More: what the words, numbers and tags mean
Colours in the text
physical damage, magic damage, true damage, attack / movement speed, range, health, slow and other crowd control. The same colours tint the damage type in the effect names.
A small picture before a word is the wiki's icon for it (
slow,
basic attacks); the word links to the wiki page that explains it.
The formula
120 a flat amount.
+80% bonus AD plus that share of the stat, at the chosen level and rank. +8% target max HP a scaling that depends on the enemy: shown, but not valued yet.
96 Value now: the amount for one cast or attack by this champion at this level with no items and no runes, before armor, magic resistance, crit, cooldown or attack speed.
Tags on an effect
area 250 hits everything within that many units. other targets the part that hits the others, not the first target. splash 250, not valued yet shown, but not counted in any value.
The name of an effect (dotted underline) links to the wiki page that explains it.
Each item is measured by itself on the champion alone: the champion's base stats at this level (no items, no runes) with and without that one item, over a 5 s or 10 s fight.
How to read the values (click to open or fold)
Where a price comes from
Every stat and passive shows what the ItemLOL Model thinks it is worth, in gold. Hover it for the working (points × price of one point).
- fitted
- Learned from real item prices.
- wiki
- The price published on the wiki.
- wiki price converted
- Taken, or converted exactly, from the wiki's price for that stat.
- estimate
- An assumption based on a similar stat (hover to see which).
- unvalued
- An effect the table cannot value yet (crowd control, vision, gold...). A placeholder is shown but never counted.
- typical
- For an effect that scales with the wearer's own stats, worked out for a typical champion.
Passives under the stats
Each passive or active is a box. The border says how reliably it delivers its value; the background says what kind of effect it is. Hover a name for what the wiki says it does.
- Border
- Green: always on, or builds up by itself. Counted in full.
- Border
- Amber: needs a trigger or stacks. Counted when Count Max Stacks is on.
- Border
- Violet: scales with the wearer's own stats. Counted when Count Typical Stats is on.
- Border
- Blue: an active, used by pressing it.
- Border
- Dashed (grey if it is not an active): unvalued. Shown, never counted.
- Fill
- Red: damage (attack, ability power, penetration, on-hit).
- Fill
- Blue: defense and sustain (health, resistances, shields, healing).
- Fill
- Teal: utility (speed, haste, mana, crowd control, vision, gold).
The two efficiency columns
Both are gold value divided by the item's price.
- General Efficiency %
- What the item is worth to any champion, from its stats and passives, as on the Items page. It follows the Count buttons above (Count Max Stacks starts on), and so does its sorting.
- This champion's Efficiency %
- What the item adds to this champion's own kit, in gold, over a 10-second fight (big number) and a 5-second fight (small line). It changes with the champion's level and the fight scenario, not with the Count buttons.
- Headline mode
- An ability with several modes (Jinx's Pow-Pow and Fishbones, a form champion's forms) counts the headline mode in the big number. Every mode's own value is listed so none is hidden.
- Italic efficiency
- The item was not used to fit the model, so its price is a prediction.
How this champion uses it
- 120g
- The gold value the item adds through that ability or attack. The name of each effect links to the wiki page that explains it.
- category not priced
- An effect the model cannot value yet (crowd control, for example). It is shown with its reason and never counted.
- Total
- The sum of the counted effects, as gold and as efficiency, and how many of the effects were counted.
| Item Name | Item Stats | Total Gold Cost | General Efficiency % | Efficiency % | How this champion uses it |
|---|