New To League/Gameplay/Unit Attributes
Complete List of Stats
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Basic Attack Modifiers
Remember, every unit in the game except inhibitors and the Nexus has a basic attack (or autoattack or AA). The strength of these attacks is governed by a few factors:
- AD . Short for Attack Damage, this is the amount of base damage that one basic attack will deal (before armor is calculated).
- AS . Short for Attack Speed, this is the rate at which the unit is able to autoattack. This will almost always be between twice per second and once per two seconds.
- Crit Chance . Short for Critical Strike Chance, this is a bit more complicated. Certain items can allow a champion's basic attacks to have a chance to crit. If an autoattack crits, it deals twice as much damage as a normal autoattack would.
- Lethality . This stat causes the target's armor to reduce less physical damage than it otherwise would.
There are a lot of items that are geared towards increasing the strength of a champion's autoattacks. For a list of some of the main ones, see here (section: Common AD Carry Items).
Attack Range is a stat that cannot be changed by purchasing items. Each unit with an autoattack has a set attack range. Some units are melee, meaning that they have to be adjacent to another unit to attack it, while some are ranged, meaning that their attacks are projectiles that can travel a distance to their targets.
Some common attack ranges:
- All towers are ranged, with 775 attack range
- Ranged minions and cannon minions are ranged
- Melee minions and Super Minions are melee
- Most AD Carry champions are ranged, and the most common range is 550
- Caitlyn, the champion with the longest base range, has 650 range
- Most tanks are melee
A few champions have variable attack ranges. Read about their individual kits for more information:
- Tristana, Twitch, Kog'Maw are always ranged but their range varies.
- Kayle, Nidalee, Jayce, Gnar, and Elise are sometimes ranged and sometimes melee.
- Poppy occasionally has one ranged autoattack, but primarily is a melee champion.
Most champions have 4 spells that they can cast to make something happen, usually dealing damage. This damage can be affected by a few different stats:
- AP . Short for Ability Power, this attribute usually makes spells that deal magic damage stronger.
- AD . Same Attack Damage stat as above, this attribute usually makes spells that deal physical damage stronger, in addition to increasing basic attack strength.
- Magic Penetration . Abbreviated MPen, this stat causes the target's magic resist to reduce magic damage by less than it otherwise would.
- Lethality . This stat causes the target's armor to reduce physical damage by less than it otherwise would.
- CDR . Short for Cooldown Reduction, this stat decreases the cooldown on almost all spells. Cooldown Reduction is capped at 40% for all champions. For more information on CDR, see below.
It is possible for an attacker to heal based on the damage that they deal if they have positive (rather than 0) values for certain stats.
- Life Steal. A percentage of damage dealt by autoattacks is returned to the attacker as increased health. Life steal is very important to AD carries.
- Spell Vamp. A percentage of damage dealt by spells is returned to the caster as increased health.
Champions, minions, and neutral minions all have a set speed at which they move, called their "movement speed," or "movespeed" for short. Champions can simulate moving slower by moving, then stopping, then moving again, but their only option for moving is to move at that speed. Some spells and items affect movespeed. For example:
- . These increase the speed at which the champion moves, and can be upgrade into second-level boots that both grant bonus movement speed and also provide secondary effects.
- . This item can be activated by its owner to slow all enemy units in an area of effect around him.
- Time Warp. This spell belongs to Zilean and can be used to give bonus movespeed to an ally or slow an enemy's movement speed.
Any item effect or spell that reduces a unit's movement speed is referred to as a "slow" and is a type of crowd control.
The primary defense stat is health. All units in the game, including all structures, have health. Health is reduced when damage is taken. When a unit reaches 0 health, it dies, unless there is a special circumstance that interferes (see here).
Health can be restored in a few ways:
- Regeneration -- Every champion has a rate at which health is passively regenerated (that's one of their base attributes). Some items can affect this, such as .
- Heals -- Spells that restore health are called "heals." Several champions, including Nidalee, Kayle, and Sona, have heals as one of their spells.
- Potions -- Technically, a potion just increases a champion's regeneration, but it's a very significant increase in regeneration over a very short period of time. Potions can be bought in the shop and are consumed upon use.
- Life steal and spell vamp -- See above.
Armor and Magic Resist
As discussed here, there are three types of damage in League of Legends: physical, magical and true. The amount of physical damage that a champion takes can be reduced by a stat called armor, and the amount of magical damage that a champion takes can be reduced by a stat called magic resist (usually abbreviated to MR). All champions have inherent or "base" armor and magic resist, and certain items can also give armor or magic resist or both. True damage cannot be reduced in any way.
The frequency with which champions can cast their spells is limited by cooldowns. A cooldown is the minimum amount of time that a player has to wait between casting spells. Most champions also have a second limiting factor, called a resource.
The majority of champions rely on mana to be able to use abilities. Each ability has a mana cost associated with it, and casting the spell consumes that cost. Mana is regenerated passively over time, and some items give champions bonus mana or mana regeneration, allowing them to cast more spells. Recalling to base and sitting in the well regenerates a champion's mana very rapidly. The amount of mana that a champion has is indicated by a blue bar below their health bar.
Some champions do not rely on mana. Kennen, Akali, Lee Sin, and Zed rely on a resource called energy. Unlike mana, energy pools cannot be increased by purchasing items, but energy regenerates significantly faster than mana; while mana is designed to impose a longterm limit on the number of spells that a champion can cost, energy is intended only to impact the number of spells a champion can cast in the short term. The amount of energy that a champion has is indicated by a yellow bar below their health bar.
A few champions, such as Dr. Mundo, use health as their ability resource. When Dr. Mundo uses an ability, he loses some health as a cost. Other champions have other forms of resources that are attached to their spells, such as Rengar, Tryndamere, and Renekton. These resources are all unique and can be read about individually; you can tell which champions have special resources because their resource bar will be neither yellow, nor blue, nor empty.
Some champions have no secondary resource governing their ability usage at all and instead only have to pay attention to cooldowns. These champions, as well as champions that have only health costs associated with their spells, will simply have a blank bar below their health bar. Examples include Riven, Katarina, and Garen.
Every ability has a cooldown associated with it. A cooldown is the minimum time that a player must wait after casting a spell once to be allowed to cast it a second time. So if you cast Sona's ult, Crescendo, a timer of 140 seconds will start, and you won't be able to cast Crescendo again until that countdown has reached 0. That countdown is the spell's cooldown.
Cooldowns can be reduced by a stat called cooldown reduction, or CDR for short. Several items provide CDR. Each item that gives CDR gives a percentage CDR. If a champion buys multiple items that give CDR, those percentages will be added together. So for example, if Nami buys a (gives 10% CDR) and a (gives 10% CDR), she will have 20% CDR total. A champion's cooldown reduction can never be greater than 40%. You may buy as much cooldown reduction as you want, but your CDR will remain 40%. Selecting the Cosmic Insight rune will increase your cap to 45%, while also giving you 5% CDR, keeping the CDR you can purchase to 40%.
Summoner Spell and Item CDR
Note that all of the above only applies to a champion's four basic abilities, Q, W, E, and R. Summoner spells and some items also have cooldowns, and those cannot be reduced by the CDR stat.
You can only reduce the cooldowns of summoner spells by choosing to run the Unsealed Spellbook keystone rune. You cannot reduce activatable item cooldowns.