The Complete Stats Guide
A beginner-friendly breakdown of how Wild Rift's stats are actually calculated. Use these formulas to compare builds and pick your items.
Levels & Growth (the basis of every formula)
Most champion stats grow a little each time you level up. In Wild Rift the max level is 15, and a stat is computed as a «base value» plus a «per-level growth» amount.
So think of every stat as starting from the single line below. On top of that, bonuses from items and runes are added.
Stat by level (linear approximation)
Stat(level) = base + growth × (level − 1) e.g.) A champion with 60 base AD and +3.5 per level, at level 10: = 60 + 3.5 × (10 − 1) = 60 + 31.5 = 91.5
Tips
- ·At level 1 the growth is added 0 times, so you get exactly the «base value».
- ·This site's simulator uses this same linear calculation. The game may apply tiny internal corrections, but it's accurate enough for comparing builds.
Attack Damage
AD · Attack Damage
Raises the power of basic attacks and abilities that deal «physical damage». It's the core stat for marksmen, fighters, and assassins who fight with autos and physical abilities.
Physical damage dealt with AD is reduced by the target's «Armor» (see the Armor section). So rather than stacking AD alone, it's more efficient paired with penetration and crit.
Tips
- ·Synergizes well with crit chance, attack speed, and physical vamp.
- ·«Bonus AD» means the part from items, runes, and growth — that is, total minus base AD. Some item effects scale only with this «bonus AD».
Ability Power
AP · Ability Power
Increases the «magic damage» of abilities and the size of some heals and shields. It's the core stat for mages and AP-based champions.
Most champions have 0 base AP and don't gain it from levels — so AP comes almost entirely from items and runes. Magic damage is reduced by the target's «Magic Resist».
Tips
- ·The higher a champion's ability ratios (scaling), the more each point of AP is worth.
- ·Items that «amplify AP by %» (like Rabadon's Deathcap) are especially strong when your AP is already high.
Health
HP · Health
Your life total. At 0 you die. Increased by leveling up and health items.
Health «multiplies» with Armor and Magic Resist to create real survivability. So adding health when you have resistances — or resistances when you have lots of health — is very efficient. This real survivability is called «Effective Health (EHP)».
Effective Health (vs physical)
Effective HP = Health × (1 + Armor ÷ 100) e.g.) Health 2000, Armor 100: = 2000 × (1 + 100 ÷ 100) = 2000 × 2 = 4000 → you can withstand 4000 physical damage
Tips
- ·Stacking only health or only Armor is worse than raising both together — EHP is highest when they're balanced.
- ·Match Magic Resist against mages and Armor against auto/physical dealers, always alongside health.
Mana
MP · Mana
The resource needed to cast abilities. Without mana you can't use skills. Increased by leveling and some items, and refilled by «mana regen (per second)».
Some champions use energy instead of mana, or have no resource at all. Items like Manamune and Archangel's Staff convert «maximum mana» into AD/AP, so for those champions mana itself becomes damage.
Tips
- ·Managing mana in the early lane matters — running dry throws off your trades, last-hits, and recall timing.
Armor
Armor
Reduces incoming «physical damage». The more Armor, the tougher you are against autos and physical abilities.
The key point: Armor reduces damage «by %». At 100 Armor, physical damage is exactly halved. If Armor goes negative (from penetration or reduction effects), you actually take more damage.
Damage reduction from Armor
Physical damage taken = raw damage × 100 ÷ (100 + Armor) Armor 50 → × 100/150 ≈ 0.667 (≈33% less) Armor 100 → × 100/200 = 0.5 (50% less) Armor 200 → × 100/300 ≈ 0.333 (≈67% less) When Armor is negative (−X): Physical damage taken = raw × (2 − 100 ÷ (100 + Armor))
Tips
- ·"Armor has diminishing returns" is a myth — combined with health, effective HP actually grows linearly (each 100 Armor adds physical EHP equal to your health).
- ·If the enemy has penetration, your Armor is treated as lower in the calculation.
Magic Resist
MR · Magic Resist
Reduces incoming «magic damage». The formula is identical to Armor — only the damage type changes to magic.
Building it with health against mages and AP champions greatly increases your survivability.
Damage reduction from Magic Resist
Magic damage taken = raw damage × 100 ÷ (100 + MR) MR 100 → 50% less magic damage
Tips
- ·Build Armor with health when a physical dealer is the threat, Magic Resist with health when a magic dealer is.
Attack Speed
AS · Attack Speed
How many basic attacks you make per second. AS 1.0 means 1 auto per second, 2.0 means 2 per second.
Attack speed is «base attack speed» multiplied by «bonus attack speed (%)». Bonus AS comes from level growth and items/runes. Each champion has a cap (around 2.5).
Total attack speed
Total AS = base AS × (1 + bonus AS%) e.g.) base 0.75, bonus +60%: = 0.75 × (1 + 0.60) = 0.75 × 1.6 = 1.2 (1.2 per second)
Tips
- ·«On-hit» effects (e.g. Guinsoo's Rageblade, Nashor's Tooth) trigger more often at high attack speed, greatly raising DPS.
- ·High attack speed with low AD means weak individual hits, so marksmen usually build both.
Ability Haste
AH · Ability Haste
Reduces your abilities' cooldowns. It replaced the old «CDR %» system, and its value keeps giving smooth returns as you add more.
At 100 Ability Haste, cooldowns are exactly halved. There are separate «Ability Haste» (basic skills), «Ultimate Haste» (ultimate), and «Item Haste» (item actives).
Ability Haste → cooldown reduction
Cooldown reduction = AH ÷ (100 + AH) Actual cooldown = base cooldown × 100 ÷ (100 + AH) AH 25 → 20% less AH 50 → 33% less AH 100 → 50% less AH 200 → 67% less (no cap, keeps working)
Tips
- ·The longer a skill or ultimate cooldown, the more you feel the haste.
- ·Haste uses the same «divide by (100 + value)» structure as Armor/MR, so there's no hard cap, but each added point gives gradually less.
Move Speed
MS · Move Speed
How fast you move around the map. It's a hidden core stat that affects almost everything — sticking or backing off in fights, dodging skills, roaming, and returning to lane.
Move speed adds «flat bonuses (+value)» first, then multiplies by «% increases». Past a certain value a «soft cap» reduces the efficiency of the excess, so you can't get infinitely fast.
Move Speed (basic calc)
Move Speed = (base + flat bonus) × (1 + sum of % bonuses) e.g.) base 340, boots +45, +10% bonus: = (340 + 45) × (1 + 0.10) = 385 × 1.1 ≈ 424 ※ at very high values the soft cap reduces efficiency
Tips
- ·Boots are a near-mandatory item for almost every champion. Move speed helps both damage and survival.
- ·Slows cut move speed by %; Slow Resist mitigates them.
Armor Pen · Magic Pen
Penetration
Lets you «ignore» part of the target's Armor (or Magic Resist) to deal more damage. There are two kinds: «% penetration» that cuts resistance by a percentage, and «flat penetration» that removes a fixed amount (on the physical side often called «Lethality»).
Order of application: «% penetration first», then subtract «flat penetration». Resistance never goes negative from this (it stops at 0). Also, % pen only matters when the target's resistance is above 0.
Effective resistance (after penetration)
Effective Armor = Armor × (1 − %pen) − flat pen (min 0) e.g.) enemy Armor 100, %pen 30%, flat pen 15: = 100 × (1 − 0.30) − 15 = 70 − 15 = 55 → damage is calculated as if they had 55 Armor Magic Penetration applies to Magic Resist the same way
Tips
- ·Against low-resistance targets (marksmen, mages), «flat penetration» is efficient.
- ·Against high-resistance targets (tanks), «% penetration» is efficient.
- ·Resistance reduction (e.g. armor-shred debuffs) is applied before penetration, lowering the resistance itself.
Critical Strike Chance
Crit · Critical Strike
The chance for a basic attack to «critically strike». A crit deals 175% damage by default (for ranged champions). At 100% crit chance every auto crits.
Some items (like Infinity Edge) raise the crit «damage multiplier» itself, creating the late-game burst of crit-based marksmen.
Expected crit damage
Average auto damage = AD × (1 + crit chance × (crit multiplier − 1)) e.g.) AD 200, crit chance 50%, multiplier 175% (=1.75): = 200 × (1 + 0.5 × 0.75) = 200 × 1.375 = 275
Tips
- ·Crit is random, so variance is high with few samples — the more chance you stack, the more consistent it gets.
- ·Crit applies to basic attacks, not to most ability damage.
Physical Vamp · Ability Vamp · Omnivamp
Vamp · Omnivamp
Heals you for a portion of the damage you deal. «Physical Vamp» heals from physical damage, «Ability Vamp» from ability damage, and «Omnivamp» from physical, magic, and true damage alike.
It greatly boosts survivability in extended fights. Generally, area/AoE damage heals at about half efficiency.
Healing
Heal = actual damage dealt × vamp% e.g.) 300 damage, 15% omnivamp → 45 healed (for AoE damage, roughly half, ≈22 healed)
Tips
- ·«Grievous Wounds» (healing reduction) greatly cuts your vamp healing.
- ·Heal & Shield Power stats further increase the vamp/healing you receive.
※ These formulas summarize Wild Rift's standard calculations for beginners. Per-level growth is approximated linearly, and exact numbers vary by patch and champion. Check your real build in this site's simulator.