tft display champion stats in game brands

Mobalytics isn’t endorsed by Riot Games and doesn’t reflect the views or opinions of Riot Games or anyone officially involved in producing or managing League of Legends. League of Legends™ and Riot Games are trademarks or registered trademarks of Riot Games, Inc.

tft display champion stats in game brands

Stay ahead of the game with LIVE in game stats, showing your current stats per minute during the game as well as every lane’s matchup and who is ahead or behind.

Get an edge on your competition by knowing up front who the best and worst players are, how proficient they are with their selected champion, and by getting unique tags showcasing each player’s strengths and weaknesses.

LoLwiz is COMPLIANT with Riot"s Terms of Use and will NOT get your account flagged or banned in any way. We have taken extreme caution and worked closely with BOTH Riot and Overwolf to ensure an optimal, lag-free user experience, so please download our app and use with confidence!

tft display champion stats in game brands

Become the Next Little Legend! All the tools you need to dominate in Teamfight Tactics. A simple, unintrusive item cheat sheet will seamlessly rest at the bottom left of your screen. If you find yourself in need of more information, the main database window has you covered. From a list of the top team compositions, to detailed champion stats, and an in-depth item builder. And it doesn"t end here, over the coming weeks the app aims to evolve into the ultimate companion for TFT by providing crucial, dynamically-generated information based on events of every match.

tft display champion stats in game brands

LeagueOfGraphs.com isn"t endorsed by Riot Games and doesn"t reflect the views or opinions of Riot Games or anyone officially involved in producing or managing League of Legends. League of Legends and Riot Games are trademarks or registered trademarks of Riot Games, Inc. League of Legends © Riot Games, Inc.

tft display champion stats in game brands

With a brand new set arriving in Teamfight Tactics comes a new host of champions to combine into your desired TFT comp. Some old favourites have now gone, while new faces not seen before in TFT are making their debut. So to familiarise yourselves with the champions and their stats, here are all their stats and abilities.

The TFT set 3 tier guide has all the stats and skills for every champion in the latest season. All the stats are up to date as of the most recent patch.

Perhaps you want to make your own team compositions or tweak one of the ones found in our TFT comps guide? Well we have you covered. Below are several tables that lists all of the current stats and abilities for every champion.

All of them are separated by their tier, each tier indicating how much gold it costs to buy one copy of that champion. At the first tier, they"ll all cost one gold to purchase, second tier champions cost two gold, and so on up to the tier seven at seven gold.

In each table, I recommend either searching for the champion"s name if you know it or the Class/Origin of your choice to see which ones are available at that tier. Please note that health is displayed with three numbers, each corresponding to a particular star rank. Rank 1 is the left-hand number, Rank 2 is the middle one, and Rank 3 is the right-hand number. For example, Fizz currently has 650/1170/2106 HP. We"ve updated the stats tables below as of the second season, which, again, completely changed every single champion.

Fiora enters a defensive stance for 1.5 seconds, becoming immune to damage and enemy spell effects. As she exits this stance, Fiora ripostes, dealing magic damage and stunning a nearby enemy.

Graves launches a smoke grenade toward the highest attack speed enemy, which explodes on impact dealing magic damage to enemies in the area and causing their attacks to miss for 4 seconds.

Ahri fires an orb in a line dealing magic damage to enemies it passes through. It then returns to her, dealing true damage to all enemies it passes through.

Blitzcrank pulls the furthest enemy to him, dealing magic damage and stunning them for 2.5 seconds. The next attack after pulling knocks up for 1 second. Allies within range will prioritize attacking Blitzcrank"s target.

Shen creates a zone around himself for a few seconds, granting all narby allies 100% chance to dodge incoming basic attacks. While active, Shen gains Magic Resist.

Xin Zhao quickly strikes his target three times, dealing Basic Attack damage and applying on-hit effects. The third strike deals bonus magic damage and knocks his target up for 1.5 seconds.

Yasuo blinks to the enemy with the most items and knocks them up, holding them airborne for 1 second and hitting them multiple times, dealing Basic Attack damage and applying on-hit effects.

Ashe fires and arrow toward the farthest enemy, colliding with the first enemy hit, dealing damage and stunning them. The stun lasts longer the farther the arrow travels.

Ezreal fires an electromagnetic pulse at a random enemy that explodes on impact, dealing magic damage to all nearby enemies and increases the cost of their next spell cast by 40%.

For 5 seconds, Master Yi gains massively increased movement speed, heals for a percentage of his maximum health each second, and deals bonus true damage with his Basic Attacks.

Syndra pulls in all orbs on the battlefield and creates 3 new ones, then fires them all at the enemy with the highest health, dealing magic damage per orb.

Vi charges at the furthest enemy, knocking and dealing magic damage to all enemies along the way. When she reaches her target, she deals magic damage and knocks them up.

Fizz throws a lure that attracts a shark, causing it to emerge after a brief delay. It deals magic damage to enemies caught, knocking them back and stunning them for 1.5 seconds.

Irelia dashes past her target, attacking them for a percentage of her Attack Damage as she passes through. If this kills the target, she casts again immediately at the enemy with the highest mana.

Wukong spins rapidly around, dealing magic damage to nearby units over 3 seconds. The first time Wukong hits each enemy, he knocks them into the air and stuns them.

Lulu polymorphs the nearest enemies for 4 seconds, rendering them unable to attack or cast, and causing them to hop around aimlessly. Polymorphed enemies take additional damage.

Miss Fortune channels and fires waves of bullets in a cone for 2.25 seconds, dealing a percentage of enemies" maximum health in magic damage over the duration.

Thresh tosses his lantern towards random unit(s) on your bench, pulling them into the current combat and granting them bonus mana. Traits are unaffected.

tft display champion stats in game brands

We"ve carefully plucked a delicate bouquet for you this patch, including several champion nerfs and a significant update to the fighter item system. This is also our first patch reacting to Pro play on the preseason meta, so there"s a lot of focus on balancing that skill bracket this week. Ahri"s champion refresh is another part of the floral mix and, last but not leaf, the rest of the Crystal Rose and Withered Rose skins will be available soon. ❀

RUSH, SPIRITS Fixed a bug where Ahri’s R - Spirit Rush would sometimes become unusable if she was too far away to consume an enemy champion"s essence in time

Janna"s 12.2 changes swept Summoner"s Rift by storm, making her one of the strongest and most popular supports. However, it wasn"t clear just how strong of a nerf she needed last patch due to a Glacial Augment bug that interacted with her Q and R a little too well. Even after the hotfix, Janna remains very strong with Glacial and other runes, so we"re lowering her early roaming power and her enhanced heal and shield window.

These changes are not intended to address her (and other enchanters") recent top lane strategy. We"re working on a separate solution for that and will update as soon as we have an accurate forecast.

TAKE NOTES Fixed a bug where Seraphine"s abilities would get canceled if cast while attacking an enemy with a Passive - Stage Presence empowered basic attack

Ahri"s unique identity as a highly-mobile mage assassin has eroded over the years. Instead of a being flighty terror dashing across a teamfight, she"s limited to a single attempt at an exciting play with her R, then fishing with her E from safety for the rest of the fight. To address this, we"re refreshing her passive to offer a partial ultimate reset upon takedowns so a well-played Ahri can capitalize on favorable situations to hunt down the entire enemy team. We"ve also redistributed her abilities’ mana costs and early damage so each spell feels rewarding. To balance things out, we"re slightly nerfing her burst damage and defensive stats. (As an aside, these changes are unrelated to Ahri’s upcoming ASU.)

updatedPIECES OF YOU Killing minions or monsters grants Ahri an Essence Fragment. After obtaining 9 Essence Fragments, Ahri consumes them to heal for 40-120 (+25% AP). When Ahri scores a takedown against an enemy champion within 3 seconds of damaging them, she feasts upon their Essence, healing for 80-200 (+35% AP).

newA SPIRITED CHASE Consuming a champion"s Essence with Essence Theft while Spirit Rush is active extends Spirit Rush"s recast duration by and up to 10 seconds, and grants an additional cast of Spirit Rush (up to 3 casts stored)

Akshan"s been quite strong everywhere (especially in top lane), so we"re hitting his early passive power to make his harass on melee enemies a bit less dirty.

Amumu has been too strong in Average play ever since he got a ton of new items this season. And although flat damage reduction is supposed to shine against champions like Zeri, completely negating certain attacks or abilities is a bit much—especially for an always-on passive—so we"re adjusting his E to match similar abilities.

updatedPYROMANIA Pyroclasm"s fireball now prioritizes bouncing to nearby enemies before bouncing back to Brand at full range. Pyroclasm will still prioritize bouncing to enemy champions first (before minions or monsters), regardless of range.

Caitlyn is getting banned really often in Pro play lately, likely because of her ability to shut down many popular late-scaling marksmen. Instead of curtailing her early lane bullying strengths, we"re getting on the case by nerfing her wave control and scaling instead.

Corki"s been taking over Pro play. We"re making his lane a bit less safe and lowering his impact on the first dragon and Rift Herald fights by delaying his first package, which used to let him secure a return to combat at the speed of heat. They"ll also get restocked at a slower rate so that he can"t make special deliveries to every dragon spawn.

LeBlanc has been too stranc for too lanc, especially in Pro where she"s been popular for a while now. We"re tapping down her first-maxed skill to curb her early burst and waveclear.

We"re making Lillia’s lullaby last a little longer so she can follow up with her spells and help her teammates more consistently at early levels. Sweet dreams~ ♪

It"s high tide for a Nami adjustment! This should make the move speed boost on her passive much more noticeable, so you can stop taking your enchanter supports for granted. (Just kidding. Maybe.) She"s already pretty strong, so we"re balancing out this slight buff with a small nerf to her E.

Although Quinn is technically flying fine, her impact has descended a bit across all skill brackets due to various system changes recently. Since she"s ended up with some headroom, we"re taking this opportunity to improve her gameplay satisfaction.

The buff to Senna"s Q last patch did make her support stronger as intended, but it also overwhelmingly increased her ADC winrate. Our goal isn"t to make ADC Senna weak, but instead to bring her two roles closer together in strength. (Before you grab a calculator, this rounds out to approximately one soul for every six minion waves.)

Twisted Fate seems to always have the right cards in Pro play with his global power and consistent CC. We"re cutting into his abilities" base stats so he has to buy more AP to dish out big damage instead of opting for his usual utility builds.

Zeri"s Trinity Force build has ended up being much stronger than expected, skyrocketing her winrate once players swapped over from crit. We"re targeting these nerfs to ideally hit her Tri Force build more than her crit ones, but because there"s some overlap, we"re compensating the latter with a bit more zap on her ult.

Zeri"s E - Spark Surge will correctly vault over Trundle"s E - Pillar of Ice and glide over Anivia"s W - Crystallize wall instead of dashing through them

We"re making changes to the fighter system to re-establish the differences between nimbler, more fragile fighters like Fiora and less agile but beefier picks like Darius. Previously, most items were accessible to most fighters thanks to the built-in health. While this made big health-stackers happy, when lighter fighters used these generic items, it would wash out their weaknesses, making them durable yet still high-damage and high-mobility (contrary to their subclass characteristics).

Ideally with these changes, each subclass will feel like they have items tailored just for them. For more context, check out our Quick Gameplay Thoughts article about it here. Lastly, we"re aware this is a pretty big shift and will be keeping a very close eye on things and almost certainly following up.

For fighter Mythics, we"re shifting a couple of items from high health, all-in-one purchases into more unique and offensive options. Not all fighters should be tanky and durable, and those who should—like juggernauts—can lean on specific Legendaries for that.

Trinity Force is the exception here. We"re bumping up its health to make it match the other options in exchange for a small reduction in stacking AD. This way, the amount of health you get won"t be the main reason why you choose (or don"t choose) a certain Mythic; rather, each Mythic should have its own unique benefits to make that decision clearer and fairer.

updatedTHREEFOLD STRIKE (ON CHAMPIONS OR STRUCTURES) +6% base AD per stack, up to 5 times for +30% ⇒ +4% base AD per stack, up to 5 times for +20% (also applies to Infinity Force)

Our approach to fighter Legendaries is similar: Shift health into AD across select items. Another top priority is to move Sterak"s Gage out of being a go-to default option for all fighters. Lighter fighters should now be more intrigued by this reworked Death"s Dance, which will scale with your other AD purchases and sustain tools. It also requires fighters to be constantly active in a fight to be effective, which is something we believe is important for systemic lighter fighter survivability.

We"re also adjusting a few somewhat underpowered Legendaries that should support lighter fighters (like Maw and Ravenous Hydra). These items need to be powerful enough for lighter fighters to consider purchasing them over other options. And finally, a few component items have also been updated to round everything out.

updatedIGNORE PAIN (PASSIVE) Stores [35% for melee/15% for ranged] of post-mitigation physical damage received ⇒ [30% for melee/10% for ranged] of all types of post-mitigation damage received, (not including true damage), which is successively taken as true damage over 3 seconds instead. Now also applies to damage on shields

updatedDEFY (PASSIVE) Heal for 15% maximum health upon scoring a kill or assist ⇒ 175% bonus AD if a champion dies within 3 seconds after you"ve dealt damage to them. (all else unchanged)

updatedLIFELINE (PASSIVE) If you take damage that would reduce you below 30% of your maximum health, gain a shield that absorbs 100 (+[8% for melee/4.8% for ranged] of your maximum health) per stack of Bloodlust) for 4 seconds ⇒ equal to 75% of your bonus health that decays over 3.75 seconds

updatedLIFELINE (PASSIVE) When Lifeline is activated, gain 12% omnivamp until the end of combat (i.e. have not dealt or taken damage for at least 3 seconds)

Our changes to Turbo Chemtank in patch 12.2 were a bandaid to bring the item back in line on dash-y champs (like Akali and Irelia) while we looked for better solutions. We"re further adjusting its stacking mechanics to make Turbo Chemtank better suited for "tanking" rather than for "turbo charging" at enemies. Emphasis on the tank, not the turbo. (These changes also apply to its Ornn Masterwork item, Turbocharged Hexperiment.)

updatedREFUEL (PASSIVE) STACKS Gain 5 stacks per instance of damage dealt against champions and large monsters, and 1 stack for every 15 units traveled ⇒ damage taken from champions and large monsters, and 1 stack for every 25 units traveled (still capped at up to 10 stacks for dashes and blinks)

updatedREFUEL (PASSIVE) BONUS DAMAGE At 100 stacks, your next basic attack deals magic damage to all nearby enemies, increased by 25% against minions and 175% against monsters ⇒ increased by 30% against minions and 200% against monsters

updatedHextech Gates: Champions will now both visually and mechanically move along the Hextech Gates’ travel paths rather than immediately teleporting to their destination gate. This also means that active champion effects (such as Kennen’s R - Slicing Maelstrom) will travel along with and apply their effects around the champion’s traveling indicator.

Fixed Battlecast Skarner"s sound effects to play correctly when he marks a minion with Crystal Venom using his E - Fracture and when he gains Crystal Charge upon triggering Crystal Venom

tft display champion stats in game brands

A champion statistic is a number indicating how well a champion can do a certain thing. These help define the assets of a champion. There are 24 statistics, divided into 4 categories: Offensive, Defensive, Utility and Other.

All champions begin the game with a certain amount of attack damage, attack speed, armor, magic resistance, health, health regeneration, resource or mana, and resource or mana regeneration. This is called the base value of that statistic. All champions naturally increase these stats by a non-linear amount every time they gain a level.

All champions have the same formula for calculating their statistics (see below). Obviously, all champions go through the same 18 levels during the game. However, each champion and skill has a different growth statistic. For example, the AD growth statistic for 375, but his mana growth statistic is 45. AD and mana growth statistics of 2.41 and 40, which are different than

For example, 670 health (health base statistic), and his health growth statistic is 120. At level 2, the equation shows that his total health is 756.4 displayed in game as a rounded value 756 (n = 2, g = 120, and b= 670).

Importantly, each champion"s base statistics and growth statistics are unique. This makes a big difference on the battlefield. If a champion has low base statistics but high growth statistics, they will be weak at the game"s beginning but strong at the game"s end.

Five statistics that deviate from this pattern are critical strike damage, range, experience, gold generation and movement speed. All champions start with 175% base critical damage (even Gold generation and need the same amount of experience to level up. Every champion has unique base range and movement speed that do not increase naturally. Natural increase is meant to be as from leveling up itself, innate passives as

All other statistics have a natural value of zero and must be increased by other sources. The ways a champion may increase their statistics are varied and include runes, items, and auras. Some champion abilities increase that champion"s statistics, either as a passive effect (life steal) or as an active effect (armor and MR) or as an effect that follows another action (attack speed and doubles this bonus when he absorbs a spell).

Since patch V4.20, champions do not gain stats linearly with levels. Instead, their increase in strength stats accelerates at higher levels. The above equation can be rearranged to:

growth statistic for health is 100. When leveling-up from level 1 to level 2, the number in the brackets becomes 0.72 (or 72%) and her total health will increase by 72 (g = 100 and NewLevel = 2). To explain it another way, her growth statistic (100) was multiplied by 72% giving 72 health. However, when leveling-up from 15 to 16, the percent increase is 121% and the health increase is much higher at 121 health (g = 100 and NewLevel = 16).

Any unit"s attack damage, ability power, armor, magic resistance, attack speed, movement speed, ability haste and critical strike chance, can be seen by selecting that unit in game, along with two bars indicating their current and maximum health and mana (or equivalent resource).

If the value is written in white, that unit has only the base amount of that statistic. If the value is written in bold yellow, that statistic has been increased from the base amount through external means. By hovering the cursor over almost any stat the base amount is displayed in tooltip in blue plus bonus amount in green. The total of stat is either blue if there is no bonus amount, or green. This applies to all visible stats with exception of penetrations, health and resource bar.

If the total value of stat is written in bold yellow, but in blue in tooltip, then the stat has not been really increased, just displayed as rounded up. This also doesn"t apply to penetration stats, health and resource bar.

Hovering the cursor over health and resource bar additionally displays values of health and resource regeneration in respective base units per second while hovering over regeneration stats themselves in the stat table displays values in traditional base units per 5 seconds.

Armor penetration and magic penetration use own unique format "F | P%", where F shows flat penetration and P percentage penetration in percent. All four values are always written in blue regardless of being externally modified or not (as all champions have base penetration values of 0, the color exception is purely aesthetical).

Total critical damage is not shown in the player stats in game. However, base critical damage is misleadingly displayed as base critical damage bonus in tooltip of Critical Strike with literal value of 175%.

tft display champion stats in game brands

Example: Using Riot logos and trademarks from the Press Kit must be limited to cases where such use is unavoidable in order to serve the core value of the product.

You must post the following legal boilerplate to your product in a location that is readily visible to players:[Your Product Name] is not endorsed by Riot Games and does not reflect the views or opinions of Riot Games or anyone officially involved in producing or managing Riot Games properties. Riot Games and all associated properties are trademarks or registered trademarks of Riot Games, Inc

Your content must be transformative if you are charging players for it.What is transformative?Was value added to the original by creating new information, new aesthetics, new insights, and understandings? If so, then it was transformative.

Your API key may not be included in your code, especially if you plan on distributing a binary.This key should only be shared with your teammates. If you need to share an API key for your product with teammates, make sure your product is owned by a group in the Developer portal. Add additional accounts to that account as needed.

Products cannot create an unfair advantage for players, like a cheating program or giving some players an advantage that others would not otherwise have.

Products should not remove game decisions, but may highlight decisions that are important and give multiple choices to help players make good decisions.

Products cannot create alternatives for official skill ranking systems such as the ranked ladder. Prohibited alternatives include MMR or ELO calculators.

Riot needs to see the user flow to understand what your intended player experience is, such as account creation process, login pipeline, or queuing up for match pipeline.

RSO or Riot Sign On, allows players to safely link their Riot Account to other applications.This access is only available to developers with Production Level API Keys

Before you can get started with RSO, you will need a production key. If you do not have one, please create one at developer.riotgames.com. We will contact you using the email linked to your developer account to kick off the RSO integration process.

Logo for your company/service.The logo should scale well between 275x275 down to 60x60. We typically suggest images in the SVG format. The logo will be displayed on light and dark backgrounds.

Your redirect URIs cannot include localhost. Instead, for local development, you can use something like "http://local.safe.urlgoeshere.com/account/connect/riotgames/oauth-callback" and add an entry to your local machine"s host file for "local.safe.urlgoeshere.com".

A list of any URLs you"d like RSO to redirect the players to after they"ve completed their login. Typically this is a callback URL (e.g., example.com/oauth-callback) that you"ll use to gather information about the player who completed the login.

After logging in, players are redirected back to the redirect_uri you specified. See Implementing Riot Sign On and Example RSO Node App for information about how to integrate with RSO and to view a sample Node web server that implements the example.

To execute a request to the League of Legends (LoL) API, you must select the correct host to execute your request to. LoL API uses routing values in the domain to ensure your request is properly routed. Platform IDs and regions as routing values, such as na1 and americas. Routing values are determined by the topology of the underlying services. Services are frequently clustered by platform resulting in platform IDs being used as routing values. Services may also be clustered by region, which is when regional routing values are used. The best way to tell if an endpoint uses a platform or a region as a routing value is to execute a sample request through the Reference page.

Data Dragon is our way of centralizing League of Legends game data and assets, including champions, items, runes, summoner spells, and profile icons. All of which can be used by third-party developers. You can download a compressed tarball (.tgz) for each patch that contains all assets for that patch. Updating Data Dragon after each League of Legends patch is a manual process, so it is not always updated immediately after a patch.

You can find all valid Data Dragon versions in the versions file. Typically there is only a single build of Data Dragon for a given patch, however, there may be additional builds. This typically occurs when there is an error in the original build. As such, you should always use the most recent Data Dragon version for a given patch for the best results.

Data Dragon versions are not always equivalent to the League of Legends client version in a region. You can find the version each region is using in the realms files.

Data Dragon provides two kinds of static data: data files and game assets. The data files provide raw static data on various components of the game such as summoner spells, champions, and items. The assets are images of the components described in the data files.

The data file URLs include both a version and language code. The examples in the documentation below use version 13.1.1 and the en_US language code. If you want to view assets released in other versions or languages, replace the version or language code in the URL.

Data Dragon provides localized versions of each of the data files in languages supported by the client. Below is a list of the languages supported by Data Dragon, which you can also retrieve from the Data Dragon languages file.

There are two kinds of data files for champions. The champion.json data file returns a list of champions with a brief summary. The individual champion JSON files contain additional data for each champion.

Lore, tips, stats, spells, and even recommended items are all part of the data available for every champion. Champion spell tooltips often have placeholders for variables that are signified by double curly brackets. Here are some tips about interpreting these placeholders:

Placeholders are replaced by the corresponding item in the array given in the effectBurn field. For example, {{ eN }} is a placeholder for spell["effectBurn"]["1"].

"tooltip": "Launches a bandage in a direction. If it hits an enemy unit, Amumu pulls himself to them, dealing {{ e1 }} (+{{ a1 }}) magic damage and stunning for {{ e2 }} second.",

These placeholders are slightly more complicated. Their values can be found in the vars field. First, find the object in the vars array whose key matches the variable. For example, for {{ a1 }}, find the object in the vars array whose key field has the value a1. The value for this variable is the coeff field in that same object.

"tooltip": "Launches a bandage in a direction. If it hits an enemy unit, Amumu pulls himself to them, dealing {{ e1 }} (+{{ a1 }}) magic damage and stunning for {{ e2 }} second.",

Under a champions spells there are two fields effect and effectBurn. effect contains an array of an ability"s values per level where, in contrast, effectBurn contains a string of all the values at every level. (e.g., "effect": [30,60,90,120,150] vs "effectBurn": "30/60/90/120/150"). You might notice how the effect and effectBurn arrays have a null value in the 0 index. This is because those values are taken from designer-facing files where arrays are 1-based. JSON is 0-based so a null is inserted to make it easier to verify the JSON files are correct.

In most cases a spell costs mana or energy, you will find those related costs under the cost and costBurn fields. When a spell costs health, the cost will be found in the effect and effectBurn fields. You can determine how to calculate the cost of a spell by looking at the resource field, which should point you to the variable being used to display the cost of a spell.

The number at the end of the filename corresponds to the skin number. You can find the skin number for each skin in the file for each individual champion in Data Dragon. Each champion contains a skins field and the skin number is indicated by the num field.

You can find the filename for each champion"s passive in the individual champion Data Dragon file. The JSON contains a passive field with image data. The filename is indicated by the full field.

You can find the file name for each champion"s abilities in the individual champion Data Dragon file. The spells field contains an array of objects which includes image data. The filename is indicated by the full field.

"description": "Anivia brings her wings together and summons a sphere of ice that flies towards her opponents, chilling and damaging anyone in its path. When the sphere explodes it does moderate damage in a radius, stunning anyone in the area.",

"sanitizedDescription": "Anivia brings her wings together and summons a sphere of ice that flies towards her opponents, chilling and damaging anyone in its path. When the sphere explodes it does moderate damage in a radius, stunning anyone in the area.",

Data Dragon also provides the same level of detail for every item in the game. Within Data Dragon, you can find info such as the item"s description, purchase value, sell value, items it builds from, items it builds into, and stats granted from the item.

The effect field holds an array of variables used extra scripts. For example, on Doran"s shield you see the following data in the effect field, which corresponds to the 8 damage that is blocked from champion attacks.

A list of possible stats that you gain from items, runes, or masteries can also be found in Data Dragon. You can find a list of stats gained by the item, rune, or mastery by searching for the stats field. Below are some tips when it comes to understanding what a stat means and how they are calculated:

Displaying flat vs. percentage vs. per 5 etc. is case-by-case. it will always be the same for a given stat. For example, PercentAttackSpeedMod will always be multiplied by 100 and displayed it as a percentage.

League of Legends leverages custom game lobbies to support developers that want to build Tournaments for players. Custom games can use Tournament Code that help you quickly and easily get players into private custom game lobbies with preset game settings, such as map and pick type. At the completion of each Tournament Code enabled game, the results will be forwarded automatically (HTTP POST) to a URL specified by the tournament developer.

Receive game results in the form of an automatic callback (HTTP POST) from League of Legends servers whenever a game created using tournament code has been completed.

Implement logic to detect unsuccessful API calls and back off accordingly. Please notify us if you believe your application is working correctly and you are receiving errors, but do not continue to slam the tournaments service with repeatedly unsuccessful calls.

Generate tournaments and tournament codes only as needed in production and development. Please don"t create 1,000 tournament codes for a 10 game tournament. As a reminder, you can always create additional tournament codes as your tournament grows.

Tournaments and tournament codes should be generated within a reasonable time in relation to the event. Do not pre-create tournaments and tournament codes at the start of the year and use them as the year progresses, but rather generate the tournament and codes as the event is announced and participants sign up.

Though tournament codes can be re-used to generate additional lobbies. For best results with callbacks and Match-v4 lookups, create a single match with a tournament code.

Lobby events should only be used to audit Tournament matches as needed. In rare cases lobby events may get dropped. Using lobby events to programmatically progress a tournament or to forfeit participants is not advised.

Tournaments will expire if there are no active codes associated with the tournament. Tournament codes are eligible for expiration three months after they are generated. As tournaments and their codes can expire, creating them as close to the event as possible ensures no disruptions. For the best results:Create a tournament no more than a week before the start of the first match.

Upon creation of the tournament, generate a code to ensure the tournament has an active tournament code associated with it (thereby making ineligible for cleanup).

It is recommended to register a tournament provider (specifying region/shard and URL for results) well in advance and do a full loop testing to ensure everything is setup properly for your web service.

Access to the Tournaments API provides several new methods that can be viewed on the API Reference page. You should explore every method to get more information on actual usage including the format and description of parameters you can supply.

Use /lol/tournament/v4/providers API endpoint to register as a provider in specific region while also setting a URL to be used for receiving game results notifications (HTTP POST). Returns providerID.

Use tournamentID to generate one or more tournament codes for a given tournament using specific game settings, such as map, spectator rules, or pick type.A tournament code should only be used to create a single match. If you reuse a tournament code, the server callback will not return stats for each match.

When a game created using tournament code has completed, the League of Legends servers will automatically make a callback to the tournament provider"s registered URL through HTTP POST. Below are a couple notes about how the server callback works.

The provider registration and callback mechanism are relatively inflexible. For best results, use one of the valid generic top level domains (gTLDs) listed below and use HTTP over HTTPS for your callback URL while using the metaData field to validate callbacks.

ac, ad, ae, af, ag, ai, al, am, an, ao, aq, ar, as, at, au, aw, ax, az, ba, bb, bd, be, bf, bg, bh, bi, bj, bm, bn, bo, br, bs, bt, bv, bw, by, bz, ca, cc, cd, cf, cg, ch, ci, ck, cl, cm, cn, co, cr, cu, cv, cx, cy, cz, de, dj, dk, dm, do, dz, ec, ee, eg, er, es, et, eu, fi, fj, fk, fm, fo, fr, ga, gb, gd, ge, gf, gg, gh, gi, gl, gm, gn, gp, gq, gr, gs, gt, gu, gw, gy, hk, hm, hn, hr, ht, hu, id, ie, il, im, in, io, iq, ir, is, it, je, jm, jo, jp, ke, kg, kh, ki, km, kn, kp, kr, kw, ky, kz, la, lb, lc, li, lk, lr, ls, lt, lu, lv, ly, ma, mc, md, me, mg, mh, mk, ml, mm, mn, mo, mp, mq, mr, ms, mt, mu, mv, mw, mx, my, mz, na, nc, ne, nf, ng, ni, nl, no, np, nr, nu, nz, om, pa, pe, pf, pg, ph, pk, pl, pm, pn, pr, ps, pt, pw, py, qa, re, ro, rs, ru, rw, sa, sb, sc, sd, se, sg, sh, si, sj, sk, sl, sm, sn, so, sr, st, su, sv, sy, sz, tc, td, tf, tg, th, tj, tk, tl, tm, tn, to, tp, tr, tt, tv, tw, tz, ua, ug, uk, um, us, uy, uz, va, vc, ve, vg, vi, vn, vu, wf, ws, ye, yt, yu, za, zm, zw

The callback from the League of Legends server relies on a successful response from the provider"s registered URL. If a 200 response is not detected, there is a retry mechanism that will make additional attempts. In the rare occasion that a callback is not received within 5 minutes, you can assume the callback failed.

If you need to change your provider callback URL, register a new provider but remember tournaments generated with the old provider will continue to make callbacks to the old provider callback URL.

When a game created using Tournament Code has completed, the League of Legends servers will automatically make a callback to the tournament provider"s registered URL via HTTP POST. Below are a couple notes about how the server callback works.

In addition to game stats related methods, the lobby-events/by-code/{tournamentCode} method that can help query pre-game lobby events. This is useful for building tournament administration system and be able to detect whether a game for a given tournament code started normally. This call can be made both after the match for the full timeline and anytime during the lobby phase for a timeline of events up to that moment. Below is an example of the JSON returned for lobby events:

Specifically, we"re referring to a set of protocols that the Chromium Embedded Framework (CEF) uses to communicate with a C++ Library that in turn communicates with the League of Legends platform. As you"ll notice, the communications between the C++ library and the CEF all occur locally on your desktop. This is the League Client API. This service is not officially supported for use with third party applications.

NOTE: We provide no guarantees of full documentation, service uptime, or change communication for unsupported services. This team does not own any components of the underlying services, and will not offer additional support related to them.

Whether you"re combining the Riot Games API and League Client API, or doing something by only using the League Client endpoints, we need to know about it. Eithercreate a new application or leave a note on your existing application in the Developer Portal. We need to know which endpoints you"re using and how you"re using them in order to expand on current or future feature sets. If you have any questions please join the Developer Discord for help.

The League of Legends client and the game client use a self-signed certificate for HTTPS requests. To use the Game Client API, you can ignore these errors or use the root certificate to validate the game client"s SSL certificate. If you are testing locally, you can use the following insecure CURL that will ignore the SSL certificate errors.

The Live Client Data API provides a method for gathering data during an active game. It includes general information about the game as well player data.

The Live Client Data API has a number of endpoints that return a subset of the data returned by the /allgamedata endpoint. This endpoint is great for testing the Live Client Data API, but unless you actually need all the data from this endpoint, use one of the endpoints listed below that return a subset of the response.

The Replay API allows developers to adjust the in-game camera during replays. League Director is an open source example of how a tool can leverage the Replay API.

By default the Replay API is disabled. To start using the Replay API, enable the Replay API in the game client config by locating where your game is installed and adding the following lines to the game.cfg file:

Once you have enabled the Replay API, the game client will generate the Swagger v2 and OpenAPI v3 specs for the Replay API, which indicates the Replay API is usable.

Queue IDs show up in several places throughout the API and are used to indicate which kind of match was played. A full list of queue ids can be found in queues.json.

Note: In early 2022, URF (previously queueId 900) was divided into separate queues— ARURF (queueId 900) and Pick URF (queueId 1900). All Pick URF games from before this distinction will still be in queueId 900.

The League endpoints return a field called queueType that indicates what map/mode a player played. Depending on the queueType, the highestTierAchieved field returns the highest ending tier for the previous season from a group of ranked queues.

If a match is not played on Summoner"s Rift, the highestTierAchieved field will return the highest ending tier for the previous season from any ranked queue.

If you run into any difficulties or are having technical issues, please join Developer Discord for support. Follow our Twitter for the latest updates.