About Combat Power Scouter
🚀 Visualize combat power for Wild Rift
Combat-power scores for any champion + build, instantly. 155 items / 53 runes / every champion at your fingertips.
- Pick a champion
- Set items / runes / spells
- See your combat-power score and breakdown
The Combat Power shown above the stats panel is a reference score computed from the selected champion + build + level. Aggregating stats into a single 5-digit number lets you compare the overall scale of a build at a glance.
This is not a verdict or recommendation — it just surfaces a number. How to interpret it and how to play is up to you.
Three-axis breakdown
Combat Power decomposes into three axes: Attack, Defense, and Mobility. The contributing stats and their weights:
Attack
attackDamage × 20.0 abilityPower × 12.0 attackSpeed (合算) × 400 criticalRate × 30 armorPenPercent × 3.0 magicPen × 3.0 abilityHaste × 1.2
Defense
health × 0.5 armor × 18 magicResist × 18 healShieldPower × 60.0 physicalVamp × 4.0
Mobility
moveSpeed (% 合算) × 6
Total Combat Power
combat power = (attack + defense + mobility) × build factor build factor = 1 + (slots × 0.7)
Slots = main items + boots + enchant (max 7). The total scales dramatically as the build fills out.
What is modelled
Base stats
Champion base stats at the selected level (Lv 1–15) — health, AD, AP, armor, MR, AS, MS, etc.
Items
- Always-on stats (firm values): AD / AP / health / armor / MR / attack speed / armor pen / magic pen / regen / crit / ability haste, etc.
- Unique passives (64 items as estimates): Bloodthirster, Trinity Force, Lich Bane, Liandry's, Rabadon's, Sterak's, Black Cleaver, Death's Dance, Riftmaker, Crown of the Shattered Queen, Spear of Shojin, Edge of Night, Maw, Kaenic Rookern, Wit's End, Infinity Edge, Mortal Reminder, BORK, Nashor's Tooth, Guinsoo's, Phantom Dancer, Youmuu's, Duskblade, Guardian Angel, Manamune, Essence Reaver, Serylda's, Navori, Divine Sunderer, Eclipse, Kraken Slayer, Titanic Hydra, The Collector, Terminus, Dominik's, Iceborn Gauntlet, Sunfire Aegis, Hollow Radiance, Warmog's, Thornmail, Frozen Heart, Force of Nature, Dead Man's Plate, Heartsteel, Mantle of the Twelfth Hour, Imperial Mandate, Ardent Censer, etc. — 64 items total.
- Sample estimates: Mortal Reminder ≈ +30% armor pen / Nashor's Tooth ≈ +25 AD or +50 AP adaptive / Mejai's ≈ +50 AP (10-stack baseline).
- Rabadon's Deathcap is the one multiplicative item — its 30% AP scaling applies on top of all other AP after the flat sum.
- The ★ marker on item picker cards and the combat-power panel flags items whose passive contributes via estimate.
Runes
- Always-on (8 firm values): Eyeball Collection, Zombie Ward, Legend: Alacrity, Legend: Bloodline, Overgrowth, Celerity, Absolute Focus, Gathering Storm.
- Adaptive (4 of those 8): route to AD or AP based on the build's own AP/AD balance (Mage role used as fallback when no items are picked yet).
- Proc-style (45 estimates): Electrocute, Dark Harvest, Triumph, Conqueror, Grasp of Undying, etc. Each carries an editorial flat-stat estimate. Example: Electrocute ≈ +10 AD or +20 AP equivalent.
- ★ in the rune picker and combat-power panel signals "estimate included".
Champions with editorial estimates (14)
- Champions: Senna, Smolder, Veigar, Nasus, Sion, Aurelion Sol, Bard, Kindred, Thresh, Swain, Rengar, Syndra, Jhin, Jinx.
- The first 12 stack stats permanently in-match (kills / Q hits / soul collection). Jhin (4th-bullet missing-HP bonus) and Jinx (Get Excited! takedown buff) carry conceptually different mechanics but the same editorial-estimate treatment so the combat power reflects their actual strength rather than bare-state numbers.
- Sample estimates: Senna ≈ +60 AD + 15% crit / Nasus ≈ +50 AD / Sion ≈ +150 HP / Thresh ≈ +35 armor + 35 AP / Swain ≈ +250 HP / Rengar ≈ +18 AD / Syndra ≈ +18 AP / Jhin ≈ +18 AD / Jinx ≈ +45 MS + 25% AS.
- ★ in the Scouter and ranking pages flags the estimate is applied.
Special scaling (3 champions)
- Jhin (Whisper): attack speed is fixed by passive, so item AS bonuses are dropped from the attack axis. The 4th-bullet missing-HP bonus is reflected via the +18 AD editorial estimate above (crit-triggered MS isn't modelled yet).
- Yasuo (浪人道) / Yone (狩鬼道): item and rune crit chance is multiplied ×2 and crit damage is multiplied ×0.9, modelling WR's "more crits but each hits less hard" passive trade-off.
- Critical damage: starts from WR's 175% base crit damage (+75% bonus over base). Infinity Edge adds +30% via passive — the only item currently exposing crit damage. Future crit-damage items plug into the same accumulator.
Mobility axis dash / blink count
- Mobility axis adds per-champion dash / blink / leap count (×75 each) on top of the move-speed term, so champions like Akali / Camille / Lee Sin / K'Sante climb the axis past pure-MS leaders that don't have on-demand mobility.
- Counting rule: each player-triggered short-range movement skill (Q dash / E blink / R leap) counts once. Skills with charges (Ahri R 3-cast, Kassadin R 3-blink) count each charge. Pure MS-buff ults (Master Yi R, Dr Mundo R) don't count.
- Per-champion dash counts live in
data/manual/champion_mobility.jsonwith notes on edge cases.
What's NOT in the score
- Champion passives / active skills (general; the 14 editorial-estimate champions, 3 special-scaling champions, and dash-count axis are exceptions)
- Power-spike timing (anything time-series)
- Matchup interactions, team composition, pick / ban order
- Conditional MS buffs other than Jinx's (Sivir R / Nidalee passive / Rengar post-spell MS, etc. — uptime is too hard to estimate fairly)
Role-based Templates
After picking a champion, a "Sample" chip appears next to the My-build clear button (or next to the Self / Opponent clear in matchup mode). One tap drops a generic loadout matched to one of the official six role classifications (Tank / Fighter / Mage / Marksman / Assassin / Support) into the equipment, runes, and spells slots. Use the Comparison-build "Swap" action to hand it across for what-if iteration.
Templates are starting skeletons, not per-champion optimizations. For champion-specific best builds and matchup tuning, head to specialist sites like WildRiftFire or WR-Meta.
Caveats
Combat Power is a numeric reference, nothing more. Real match outcomes hinge on player skill, positioning, pick / ban decisions, teamwork, mental state, network conditions — none of which are modelled here. Don't trust the number too much; read it as a relative-tendency hint about your own build.