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How the Math Works: Atk Spd, Crit, CDR, MR & Armor
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Introduction
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.
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 (Alacrity)
10.2% =
Greater Quintessence of Attack Speed x 3
15.3% =
Greater Mark of Attack Speed x 9
6.84% =
Greater Seal of Attack Speed x 9
5.76% =
Greater Glyph of Attack Speed x 9
25.50% =
x3 +
x9
32.34% =
x3 +
x9 +
x9
38.10% =
x3 +
x9 +
x9 +
x9
Masteries
+4% "Alacrity" Mastery
Items
15
, 40
20
, 40
20
, 20Zeke's Herald, 25
, 30
, 30
, 32
, 40
, 50
, 50
, 50
, 50
, 55
22
, 40
Classic
40
, 50
Dominion
See: Attack Speed on LoL Wiki
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


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
Camouflage
, 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
How it works
Cap = 100%
Crit Percents are additive
25
+ 30
+ 30
= 85% chance
Critical Strike Chance comes from 3 sources
Runes (Malice)
5.58% =
Greater Quintessence of Critical Chance x 3
8.37% =
Greater Mark of Critical Chance x 9
3.78% =
Greater Seal of Critical Chance x 9
2.52% =
Greater Glyph of Critical Chance x 9
13.95% =
x3 +
x9
17.73% =
x3 +
x9 +
x9
20.25% =
x3 +
x9 +
x9 +
x9
Items
8
, 18
10
, 12
15
, 15
, 15
, 18
, 20
, 25
, 30
8
Classic
See: Critical Strike on LoL Wiki
Cap = 100%
Crit Percents are additive
25



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
How it works
Cap = 40%
CDR is additive
4% "Sorcery" Mastery + 6% "Intellegence" Mastery + 15
= 25% CDR
CDR comes from 4 sources
Runes
There are 2 Rune Sets, Focus
and Celerity
.
"Focus" is usually recommended because:
Some people like "Celerity" because, at level 18, you can hit the 40% cap from:
Focus
-4.92% =
Greater Quintessence of Cooldown Reduction x 3
-5.85% =
Greater Glyph of Cooldown Reduction x 9
-2.61% =
Greater Seal of Cooldown Reduction x 9
-1.44% =
Greater Mark of Cooldown Reduction x 9
-10.77% =
x3 +
x9
-13.38% =
x3 +
x9 +
x9
-14.82% =
x3 +
x9 +
x9 +
x9
Celerity runes only come as Quintessences
or Glyphs
.
Note: Testing on a rune page, I found that the
Greater Glyph of Scaling Cooldown Reduction is actually closer to -0.9576% at 18 (-0.0532% per level). It has been rounded for the tooltip.
At level 1
-0.39% =
Greater Quintessence of Scaling Cooldown Reduction x 3
-0.48% =
Greater Glyph of Scaling Cooldown Reduction x 9
-0.87% =
x3 +
x9
At level 7
-2.73% =
Greater Quintessence of Scaling Cooldown Reduction x 3
-3.35% =
Greater Glyph of Scaling Cooldown Reduction x 9
-6.08% =
x3 +
x9
At level 13
-5.07% =
Greater Quintessence of Scaling Cooldown Reduction x 3
-6.22% =
Greater Glyph of Scaling Cooldown Reduction x 9
-11.29% =
x3 +
x9
At level 18
-7.02% =
Greater Quintessence of Scaling Cooldown Reduction x 3
-8.62% =
Greater Glyph of Scaling Cooldown Reduction x 9
-15.64% =
x3 +
x9
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
, 15
10
, 10
, 15
, 15
, 15
, 15
, 15Zeke's Herald, 20
, 20
, 25
10
Classic
10Hextech Sweeper Dominion
See: Cooldown Reduction on LoL Wiki
Cap = 40%
CDR is additive
4% "Sorcery" Mastery + 6% "Intellegence" Mastery + 15

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

10Hextech Sweeper Dominion
See: Cooldown Reduction on LoL Wiki
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
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
The Armor and MR from the chapter above can be lowered 2 different ways.
Resistances are calculated in this order:
Reduction comes from 2 sources
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 =
Greater Quintessence of Magic Penetration x 3
8.55 =
Greater Mark of Magic Penetration x 9
6.12 =
Greater Glyph of Magic Penetration x 9
15.09 =
x3 +
x9
21.21 =
x3 +
x9 +
x9
Armor & Magic Penetration
6, 3.9 =
Greater Quintessence of Precision x 3
9, 5.13 =
Greater Mark of Precision x 9
15, 9.03 =
x3 +
x9
Masteries
"Sunder" = 6 Armor Penetration
"Weapon Expertise" = 10% Armor Penetration
"Arcane Knowledge" = 10% Magic Penetration
Items
Armor
Flat Reduction: 45
Flat Penetration: 15
, 20
Percentage Penetration: 40%
MR
Flat Reduction: 20
, 24
Flat Penetration: 20
, 20
Percentage Penetration: 40%
See:
Armor Penetration on LoL Wiki
Magic Penetration on LoL Wiki
- 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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