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LTL Mech Stats PDF
LTL Mech Stats PDF
There are a lot of stats and attributes to keep in mind while you're playing League of Legends. In this
section, I'm going to cover all of the major stats you'll have to deal with, as well as their quirks and
benefits.
Most stats stack additively, not multiplicatively. In other words, if you have two items that grant 20%
critical strike chance, you will have a 40% critical strike chance from these items. There are limited
exceptions, such as percentage-based armor and magic penetration, which stack multiplicatively
(thereby being less effective than they would be with additive scaling).
Items with bonuses listed as "Unique Passive" always mean that building two of the same item will not
contribute more of that bonus.
League of Legends will calculate most stats to several decimal places, meaning having partial stats (such
as 1.9% Attack Speed) will still contribute meaningfully to your damage.
Some stats are only visible by pressing 'C' while in-game.
Note: For readability, I've capitalized stats in their sections, but tend to avoid capitalizing them outside
their sections.
Normal Attacks
Attack Damage (Baseline)
Attack Damage increases the physical damage your normal melee attacks do. Additionally, it increases
the damage of some champion abilities.
Abilities that scale with Attack Damage will do so according to a ratio. For example, a damaging ability
with a 0.5 ratio will deal bonus damage equal to 50% of your Attack Damage.
Tip: Some abilities scale with 'bonus Attack Damage.' This refers to Attack Damage that is beyond your
champion's innate Attack Damage. When you see this, it's usually an indication that the developer
intends for you to use Attack Damage items (instead of, say, survivability items) to make the most use of
the ability.
Lifesteal
Lifesteal restores health based on a percentage of damage done with normal attacks and abilities that
proc on-hit effects.
Lifesteal is reduced by healing reduction effects.
Range
Range is the distance you can use normal attacks from. Most melee champions have an attack range of
125, while a small number (such as Nautilus and Fizz) have an attack range of 175-200. Marksmen, as
well as most other ranged champions generally fall between 500 and 650 range (Jinx, Kog'maw, Tristana
and Twitch can go higher).
Tip: Range often has a big impact on how a game plays out, especially when two opponents are laning
against each other. When picking a physical damage champion to counter another champion, always
consider the range difference between them.
Abilities
Ability Power (Baseline)
Ability Power increases the damage or effects of many champion spells.
Abilities that scale with Ability Power will do so according to a ratio. For example, a damaging ability
with a 0.5 ratio will deal bonus damage equal to 50% of your Ability Power.
Spell Vamp
Spell Vamp restores health based on a percentage of damage done with abilities. This does not work on
most abilities that proc on-hit effects. To be clear, this applies to abilities that deal all types of damage,
including physical damage and true damage, not just magic damage.
Spell Vamp is only 33.3% effective on multi-target spells.
Spell Vamp is reduced by healing reduction effects.
Defensive
Health (Baseline), Effective Health & Shields
Health is your primary resource. Once this reaches zero, you will die (with limited exceptions for some
champion abilities and the Guardian Angel item proc).
The efficiency and effectiveness of Health is based on the type of damage you're receiving, as well as
sources of damage reduction you have to counter them. Put more simply, Health becomes better and
better as you acquire more sources of damage reduction such as armor and magic resistance. This is the
concept of Effective Health (EH).
In most cases, health shields operate exactly like Health, and will also be more effective with armor and
magic resistance.
True damage, or damage sources that ignore all magic resist and armor, will always deal damage directly
to your Health pool.
Tip: Think about Effective Health when building items. A player with 5,000 health isn't necessarily more
survivable than a player with 3,000,if the player with 3,000 has significantly more damage reduction
from armor or magic resistance. Simply stacking Health is not an effective strategy for survival except in
rare circumstances.
With high armor or magic resistance, champions with shield abilities can be unusually well suited to
taking damage, especially if the shield can be re-applied fairly often. This is not just because it acts as a
substitute for health, but also because you don't lose health while it's active. The practical effect of this is
that shields have an extremely good multiplicative effect on your longer-term survivability and
sustainability.
By the same token, healing is more effective on you if you're taking less incoming damage. Keep this in
mind if you have a healing heavy team and you're deciding whether to build Health or damage
reduction.
Finally, it's worth saying that -- in the early game -- it is virtually always better to build Health early on
than it is to build damage reduction, unless you have very reliable sources of healing and won't be
dealing with much burst damage. This is just due to a stat imbalance on most characters in the early
game.
Armor (Multiplier)
Armor reduces incoming physical damage from all sources. Due to the damage reduction calculation,
Armor will always provide the same bonus to your Effective Health, regardless of how much Armor you
currently have.
Tip: Even though Armor always provides the same bonus to Effective Health, that doesn't mean that it
will always be the best option for increasing your Effective Health, even against physical damage
opponents. Increasing your base health may have a substantially larger or smaller impact on your
survivability depending on what your Armor is currently at.
Health Regeneration
This is the rate at which you regenerate health while you are not at full health.
Health Regeneration is reduced by healing reduction effects.
Tip: Health Regeneration tends to be more important in the early game than the late game. While
regeneration is nice, keep in mind that itemizing for this stat will not help much against heavy burst
damage (with exceptions for champions who can gain extremely high regeneration).
Health regeneration and other sources of healing are much more effective if you have high damage
reduction (such as armor or magic resistance).
Tenacity
Tenacity reduces the duration of Slows, Snares, Blinds, Silences, Stuns, Taunts and Fears by a
percentage. The only type of crowd controls not affected are Knockups, Knockbacks and Suppression.
Tenacity items do not stack with each other to provide greater reduction. However, they do stack
multiplicatively with champion crowd control reductions, such as those found on Irelia, Trundle, and
Mundo.
Tip: You'll usually want to evaluate the types of crowd controls your opponents have available. Mercury
Treads are usually a good choice for boots, but you'll occasionally come into matches where there are
only a few crowd controls that will be affected.
Utility
Movement Speed
Movement Speed determines how quickly your champion travels over terrain.
Boots contribute to your base movement speed, while percentage multipliers (such as those from Zeal,
Phantom Dancer, Lich Bane, and Force of Nature) will multiply the combined effect of your base
movement speed and your movement speed from boots.
Tip: Movement Speed is one of the most overlooked and most important stats, especially for physical
damage champions. This is because you will tend to need to catch back up to a moving opponent after
your champion briefly stops due to their swing animation. With these stuttered attacks, your Attack
Speed stat is generally a lot less effective, and the best way to speed your attacks up is to more quickly
get back in range of the opponent.
Being able to move more quickly may allow you to get kills before opponents can reach the safety of
teammates or tower, or before they can simply get (and stay) out of your range.
Tip: Even though each of the passive gold gain items says 'Unique Passive,' they do still stack with each
other. The only thing you can't do is stack the same item multiple times for more gold gain.
High Health
High health is best countered with attacks that deal a percentage of health as damage, such as
Kog'maw's Bio-Arcane Barrage or Vayne's Silver Bolts. Blade of the Ruined King (designed for marksmen)
is also helpful for this.
In cases where an enemy has high health but low armor and magic resistance, their Effective Health
won't be too high and it may be much easier to kill them with normal attacks than other players who
have a more effective balance of stats.