| Effective HP: | Each point of effective HP is worth 2.667/(the average base effective HP per point of HP at a given level). In other words, at lvl 1, given average base ar/mr between all champions, 1 point of HP is worth about 1.3 effective HP. This means that the base cost of HP (2.667g) can be divided by 1.3 to get the average cost of 1 effective HP at lvl 1 (~2.05g). |
| Champ HP: | Valued in terms of the average effective HP gained (default 50/50 physical/magic). |
| Physical Damage: | Valued in terms of the enemy's effective HP damaged, with each point of eHP worth 2.667. For instance vs. an enemy with 100 AR and 100 MR, 2.667 * (100+100AR+100+100MR)/200(effective HP per 1 enemy HP) * 100/(100+100AR)(Enemy Physical DMG Reduction)=2.667 |
| Magic Damage: | Same as physical dmg except using enemy MR |
| True Damage: | Same as the value of 1 effective HP (per point of damage). |
| AD, AP, apen, mpen, %apen, %mpen, attSpd, %crit, %crit dmg: | Valued in terms of the contribution 1 or 1% of this stat makes to overall damage and ability value over the combat period. These are all affected dynamically by other stats (e.g. AD increases in value the more attack speed a champion has at their current level/build) |
| AR and MR: | Valued in terms of the effective HP gained from each stat. If the ratio of damage types received is changed (e.g. from 50/50 to 75/25), then these values change accordingly. HP healed through any means, as well as all shields over the combat period, are factored into the HP pool upon which AR/MR effective HP is based. |
| HP5: | Valued in terms of the value of the HP gained over the combat period. |
| MP and Energy: | The methodology for resources is as follows: there's a certain cost for a champ to spam all abilities over a combat period. If that cost is met by the resource pool, then excess is unnecessary, and does not have value. If the cost is greater than the available resource pool, then every bit of extra resource bought, up to when the cost=pool, can be seen as reducing the cost of the reduced pool by a certain amount, the is, by the totalValueOfCostingAbilities/costToSpamOverCombatPeriod. With a pool less than maximum, the champion sustains a cost to their stats, and items/runes with that stat have a value calculated based on the formula just described. In the case of value added to MP via abilities/items, this is added after the fact, as separate from the base value, which is essentially 0. This is because the value of extra mp/energy is in reducing the burden of the cost, rather than adding extra value. This is because a resource pool is essentially a burden, and not an asset. Some champions, like Riven, have no pool, and it can be seen that this is more valuable than having a resource pool. |
| MP5 and Energy/5: | Value is only assigned to extra being bought, and is derived from the value of the resource gained from this stat over the combat period. |
| % Movement Speed: | 39.5g per 1% (from Aether Wisp) |
| Bonus Movement Speed: | Valued in terms of the percent bonus this is from the champ's base movement speed |
| CDR: | Valued in terms of the average difference 1% of CDR makes in terms of ability value over combat period |
| Lifesteal, Spell Vamp, Ability Heals: | Valued in terms of the effective HP gained through healing over the combat period. |
| Hard CC: | Valued in terms of the percent movement speed needed by the enemy to bridge the same distance within the combat period. If enemy actions are inhibited for the duration (stuns, suppresses, knockups, etc), then the value of the enemy's auto attack damage over that period is also added. |
| Slows: | Valued in terms of percent movement speed, but multiplied by the percentage of the time that the slow would be active over the combat period. |
| Jumps and knockbacks: | Valued in terms of the percentage movement speed needed to bridge the gap over the combat period. |
| Tenacity: | Valued in terms of the value it would reduce off of a 2 second CC with a 10 second cooldown. |
| CC Removal and Spell shields: | Valued in terms of 1 second of 100% tenacity. |
| Shields: | Value derived from the total HP shielded by the ability or item (assumes the shield's defensive power is fully utilized every time it's used). |
| Buffs: | Value derived from the value of the stats added on average over the combat period (e.g. a 2 second buff of 10AR over 10 seconds would have the value of 2AR). |
| Gold: | Value of gold is not 1g per gold earned, but rather is based off of the average gold efficiencies of the top 10 most gold efficient items (excluding consumables and gold income items) at any given time. This reflects the value of what you could buy with that money. Example: if the average gold efficiency of the top 10 items is 300%, then gold is worth 3g. |
| GP10: | Value derived from how much money it would generate if 18 is reached by 40 minutes in. Value of gold is used (see "Gold" entry in this table). |
| Reduction of Time Dead: | Value of how much % movement speed you would need to catch up to yourself after dying and respawning, given the difference in respawn times, over 20 seconds (roughly time to get back to lane). Currently this reflects Summoner's Rift respawn timers only. |
| %EXP Bonus: | This is based on (1-1/(1+%EXPBonus) times the average value gained from leveling up, including both stats and the average gain in value from abilities. |