tft display champion stats in game manufacturer

Welcome to our quick guide on how to use our new TFT Profile feature. To get the most from this guide, we recommend following along while exploring a profile, whether it’s your own or another player’s.

Favorites:Using your match history, we are able to identify what champion, item, and even Chosen unit you prefer to use the most. This can be a nice indicator to see what you or others like to play. On the other hand, this might just be showing what you abused many games to climb with when a comp was overpowered.

Archetypes:We’ve created a system that is able to identify an “archetype” to match your team comps. These are archetypes that are created from analyzing many TFT games played throughout the set and server. By matching your team comps to an archetype, you can easily track your performance with an archetype over the course of the entire set.

Filters:Another very useful component of our profile page are the filters. Not only will you be able to see your stats and match history, but you can now filter it to show only games that include a specific champion or synergy. If you want to see how a top challenger player plays Slayer comps, you can easily filter all of their match history and stats to only include games where they use Slayer.

The first section of our profile page provides a quick summary of a player. It includes information that you may find useful like your favorite item, champion, and chosen.

The first tab of our profile page is the overview tab. The top of the tab includes a recent summary of your games as well as a graph showing the distribution of your placements.

This graph can be useful to determine how your performance compares to other players. For example, if your graph is taller towards the ends (meaning a lot of 1st and 8th place finishes), you can deduce that you might be a very risky player. You want to win and will die trying.

Conversely, if your graph is tall toward the middle, you can see that you are a very consistent player. This can be a good thing, but you can also deduce that maybe you aren’t putting yourself in a position to win matches enough.

This box of the overview is very straightforward. It will show your placements from the 20 most recent games as well as some facts like your most common synergy and item in the last 20 games.

One of the more interesting parts of our profile page is the ability to filter matches. At the top, you can choose to filter through match history to only include games that include a specific synergy or champion. In the image above, I decided to filter games to ones that include Keepers. Because of this, the recent summary and placement distribution also change to display stats only from games that included Keepers.

No profile is complete without a match history page. This page allows you to see games that you’ve played recently and have dropdown buttons to show details about a specific match.

On the left, we have two boxes that show the champions and synergies you’ve used the most often across the entire set. This will allow you to see what you or other players prefer to play within a current set.

If you only play a few games, these numbers won’t mean much, but over the course of many games, you might find that you perform better with a specific champion.

Once again, you can filter through this data with the filters shown above. In the image below, I filter the match history to only show games that include keepers. As you can see, the synergies and champions on the left also adjust to only include data from matches played with the Keeper synergy.

The second tab of our profile page is used to summarize your performance with specific team comps. As you can see, these team comps only include 6 champions instead of the usual 8 or 9. They also don’t show any specific team comps you’ve used.

The point of this page is to group matches you’ve played into archetypes. An archetype can be something like Dragonsoul Mage, which the image displays at the top. Once we’ve identified an archetype, we then determine the 6 most popular or core champions to that archetype.

Thus, this page takes the games you’ve played and matches them to the archetype that matches closest to your game. With this, you can see what archetypes you’ve been playing and how you perform with these archetypes.

Lastly, we have a tab that summarizes your stats with synergies, champions, and items. We don’t show every single item and champion you’ve built but sort it by the ones you’ve used the most. This can give you insight on what works for you and what doesn’t by seeing the performance associated with these synergies, champions, and items.

There’s a whole lot of information you can gain from reading your own or other player’s profiles. Be sure to check out your own Profile Page to see what competitive advantage you can gain.

To learn about the latest TFT Set with newly released game mechanics hextech augments, head to our all-in-one Teamfight Tactics Set 6 reveal page that covers all champions, synergies, and more!

tft display champion stats in game manufacturer

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 manufacturer

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 manufacturer

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 manufacturer

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.

Protect the learning curve. The great thing about Riot"s games is that you are always learning. If an app takes away that ability or desire to learn and improve, this takes away from the fun and what makes this game so engaging.

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

Products may not provide information that was not available prior to the game. For example, an app can provide metadata on augment statistics as this information is available prior to the game and is not based on in-game activity. An app cannot make suggestions based on the player’s current game state as that information is dynamic and not readily available prior to the game start.

Apps and overlays during the game may not include any real-time data that would improve a player’s performance immediately by altering player behavior, such as "go here now" versus altering it upon reflection, learning and coaching the player game over game.

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 Teamfight Tactics (TFT) API, you must select the correct host to execute your request to. The TFT 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.

A basic version of TFT match history was released in the client in patch 9.19. If you look up matches played during this patch, they return data_version: "1" which is used through patch 9.20. In patch 9.19, the only fields for a participant that are guaranteed to be accurate are last_round, level, placement, and puuid. In patch 9.20, items were added to the response body but were not guaranteed to be accurate. As of patch 9.21, all fields in the response should be accurate. As of patch 9.22, a new field called character_id was added to the UnitDto and the data version was bumped to data_version: "2".

There is no static content automatically built for each patch of Teamfight Tactics. Many of the assets from Teamfight Tactics can be gathered from League of Legends" Data Dragon. Below you can find some basic static data for Teamfight Tactic sets.

"description": "When allied champions have died, the Monstrosity will rise from its grave. The Monstrosity receives bonus Health and Attack Damage based on allied Abomination champions" star levels. The 3 Abomination champions nearest the grave will also grant the Monstrosity a random copy of one of their items when combat starts.",

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 manufacturer

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.

tft display champion stats in game manufacturer

We hope you’ve been keeping up with the Preseason changes because the new season of League kicks off on January 10, and with it begins the Ranked climb! In this patch we have a few big changes to Ranked (like promos changing from 5 to 3 games), so make sure to check out the full Competitive section down below. In other news, we have some Preseason balance followup, a Jax midscope update, a Mythic shop rotation, and an adjustment to the refund token system included in this week"s notes.

13.1 brings the first balance patch for TFT"s new set, Monsters Attack!, but it also brings their first-ever temporary game mode, a Lunar Gala event, and much more that you can read about with the TFT patch notes here!

A Little too Tanky: Fixed a bug that was causing Ornn’s passive to grant percent total increased health, armor, and magic resist instead of percent bonus stats.

Jax’s midscope update is on the smaller side compared to our previous onces. Overall, we like his simpler gameplay and kit, but we felt there was room to make his ultimate ability more interesting. Additionally, we’ve shifted his AP ratios around to buff up his burstier AP playstyle that’s seen play in the past. All of that said, unfortunately Jax still doesn’t have a real weapon…

newNEW ACTIVE: Jax swings his lantern around him, dealing 150/250/350 (+100% AP) magic damage to nearby enemies. If he hits a champion he gains 25/45/65 (+40% bonus AD) Armor plus 15/20/25% (+10% bonus AD) per champion hit, as well as 60% of that value as Magic Resist for the next 8 seconds. During this time the passive damage applies every 2nd attack instead of every 3rd.

Aatrox has been bringing death to the top lane for a while now, and with Preseason shipped and the new season kicking off, now is a great time to address his strong presence in top. We’re tapping down his damage, healing, and move speed which should help bring the Darkin more in line with other top laners.

Since his changes in the last patch, Dr. Mundo has been going where he pleases (top and jungle) and performing quite well there. Now that our changes have succeeded in pumping up Mundo’s tank scaling fantasy, we’re looking to reel in his power and avoid any potential malpractice issues…

Since the durability and tank item updates, our premiere anti-tank skirmisher has been eating well. Her bonus-AD-hungry kit has better options against all foes with the new Ravenous Hydra. As the stars have aligned for Fiora’s success, we need to tap down the AD scaling on both her anti-tank and generic damage. Champions who can do too much of both can veer into the territory of becoming too strong, but we do want her to maintain her unique kit. Our eyes will be on the Grand Duelist to monitor these changes.

Jayce has been keeping his distance recently. Mostly because he’s always in his cannon form due to its many advantages over the weaker hammer form. In order to help balance out his stances we’re buffing up the hammer form to give Jayce the opportunity to have more of those cool Arcane fight scenes.

As players have become more comfortable and skilled on K’Sante he’s started becoming strong, which is par for the course. However, combined with his last buffs this pushed him a little too far in high skill brackets of play. We’re bringing his power down a notch before he starts to become particularly problematic.

Lissandra has been underperforming across different skill brackets and lacking excitement for a while now. We’re making a few changes that should help her get more involved in fights, increase overall utility, and also synergize with her close combat style of play.

Like Amumu and the jungle companions, Rammus found a new friend in Preseason by the name of Jak’Sho the Protean. The current synergy between Rammus’ W and Jak’Sho is being adjusted so that the two interact more cleanly with one another, but this should be roughly neutral. That said, Rammus is a bit too strong right now, so we are baking in a small nerf to his overall durability.

Famously (or infamously), Shaco has quite a few builds he can kill you with, his AD build has fallen pretty low in terms of effectiveness. In this patch, we’re increasing its burst a little to keep it a viable build option. On top of that, we’re also bringing Q’s mana cost down which should help since AD Shaco doesn’t build any mana items. Really, we just want to see more of the clown in the game. All right, now you can go check out the changes.

Our 12.23 buffs to Sion undershot our goals, partially due to the Q buff only affecting snapcasts of the ability. This round we’ll be buffing up fully charged Qs as well as increasing base durability to help give Sion the boost he needs to be more competitive.

It’s been a long time since we last buffed TF and even then he hasn’t been lucky enough to be drawn in Solo Queue or Pro Play. We’re giving him a bit more freedom to let his cards fly wildly while putting a bit more oomph behind his Red and Blue cards so he can leave his opponents looking more black and blue.

Xayah isn"t quite up to snuff compared to other marksmen and her attack-focused builds are weaker than more casting-centric ones. A moderate increase to her overall attack speed should help with both of those issues and help Xayah find her wings in the bot lane.

Yuumi is still terrorizing higher skill brackets of play leading to her current ban rate being higher than we’d like. In order to help get Yuumi out of the picture while we rework her, we’re tagging her Q with some pretty significant nerfs to reduce her powerful poke and make her less frustrating to play against.

Zeri"s rework has succeeded in shifting her to a new and healthier play pattern, but she’s been a bit strong in higher brackets of play since her changes in 12.23. Her shorter range brought in many new avenues of counterplay early in the game which was one of our major goals, but she"s still a bit too consistent of a DPS threat at her three item power spike. As follow up to her changes in the last patch, we’re toning down her scaling damage a bit and hitting her favorite cat so Zeri is a bit less scary of a carry.

Axiom Arc is a cool item but really only has one core user in Nocturne (and we love him for it). With a buff aimed at assassins, we hope that more players will be casting more ultimates so they can ultimately complete their anime protagonist arc.

Horizon Focus doesn"t receive too much attention outside of a few artillery mages… and it"s not even that great on them. With enough Ability Power to now match Shadowflame, maybe you"ll tell the shopkeeper, "Bring me the Horizon Focus!" To which they"ll reply, "That"s the spirit!"

Jak"Sho has landed as a solid core item for tanks, however it’s also been quite potent on fighters. We’re ok with fighters sometimes purchasing the item when they want to lean more into durability over damage. But we don’t think it should dominate all the other Mythic choices they have, and right now it"s close to doing just that. We"re shifting the ratios on Jak"Sho to better incentivize additional defensive purchases and make it a worse one-stop shop for durability in fighter builds.

Rod of Ages is still a bit weak after having its cost buffed and is missing the mark a bit when it comes to that classic RoA experience we all love and remember. We’re shipping some small buffs this patch aimed at the item"s immediate power spike as a stat stick while also making the Move Speed more noticeable and effective. We’re also making adjustments to the Eternity passive as it"s currently skewing too far towards taking damage (and restoring mana) versus casting spells (and healing).

While functional, the current version of Seraph"s Embrace hasn"t been hitting the mark in terms of excitement and impact. With RoA and Catalyst returning, the healing effect has now become redundant. We tested a few iterations of this item in Preseason that didn’t feel quite right leading to the changes being delayed, so we’re excited to have reached a version we’re more confident in for live. We"re shifting Archangel’s back towards a high AP scaling item with a defensive option to help mages have a little more room for error in the late game.

With the avalanche of new and updated Preseason tank items, Winter"s Approach has lost its place among the Legendary items (which is a shame because winter finally came). We"re reverting some of our nerfs from last year so that Winter"s Approach stands out more as the mana/health stacking second item.

In its current state, Legend: Tenacity is a legendary source of Tenacity in the game. Especially when it comes to fighters where it’s the optimal rune in its row when running standard keystones. Currently champions are taking this rune into CC-reliant matchups as a way to avoid Merc Treads and invest into other stats. That, combined with the fact that Legend:Tenacity far surpasses Unflinching in terms of power meant that this rune needed a sizable amount of power removed from it.

The 12.23 ARAM changes shook up the Howling Abyss and we hope you enjoyed testing them out in our first ever ARAM Clash! We"re currently evaluating the tower rubble and other new changes, but for now will be focusing on addressing more immediate balance concerns this patch.

Lifesteal Effectiveness on Minions: 50% ⇒ 60% (Note: Marksmen are suffering the most after the changes, so we"re returning a small amount of lifesteal power to slightly buff the entire class. As we"re also changing marksmen"s primary predators in juggernauts and assassins, we"re taking a smaller step here to see if we need to do more for this class.)

Death Timers: Death timers at levels 1-18 have all been reduced by 1 second (Note: In patch 12.23, death timers were changed to be 3 seconds longer in the late-game. We are walking back a bit of that change, and closely monitoring game time while considering further changes.)

The ARAM nerfs in this patch will primarily be to juggernauts and assassins, who are dominating the Howling Abyss at the moment. Many were given extra power to help them in the previous iteration of ARAM, so now that the map has changed we"re reducing some of that extra power.

Season 2023 - Split 1 begins with the release of Patch 13.1 in your region! Ranks have been reset, hit the Rift in Ranked Solo/Duo or Ranked Flex to begin your climb!

New Ranked rewards as you climb have been added! These are earned through obtaining Split Points by completing games. You earn 10 Split Points for a win, and 6 for a loss. Check out the rewards in the Ranked tab in the client.

The Ranked skin for Split 1 is earnable by players of all ranks, but the amount of Split Points required varies by rank: 80 points for Gold and above and 1600 points for Silver and below. In addition, once you earn the skin, it remains earned even if you were to demote. The skin will be distributed after the end of Season 2023 - Split 1.

The restriction on duoing in Ranked Solo/Duo with an MMR of Masters or above is disabled until patch 13.3. Note that duo restrictions based on visible rank are still active, so a player who reaches Master or above will not be able to duo.

We’re making some changes to how refunds work in League of Legends. For starters, every player should have their refund tokens refreshed up to the maximum amount of 3 to start off 2023. In the past, the complexity associated with maintaining this system has led to delays in the annual refresh, so we’ve opted to bring the entire League community up to 3 tokens.

However, due to the aforementioned complexity, we’ve made the difficult decision to remove refund tokens entirely later this year in patch 13.11. This will bring the refund policy in line with our other games, removing the need to maintain an older system just for League. As a result, the base refund policy will shift in patch 13.11 as well. Unused, eligible content will be refundable for up to 14 days from purchase. More detailed information around content eligibility, what constitutes “used content,” and special edge cases can be found on our support site. To recap, the tokens will disappear in patch 13.11 if not used by that date and the refund policy will adjust at the same time. Until then, you can continue to use the tokens as they have operated in the past. We will provide more information and reminders as patch 13.11 draws closer.

Fixed a bug that caused Azir’s Sun Disc to be difficult to attack and sometimes appear as invisible to the enemy team when appearing over turret rubble in ARAM

Fixed a bug that caused Kassadin’s W - Nether Blade to look like it’s cooldown was being reduced if E - Force Pulse was also on cooldown despite the cooldown not actually being reduced

Fixed a bug that sometimes caused Amplifying Tome to show up in shop as “purchased” in the Zhonya"s Hourglass build path if you had a Broken Stopwatch in your possession

tft display champion stats in game manufacturer

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 addi