 50.
  • Movement Speed 2 increases the movement speed of a champion by 70.
  • Movement Speed 3 increases the movement speed of a champion by 90.
  • Movement Speed 5 increases the movement speed of a champion by 130.

Percentage bonuses to movement speed: Increases the movement speed of a champion by adding a percentage of their static move speed. Any direct movement speed bonuses a champion obtains are applied before bonuses of this type have been calculated

Diminishing returns on movement speed: Any movement speed bonuses that would cause a champion’s movement speed to exceed 415 are reduced by 20%. Any movement speed bonuses that would cause a champion’s movement speed to exceed 490 are reduced by 50%.

Flat Armor Penetration: Flat armor penetration is applied directly to your attacks and physical abilities. These attacks will deal damage as though your target has less armor than he really does, but will never bring an opponent below 0 armor. For example, if a target has 20 armor and you have 5 armor penetration, you would deal damage as though the target had 15 armor. If you had 50 armor penetration against the same target, you would deal damage as though he had 0 armor.

Percent Armor Penetration: Percent armor penetration applies its benefits before flat armor penetration. For example if you fight a target with 120 armor while you have 20 flat armor penetration and 40% armor penetration, you would deal damage to your target as though he had 60 armor.

Magical Statistics

Mana: Increases the maximum mana points of a Champion. Most champion abilities cost mana to activate. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

Mana Regeneration: Also known as Mp5 or mana per 5 seconds. This statistic determines the amount of mana that a champion regenerates over a five second period. Each champion starts with a different rate of base mana regeneration. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

Ability Power: Increases the effectiveness of most champion abilities. Abilities in League of Legends that are affected by ability power have an ability power coefficient. This coefficient determines how much a particular abiilty will benefit from a champion’s total ability power. For example, if a damage spell has an ability power coefficient of .25, every 4 points of ability power will increase the damage of this ability by 1. This bonus is added before magic resistance.

Cooldown reduction: Cooldown reduction reduces the amount of time you must wait after casting an ability before that ability can be utilized again. Ability cooldowns cannot be reduced by more than 40%. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

Spell Vamp: Converts a percentage of the damage dealt by a champion’s magical abilities to health. Spell Vamp is calculated from the actual damage done to an enemy, after magic resist. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic. Spell vamp is only 1/3 as effective for area-of-effect or multi-target spells.

Flat Magic Penetration: Flat magic penetration is applied directly to your magical abilities. These abilities will deal damage to your target as though he has less magic resist than he really does, but will never bring an opponent below 0 magic resist. For example, if a target has 20 magic resist and you have 5 magic penetration, you would deal damage as though the target had 15 magic resist. If you had 50 magic penetration against the same target, you would deal damage as though he had 0 magic resist.

Percent Magic Penetration: Percent magic penetration applies its benefits before flat magic penetration. For example if you fight a target with 120 magic resist while you have 20 flat magic penetration and 40% magic penetration, you would deal damage to your target as though he had 60 magic resist.

Defensive Statistics

Health: Increases the maximum health of a champion. When a champion’s health reaches 0, they are killed. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

Health Regeneration: Also known as Hp5 or health per 5 seconds. This statistic determines the amount of health that a champion regenerates over a five second period. Each champion starts with a different rate of base health regeneration.This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

Armor: Reduces the damage a champion receives from physical attacks. Armor reduces the damage of incoming physical attacks by a percentage. This percentage is determined by the formula: Damage Reduction = Total Armor / (100 + Total Armor). For example, a champion with 150 points of armor would receive 60% reduced damage from physical attacks.

Magic Resistance: Reduces the damage a champion receives from magical attacks. Magic resistance reduces the damage of incoming magical attacks by a percentage. This percentage is determined by the formula: Damage Reduction = Total Magic Resistance / (100 + Total Magic Resistance). For example, a champion with 150 points of magic resistance would receive 60% reduced damage from magical attacks.

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