Hero stats

Next Chapter

Hero stats

Attack stats

Attack: Directly affects the power of the hero's normal attacks. The Pen ~ Fun ~ Pavilion www.biquge.info attack damage bonus will be calculated before calculating the damage reduction of the armor. This value is stacked additionally, which means that every 1 bonus point gained will directly affect the value.

Critical Hit: Affects the chance of a hero's normal attacks dealing a critical hit. This value is stacked additionally, which means that the number of bonus points gained for each point will have a direct effect on that value.

Critical Damage: The amount of extra damage dealt by a critical hit that affects the hero. At the beginning, all heroes' critical hits deal 100% bonus damage. This value is stacked additionally, which means that every 1 bonus point gained will directly affect the value.

Increases attack speed: Affects how often heroes perform normal attacks. This stat increases the hero's base attack speed by a percentage. Heroes with a very low base attack speed will have a much lower benefit from increasing their attack speed than heroes with a high base attack speed. The hero's attack speed does not exceed 2.5 times per second.

Health Steal: Converts the damage dealt by a hero's normal attack to health at a certain rate. Life steal is calculated based on the actual damage taken by the enemy (after calculating the armor's damage reduction). This value is stacked additionally, which means that the number of bonus points gained for each point will have a direct effect on that value. At the beginning, the vast majority of heroes have 0% life steal.

Attack Modifiers: Certain items, such as the End of Wisdom, Corrosive Blade, and Bloodbreaker Gauntlet, have an 'Attack' effect that triggers when your physical attack hits an enemy, or when you use certain abilities that apply an attack modifier. These items have special effects such as increased magic resistance, reduced armor, and dealing damage based on the target's maximum health.

Movement Speed: Affects the hero's rate when crossing the map. 1 movement speed point increases the distance a unit can travel by 1 unit per second (Anne's range is 625 units, which can be compared). At the beginning, each hero has a special base movement speed. Movement speed can be increased in several ways.

Fixed Movement Speed Bonus: A hero can obtain the following fixed movement speed bonuses by purchasing shoes from the Shop. These effects are unique, meaning that if a hero buys more than one fixed movement speed bonus, only the highest value will be taken among them.

Level 1 movement speed increases the hero's movement speed by 50.

Level 2 movement speed increases the hero's movement speed by 70.

Level 3 movement speed increases the hero's movement speed by 90.

Level 5 movement speed increases the hero's movement speed by 130.

Percentage Movement Speed Bonus: Increases the hero's fixed movement speed by a percentage. Any fixed movement speed plus CD is calculated before the percentage movement speed bonus is calculated.

Movement Speed Gain Falloff: Any movement speed bonus that causes the hero's movement speed to exceed 415 will reduce the gain by 20%. Any movement speed bonus that causes the hero's movement speed to exceed 490 will reduce the gain by 50%.

Fixed Armor Penetration: Fixed armor penetration directly affects your attack and physical skills. It causes your attacks to ignore a certain amount of the target's armor, but does not deal additional damage if it is higher than the target's armor. For example, if a target has 20 armor and you have 5 armor penetration, then the target's damage reduction will be calculated as equivalent to only 15 armor. If you have 50 armor penetration and the target still only has 20 armor, then the target only has 0 armor (but not -30) when calculating the damage reduction from the target's armor.

Percentage Armor Penetration: The percentage armor penetration is calculated after the fixed armor penetration has been calculated. For example, if you fight a target with 120 armor and you have 20 armor penetration and 40% armor penetration, then the target's armor reduction will only be (120-20) * (1-0.4) = 60 armor when calculating the target's armor reduction.

Mana values

Mana: The maximum mana pool that increases a hero. Most heroes' abilities require mana to be activated. This value is stacked additionally, which means that every 1 bonus point gained will directly affect the value.

Mana Recovery: Mana restored every 5 seconds, or simply Mana Restored/5 seconds. This value determines the amount of mana the hero can recover for 5 seconds. At the beginning, each hero's base mana regeneration rate is different. This value is stacked additionally, which means that the number of bonus points gained for each point will have a direct effect on that value.

Ability Power: Increases the effect of most heroes' abilities. In League of Legends, spell power strengthens a skill based on its spell force multiplier. This coefficient determines how much the ability will benefit from the hero's total spell power. For example, if a damage skill has a mana multiplier of 0.25, then every 4 spell strength increases the skill's damage by 1. This value is calculated before magic resistance.

Cooldown Reduction: Cooldown reduction reduces the amount of time between after a spell is cast and when it is usable again. The cooldown of a skill can only be reduced by a maximum of 40%. This value is stacked additionally, which means that the number of bonus points gained for each point will have a direct effect on that value.

Spell Lifesteal: Converts the damage dealt by a hero's magic skill to health at a certain rate. Spell lifesteal is calculated based on the actual damage taken by the enemy (after calculating the damage reduction from magic resistance). This value is stacked additionally, which means that the number of bonus points gained for each point will have a direct effect on that value. Area damage skills or multi-target skills only have 1/3 of the spell lifesteal effect.

Fixed Spell Penetration: Fixed Spell Penetration directly affects your magic skills. It causes your attacks to ignore a certain amount of the target's magic resistance, but does not deal additional damage if it is higher than the target's magic resistance. For example, if a target has 20 magic resistance and you have 5 spell penetration, then the target's magic resistance only has 15 magic resistance when calculating the target's magic resistance. If you have 50 spell penetration and the target still only has 20 magic resistance, then the target only has 0 magic resistance (but not -30) when calculating the damage reduction from the target's magic resistance.

Percentage Spell Penetration: Percentage Spell Penetration is calculated after counting fixed spell penetrations. For example, if you are fighting a target with 120 magic resistance, and you have 20 spell penetration and 40% magic penetration, then the target only has (120-20) * (1-0.4) = 60 magic resistance when calculating the target's magic resistance.

Defense Stats

Health: Increases the hero's maximum health. When the hero's health reaches 0, they are killed. This value is stacked additionally, which means that the number of bonus points gained for each point will have a direct effect on that value.

Health regeneration: Health restored every 5 seconds, or simply health regenerated per 5 seconds. This value determines the amount of health the hero can regenerate over a period of 5 seconds. At the beginning, each hero's base health regeneration rate is different. This value is stacked additionally, which means that the number of bonus points gained for each point will have a direct effect on that value.

Armor: Reduces the amount of damage the hero takes from physical attacks. Armor reduces incoming physical damage by a percentage. The calculation for this percentage is as follows: Damage Reduction = Total Armor / (100 + Total Armor). For example, a hero with 150 armor will take 60% less damage from physical attacks.

Magic Resistance (Magic Resistance): Reduces the amount of damage the hero takes from magical attacks. Magic Resistance reduces upcoming magic damage by a percentage. The calculation of this percentage is as follows: Damage Reduction = Total Magic Resistance / (100 + Total Magic Resistance). For example, a hero with 150 magic resistance will take 60% less damage from magical attacks.

Next Chapter
Back to Book