tft display champion stats in game free sample

It should be no surprise that our Mobalytics team is passionate about numbers, stats, and analysis in gaming. We love playing with different sites and tools to really compare and explore what it means to be a better competitive gamer.

In Patch 8.15, Riot added a shiny new League of Legends stats tab within the client for summoners to understand their play. Our team is incredibly excited for this because it gives us more to play with and opens up a gateway for summoners who may not have otherwise been interested in tracking and learning from their numbers.

In this article, we’ll introduce you to this new tab, explain why tracking your stats makes you a better player, and how to use the Mobalytics GPI to go deeper in combination with the stats tab.

As you play ranked matches throughout your climb, there are two main stories which you encounter in regards to evaluating your play: what you thought happened, and what actually happened in reality. Now, I don’t mean to fire shots here necessarily but it’s human nature to be biased toward your own abilities (check out our article on the Dunning-Kruger effect for more on this).

Many players will often think that they are playing well almost every match and that their teammates are the ones to blame for their losses. The good thing about stats is that they are cold and merciless – they do not sugarcoat. You may think that you’re playing well but that eight deaths per game will tell you otherwise.

The best players use these numbers to help keep themselves honest and really isolate what’s going right or wrong in their matches. Players who lack this skill will climb less efficiently and be slower to improve since their perceptions will always be limited in comparison to their peers who use stats to augment their understanding.

For all of these values, you can see how you rank for that champion in relation to other players of your level on average. If you’re below the average in an area, you’re going to want to try to focus on improving in that area. If you’re doing well, try to maintain what allows you to perform in that aspect.

Once you understand what needs to be improved, it can be tough to know how to improve it based on the numbers alone. For example, you may want to improve your CSing before 15 minutes or learn how to improve your Roam Dominance, but how do you go about that? This is where Mobalytics comes in.

Our platform helps players to contextualize their numbers (sort of like a coach would) to help you understand the actions you need to take in order to get better. Numbers provide the who, what, and when, but don’t really provide the why and the how. Based on your numbers, you’ll receive a conclusion and advice or a recommended video or article based on what you should do to get better.

Using the three areas of performance presented in the stats tab, you can get an idea of where you’re doing well and where you can do better. Once you know where you want to improve, you can easily go deeper using Mobalytics and quickly improve! In this section, we’ll cover examples for each of the three.

It’s no surprise that understanding your ability to fight is crucial in a MOBA (Multiplayer Online Battle Arena) like League of Legends. No matter your role, you will have to engage in combat eventually in order to win.

This area of play tends to be the one that draws the most “glory” since its stats are usually associated with mechanical skill and tend to be the most satisfying (who doesn’t love a good Triple, Quadra, or Pentakill?).

Knowing your stats like KDA and Damage Share are definitely useful, but they aren’t necessarily impactful if you don’t fully understand the circumstances around the numbers. What sort of fights do you get into? Where do you excel? Conversely, where do you do poorly and end up dying? What are the circumstances that usually lead to your deaths?

Our Aggression Skill goes beyond things like KDA and Kill Participation by evaluating your overall tendency to create action and taking control of the match. Aggressive players often lead with the initial strike by taking First Blood or First Turret and are able to snowball their leads to end a match.

“Position as close as possible and parallel to your Support. This will allow you to make favorable trades since you will be able to threaten and do damage at the same time as your ally. If the enemy bot lane isn’t doing the same, you can often trade 2v1 for easy damage or look for an all-in opportunity.”

Fighting analyzes your performance in all the different types of combat you’ll engage in on Summoner’s Rift: Duels, Picks, Skirmishes, and Teamfights. The GPI analyzes your performance to tell you the types of fights you excel in, the ones you struggle in, as well as how you tend to contribute in regards to your role (for example, if you’re a tank, how much damage do you tend to absorb?

“Pay close attention to the exact minion you will be getting level 6 from as this is often a large power spike for most champions. Use this information to fool your opponent into thinking he is fighting a fair fight by starting your duel as the minion is about to die.”

In combat, sometimes you’re the hunter, and sometimes you’re the hunted. In dangerous situations, the best players are able to get out alive and even maximize the time and resources that the enemy uses to try to kill them. The Survivability Skill helps you understand the circumstances surrounding your death to help you learn and live next time.

Mid lane is a role which can be ganked from almost any direction, here’s some advice that the GPI would give to a Mid who struggled with surviving against ganks:

“The majority of players have tells when theirJungleris around. Some players suddenly become bold and aggressive after having been passive while others may start to play dumb to bait you into looking for an engage. The trick is to look for your opponent’s personality and react to their deviations.”

In League of Legends, Income represents power. More gold means better items, and better items give you more options (especially if you have more than your opponents). With a constant flow of minions from start to finish, it’s crucial to be able to farm and manage waves properly. Failing to do so will cause you to fall behind not only in terms of items, but also experience and power spikes.

The stats tab will help you understand how you collect gold throughout a match with emphasis on the early game. It also helps you understand how your gold spent converts (or doesn’t convert) into damage.

Although the included stats are great to know, they do not give the full story, especially since there really isn’t any way to gauge how you do in the mid and late game phases. It also sort of leave roles like Jungle and Support in the dark since the metrics are geared more towards traditional farming laners.

The League of Legends stats tab examines the early game as the first 15 minutes, but what about the rest of your game? The GPI will not describe your performance across all phases of the match, but it will also tell you how efficient you were in farming the total amount of possible farm as well as your other sources of income.

It also includes some awesome metrics that are role specific, such as Counterjungling for Junglers and Support Item Income (Relic Shield, Spellthief, Ancient Coin) for Supports. Overall, these details are incredibly important for understanding how you’re prioritizing and gaining gold, especially when these roles don’t have access to traditional last-hitting.

Maintaining gold gain is important for everyone, Supports are no different. Here’s an example of advice that Farming would give an Ancient Coin Support main with low Income:

“Coins can sometimes drop in awkward places and some will be near impossible to pick up. If you’re struggling to grab them, look to adapt your playstyle. You can stick close to your ADC and work together to manage waves to pick up the coins more safely and more often.”

Baron, Dragons, and Rift Herald are pivotal ways to take control and win a game so it’s quite unfortunate that the Income portion of the League of Legends stats tab doesn’t account for how objectives contribute to gaining gold (among other things).

If you watch proplay, you may have heard of the “Baron power play”, basically the amount of gold that is achieved while a team has the Baron buff. Not only can the GPI’s Power Play score tell you the amount of gold that is gained while having a buff, but you’ll also be able to understand how many turrets and kills you tend to get.

By the way, we also take a look at Elder Dragon power plays – here’s an advice piece for a Jungler who may have trouble with making power plays with the Elder buff:

“Although Aspect of the Dragon isn’t as powerful as Baron for sieging towers, it can allow your team to poke extremely well. Use the additional damage to chunk out opponents to prep a dive or force them to retreat and you’ll be able to push your advantage further.”

With its three lanes and vast jungle, Summoner’s Rift is incredibly dynamic due to a large number of things happening at any given time around the map. It’s crucial that players fight for and establish vision because their enemies will be looking to roam to contest objectives or help other lanes.

The Map Control section of the tab illustrates gameplay factors related to things like vision, objectives, and roaming but really doesn’t give too much detail for each case. For example, it gives you a general idea of your contribution to controlling vision but you have no way of knowing how you do so.

The scores here, although very cool (“Roam Dominance” just sounds awesome), are quite vague and it’s kind of hard to understand how exactly to improve if you wanted to. The areas are just so nuanced that the more detail you have, the more you can do to isolate what you can do better.

Imagine if you could enable a cheat that would allow you to get rid of fog of war and see the whole map in its entirety. The way you play, and the decisions you make would probably change, right? Although it’s sort of the “dirty work” of League, it is necessary in order to give your team the best shot to win.

The GPI scores in the Vision Skill will tell you useful details such as how often you’re warding throughout the early, mid, and late game. You’ll know how often you buy Control Wards and how often you use them and other tools to deny the wards of the enemy team.

“It’s easy to get picked off solo when you’re warding enemy territory. Use your ownjudgment, but only go for deep wards when you can account for at least 4 of your 5 opponents. You can take more risk walking blindinto their turf if you’re positive that their most dangerous threats aren’t on your side of the map.”

Map control is usually dictated by the most pro-active players in the game. The players who simply roam, gank, and rotate make things happen by influencing lanes other than their own.

The GPI’s Aggression Skill can help you understand how much of an impact you’re having on the map through the Ganking score which analyzes your total ganks and your participation in the total percentage of ganks.

“Be careful when you’re ganking! You should have a mental checklist to go through every time you’re considering one. Where is the enemy Jungler? Does the champ I’m ganking have their ultimate? Do they have their summoner spells up? Repeatedly go through this sort of mental checklist so you can anticipate and execute ganks more cleanly.”

The client stats tab tells you whether or not you contribute to Objectives but it doesn’t give you any details about the actual objectives themselves. The GPI will not only tell you whether or not you do, but also tell you which types of objectives that you prioritize based on your role (Barons, Rift Heralds, Dragons, and towers).

Just to give you an idea of how much detail we give, your Dragons score will even describe the percentage of all the different elemental Dragon types that you take! Here’s an example of advice that a Mid laner might receive if they struggled in contributing to taking Dragons.

“One way of setting up before trying to take a Dragon is by bursting someone such as the enemy Mid or bot laners. If you’re successful, they’ll be forced to Recall and allow you to potentially take the objective with a numbers advantage.”

At the end of the day, improving is an ongoing quest to seek knowledge and act upon the things you learn. Whether it’s by taking notes while watching a pro-player kick ass with your main, finding a coach or mentor to show you the ropes, or using stat tools like the League of Legends tab and Mobalytics to teach yourself how to improve, if you have the desire to climb you can! If you have the motivation, your League match history will only improve in time.

Our team truly believes that Mobalytics is the fastest way to learn what you do well and what you can improve in. From the get-go, we wanted to make a tool for stat-heads and stat-noobs alike. If you don’t know how to contextualize the numbers yourself, the platform can do it for you.

We’ve had players go from Bronze to Gold, Silver to Plat, Plat to Diamond, and even had a case where a first time ranked player achieved Silver 2 in their very first placements using our tool. If it can work for them, it can work for you.

Thanks for reading! If you have any questions regarding the article, as always, hit us up on ourDiscord. To try out the GPI, just head to Mobalytics.ggto get started, it’s free!

tft display champion stats in game free sample

Despite OPGG being an amazing resource to see your match history, summoner info, and champion stats, it can be difficult to understand how to really improve your performance outside of “die less” or “farm better”.

We’d often see players sharing their OP.GG profiles in places like League of Legends Reddit asking higher-level summoners to help them understand their stats and how they could get better.

Our team felt that every player should be able to learn and improve from their play without always needing help from another person. With this problem in mind, we decided to create the first version of the Mobalytics Gamer Performance Index (GPI).

tft display champion stats in game free sample

The comps page calculates average placement and pick rate for the current top meta TFT comps. Filters let you customise the page for your rank and region, and you can expand each comp for extra data, including different comp options, positioning examples, and best augments.Check out the top performing comps in the current meta...

Hyper Roll and Double Up game modes have different pacing, and so the meta can be very unlike regular ranked TFT. Thats why we"ve calculated the top comps for each game mode by exclusively looking at data from those games.See the best comps for Hyper Roll...Or the best comps for Double Up...

Are you using your Loaded Dice optimally? We"ve calculated all the possibile outcomes of using your loaded dice on each unit - If you know what unit you want, quickly look up the highest probability units to dice.Find the best units to use your dice on...

Introduced in Set 6, Augments impact your game in unique ways. Look up the best Augments, filter by when they"re offered (1st/2nd/3rd) or what tier they are, and quickly search for the best ones you"re offered.Compare and search Augment stats...

A tier list for the best items in TFT. Select a unit to discover the best items for that unit, best in slot builds, as well as more data and stats on that unit"s performance.Discover the best items in TFT...

A tier list of the best performing TFT Champions. You can also filter by an item, giving you a list of the best units with a given item, as well as more stats about that itemCompare the performance of TFT champions...

The performance of different Trait options, laid out in a simple list. Compare average placement, frequency and win-rate of TFT Trait bonuses.Analyse the best Traits to run...

Every day, we scan the TFT leaderboards and highlight the fastest climbing players in each region. Discover what the top players are running, uncover their playstyles and learn from the best.See what the best players are up to...

Want all of these features and more, directly in your game? Check out our free in-game app on Overwolf - includes matchup tracking, player tags, round by round match history, comps overlay and more.Learn more...

tft display champion stats in game free sample

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 free sample

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 free sample

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 free sample

Native to the rocky crags of northern Demacia are the rare, ferocious Raptors. Only a few individuals have been known to befriend and ride these beasts.

The Incognium Runeterra in Piltover was designed to locate anyone in Runeterra, yet its creator mysteriously died before revealing the formula that powers it, leaving it inoperable.

Souls claimed by the Black Mist are known to some as "the Fallen." While usually incorporeal, they can be harmed with the right tools, such as magic, silver or even sunlight.

Wukong was once known as Kong, but upon besting his teacher in combat, earned an honorific reserved only for the brightest of Wuju students, becoming Wukong.

When the human girl Orianna succumbed to poisonous fumes, her father Corin replaced her failing body parts with mechanical augments, transforming her into a lady of clockwork.

tft display champion stats in game free sample

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.

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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.

tft display champion stats in game free sample

U.GG is the most accurate League of Legends Statistics site. If there are 30 seconds left in champ select and you have no idea what runes to take, U.GG is your quick and easy solution to win the lane. If you don’t even know what champion to play, U.GG provides the most up to date champion tier lists and win rates, as well as counters to whatever your lane opponent picked. If you need do a deep dive on champion data to find out the most optimal builds and counters, U.GG is your most reliable source of data.

We hold ourselves to the standard of having the best UI/UX and the most granular data. From the UI/UX perspective, we make it easy for you to navigate to whatever you want to see on U.GG. Every site claims to analyze every match. U.GG takes it one step further by also allowing you to see the most granular data. Filter by whatever you care about, and we’ll show you exactly how many matches we’ve analyzed, and the insights we have derived from those matches.

We prioritize ease of use and user experience. In other words making sure you get the data you’re looking for with the least amount of clicks. When you first navigate to U.GG you’re met with our search bar. This search bar is your portal to all your champion build needs. Type any champion name or common nickname, like “Twisted Fate” or “TF” for example, and as soon as you hit enter we take you to the U.GG recommended build. If that isn’t your cup of tea, try “Twisted Fate Pro Build” or “Twisted Fate Counter” to help navigate you directly in one click to the other sections of our site. For every champion, we offer a recommended build, a list of recent pro builds, champion counters, matchups, duos, detailed items and runes, and a whole lot more.

Our Search Bar is a Smart Search Bar. When you start typing in a champion name you will be given the option to got to that champion’s Build and Runes page, Pro Builds page, or Counters page. Pressing enter takes you to the selected option. After typing out a champion name (or part of a champion name) you can add “pro build” to go to their Pro Builds page, or “counters” to go to their counters page. The search bar is smart enough that you can also abbreviate, such as only adding “pro” to go to the Pro Builds page.

The U.GG Recommended Build is an algorithmic approach to finding an optimal build for your specific situation. We analyze every game that fits the selected filter criteria, and return the most frequent build that holds a higher win rate than the baseline win rate for your selected champion. By default, the filter criteria is the Most Common Lane Assignment, Plat+ Ranking, All Regions, Current Patch, and Against All Champions.

We offer the most granular data available at U.GG. We offer filters in game type, role, rank, region and patch. For our Recommended Builds, we also allow you to define a lane opponent. For example, playing Zed vs Ahri is different than Zed vs Talon. Change the “Vs Champion” filter to look at what is best in your specific matchup. On our Tier lists, Matchups, and Duos pages we also offer the “show all champions” filter. Which allows you to see every champion’s performance in a role or context of your choosing. While some players only care about Plat+ Korean data, we understand that other users want to see data applicable to them, so we made sure that players could see data exclusive to their rank and region.

At the end of the day, we believe win rate is the most obvious metric to sort by because if a champion wins more, it has a higher win rate. Also, Doublelift told us win rates are the most important metric. We understand pick rate and ban rate also factor into whether a champion is OP, and we factor those into our tier calculation.

A champion tier is determined with an algorithm which takes win rate, pick rate, and weighted ban rate into account to assign the champion to a tier that displays how effective that champion is at winning in this patch’s meta. We factor in pick rate and ban rate to help the user understand whether a champion is only good because one tricks play it, or if it is simply OP in the current patch.

We start with the Riot API which assigns each champion in a game to a role. However, the reported roles are not always correct. This fact always surprises people. However, if you think about your personal experience with level 1 fiesta invades, role swaps, junglers forgetting smite and a host of other factors, it is easy to see how the API can be wrong at times. We created an algorithm that mimics a human heuristic for determining roles and we believe the algorithm is correct 99.9% of the time. This algorithm is what allows us to confidently provide real statistical insight into Korean bronze Vayne jungle builds. We don’t care how sparse the data is because we are showing you exactly what happened. You can fact check for yourself by perusing our pro builds section for any champion. In each match, we have a post match section and we list the players involved in role order. First player is top, next is jungle, then mid, then adc and lastly support. You will see that our classifications always pass the eye test, regardless of whether there were two smites, no smites, 3 teleports, 4 marksmen or anything other fiesta you can think of.

Our champion counters are what a particular champion is losing against the most on a particular patch. We calculate this by analyzing every game a particular champion is played, and then displaying which champions are winning the most and by how much.

If your OpenSearch isn"t working on chrome, you may be on a newer browser version where you need to active the shortcut. Navigate to your Chrome Settings > Search engine > Manage search engines and site search > Search "u.gg" in the top right search bar > Click "Activate" on the U.GG shortcut that appears under "Inactive shortcuts".

We initially operated under the assumption that anyone playing League of Legends is playing on a non-mobile device. Yes, even a potato counts as non-mobile. Our primary focus is on the PC web app experience, but we have not ruled out a mobile app in the (near) future.