Introduction
This is a summary of some of the most important formulas that League of Legends uses, and the things that affect those formulas.
It was originally started because I kept playing with builds that focused on one stat or another. The rune calculations and the item numbers make it a quick and easy reference for that.
Attack Speed
How it works
Cap = 2.500 attacks per second
Attack Speed = Base Attack Speed * (100% + Bonus Percent)
Base Attack Speed
Every champion's "base attack speed" is calculated using a hidden variable called "attack delay".
Base Attack Speed = 0.625 / (1 + attack_delay)
Attack Delay (Approximate Base Attack Speed)
-0.10 (0.69444):
-0.09 (0.68681):
-0.08 (0.67935):
-0.07 (0.67204):
-0.06 (0.66489):
-0.05 (0.65789):
-0.04 (0.65104):
-0.03 (0.64433):
-0.02 (0.63776):
+0.00 (0.62500):
+0.02 (0.61275):
+0.08 (0.57870):
Bonus Attack Speed Percent
Bonuses are additive
25
+ 30
= 55% bonus
If a champion has about 0.665 base attack speed, 376% faster is 2.500
That means that 276% bonus would reach the 2.500 cap.
Bonus attack speed comes from 5 sources
- Runes
- 1 Mastery
- Items
- Every level, bonus attack speed is added (between 1% to 4% depending on the champion).
- Some champion abilities






















, etc.
Runes (Alacrity)
10.2% =
15.3% =
6.84% =
5.76% =
25.50% =
32.34% =
38.10% =
Masteries
+4% "Alacrity" Mastery
Items
15
20
20
22
40
See: Attack Speed on LoL Wiki
Critical Strike Chance
How it works
Cap = 100%
Crit Percents are additive
25
+ 30
+ 30
= 85% chance
Critical Strike Chance comes from 3 sources
- Runes
- Items
- 3 champion abilities:
Ashe's
Focus
Pantheon's
Heartseeker Strike
Tryndamere's
Battle Fury
Runes (Malice)
5.58% =
8.37% =
3.78% =
2.52% =
13.95% =
17.73% =
20.25% =
Items
8
10
15
8
See: Critical Strike on LoL Wiki
Cooldown Reduction
How it works
Cap = 40%
CDR is additive
4% "Sorcery" Mastery + 6% "Intellegence" Mastery + 15
= 25% CDR
CDR comes from 4 sources
- Runes
- 3 Masteries
- Items
- 4 champion abilities:
Heimerdinger's
UPGRADE!!!
Ryze's
Overload
Twisted Fate's
Stacked Deck
Viktor's
Augment: Gravity
Runes
There are 2 Rune Sets, Focus
"Focus" is usually recommended because:
- "Focus" runes are more powerful than "Celerity" until level 13 and the first 12 levels often set the balance of the game.
- At level 18, Celerity
x3 only gives 2.1% more CDR than Focus
x3, and Celerity
x9 only gives 2.77% more CDR than Focus
x9. Most people do not think this late game CDR is worth giving up the early game CDR.
Some people like "Celerity" because, at level 18, you can hit the 40% cap from:
Focus
-4.92% =
-5.85% =
-2.61% =
-1.44% =
-10.77% =
-13.38% =
-14.82% =
Celerity runes only come as Quintessences
Note: Testing on a rune page, I found that the
At level 1
-0.39% =
-0.48% =
-0.87% =
At level 7
-2.73% =
-3.35% =
-6.08% =
At level 13
-5.07% =
-6.22% =
-11.29% =
At level 18
-7.02% =
-8.62% =
-15.64% =
Masteries
+ 4% "Scorcery" Mastery (offense tree)
+ 8.1% at level 18 "Enlightenment" Mastery (+0.45% per level) (defense tree)
+ 6% "Intelligence" Mastery (support tree)
Items
10
10
10
10
See: Cooldown Reduction on LoL Wiki
Armor and Magic Resistance
How they work
Armor lets only a fraction of physical damage through.
Magic Resistance lets only a fraction of magic damage through.
That fraction is calculated the same way for both Armor and Magic resistance.
Physical Damage is multiplied by the fraction: 100 / (100 + Armor)
Magic Damage is multiplied by the fraction: 100 / (100 + MR)
If you are hit by 600 magic damage and have 50 MR, it will only hurt for 400 damage.
600 * 100/(100 + 50) = 600 * 2/3 = 400
Fractions of damage
Your protection -> Damage you take
50 -> 2/3 damage
100 -> 1/2 damage
200 -> 1/3 damage
300 -> 1/4 damage
Adding more and more protection gets less and less cost effective.
The first 50 points (from 0 to 50) block 1/3 (33%) of incoming damage.
The next 50 points (from 50 to 100) block 1/6 (17%) of incoming damage.
The next 50 points (from 100 to 150) block 1/10 (10%) of incoming damage.
The next 50 points (from 150 to 200) block 1/15 (6%) of incoming damage.
See:
Magic Resistance on LoL Wiki
Armor on LoL Wiki
Resistance Reduction
The Armor and MR from the chapter above can be lowered 2 different ways.
- Reduction: can put resistances below 0, granting extra damage.
- Penetration: does nothing when resistance is below 0.
Resistances are calculated in this order:
- Percentage Reduction
- Flat Reduction
- Flat Penetration
- Percentage Penetration
Reduction comes from 2 sources
- Items
- Champion Abilities
- Runes
- Masteries
- Items
Runes
Armor Penetration
9.99 = Greater Quintessence of Desolation x 3
14.94 = Greater Mark of Desolation x 9
24.93 = Greater Quintessence of Desolationx3 + Greater Mark of Desolationx9
Magic Penetration
6.54 =
8.55 =
6.12 =
15.09 =
21.21 =
Armor & Magic Penetration
6, 3.9 =
9, 5.13 =
15, 9.03 =
Masteries
"Sunder" = 6 Armor Penetration
"Weapon Expertise" = 10% Armor Penetration
"Arcane Knowledge" = 10% Magic Penetration
Items
Armor
Flat Reduction: 45
Flat Penetration: 15
Percentage Penetration: 40%
MR
Flat Reduction: 20
Flat Penetration: 20
Percentage Penetration: 40%
See:
Armor Penetration on LoL Wiki
Magic Penetration on LoL Wiki
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