About the Build Lab
5-step flow
The 4 axes
This is not a verdict or recommendation — it just surfaces a number. Aggregating stats into one 5-digit value lets you compare overall build scale at a glance. Interpretation + play decisions are up to you.
How the numbers work
The site's numbers come from three measures. All start from the same unit prices, so items, runes and spells compare in the same gold.
stat value ÷ priceOver 100% = worth more than it costseffect → goldEstimate; mean of levels 1-15stat × pointsA scale for champion + buildItems: three values
Every effect is counted in one of these three, shown with the same colors in each item page's breakdown.
Runes / spells: gold equivalent
Each kind of effect is priced at the same unit costs as items.
Values change with level, so the headline is the mean over levels 1-15 (match average). Per-level values are on each page.
Assumptions behind the estimates
Each item, rune and spell page lists the assumptions its value uses; tap one to read it in place.
Combat Power
Items, runes and spells use the same breakdowns as gold efficiency and gold equivalents; runes and spells add their value at the level chosen in the Build Lab. Pick the level (1–15) with the slider on the Build Lab's scouter panel; Combat Power, base stats, comparisons and the share image all use that level, while the text passed to Ask AI stays fixed at level 15. The Combat Power ranking uses each champion alone, with nothing equipped. Attack speed follows the official patch 7.3 formula (total = base AS + AS ratio × bonus AS, capped at 3.0), and item and rune AS% is multiplied by the champion's ratio. For mana champions, max mana × 0.22G, item and rune mana regen % × 4.0G (excluding the champion's own regen) and mana-restoring effects are added at attack's points per gold. Ratios on runes and items (such as 10% bonus AD) are multiplied by your build's actual bonus AD, AP, bonus health and so on, not the reference build. Each champion's own abilities (passive and four skills) are also converted to gold with the rune formulas and added; skill ranks follow the level, and skill ratios use your build's values. The ranking uses nothing equipped, so AP-scaling skills count only their base values. Dashes count toward Mobility through the dash count, not through the skills.
Not counted
- Energy and health costsEnergy (Akali, Zed) and health costs (Vladimir) have no unit price, so they aren't added (fury, heat and similar resources count as half full on average)
- Summons' attacksAttacks made by summons, such as Tibbers or Heimerdinger's turrets, aren't counted
- Execute bonusesExecute thresholds and bonuses aren't counted; only the base damage is
More to use
Matchup mode
Place two champions + builds side by side to read the power gap. Useful for "can this build beat that lane?" reading. Same champion on both sides is blocked — use solo mode's slots 1 / 2 / 3 to compare build variants of the same champion.
Role-based templates
Generic starter "skeletons" for the 6 roles (Tank / Fighter / Mage / Marksman / Assassin / Support) — not recommended builds, just role-level templates to riff off. For per-champion tuning, see WildRiftFire or WR-Meta.
AI consult / Share on X
Built-in prompt copy for taking your build to a generative AI for refinement, plus a one-tap "Share on X" that renders your power score + item / rune slots into a 1200×630 image. The share URL embeds the build, so recipients land in the lab with your build pre-loaded — ready to inspect or edit.
Match Log and My Collection
- 10 slots: you, 4 allies, 5 enemies
- Kills / deaths / assists, the phase it fell apart
- Items and runes
- AI prompts (extract a record from a screenshot / talk the match over)
- CommonAdd one item
- RareComplete a full build
- HoloLog a match
Saved builds, match logs and cards stay in this browser only. Move them to another device from "Data management" at the bottom of the page.
Data sources & disclaimers
FAQ
What is Combat Power?
A score that sums champion, item, rune and spell stats using per-stat points (Attack / Defense / Mobility and a total). Effects such as damage and healing are included too, converted from their gold equivalents. It is a scale reference, not a win-loss predictor. See How the numbers work.
How is Gold Efficiency calculated?
Each item's stats are priced per point (unit prices matched to the Wild Rift Gold Efficiency table), summed, and divided by the price. Over 100% means more than it costs. Each item page also shows "Max" (conditional stats at full value) and "Overall (estimate)", which adds effects such as damage as rough gold.
Where does the win-rate ranking data come from?
Win rates come from the Tencent-official Chinese server data, broken down by rank tier (Diamond / Master / GM / Challenger) and displayed verbatim. No aggregation or estimation is added by this site.
How often is the data updated?
Patch-note changes are reflected within hours of the Wild Rift official release, and the CN-server win-rate ranking auto-refreshes hourly. The current patch is shown in the "Patch X.X" badge at the top of each page.
Do you provide recommended builds or a tier list?
Intentionally not provided. This site focuses on objective data + custom tools (gold efficiency / combat power scouter). For recommended builds or tier lists, cross-reference dedicated sites like WildRiftFire or WR-Meta.
What is Matchup mode?
A mode that lets you build separately for self and opponent (champion / items / runes / spells) and displays the delta (Δ) across all 16 stats + the 4-axis Combat Power. Useful for pre-game preparation against expected matchups.
What does the AI Consult button do?
Generates a boilerplate prompt (with your current build's champion / items / runes / spells + 4-axis Combat Power) and copies it to the clipboard. You can paste it into Claude / ChatGPT / Gemini to consult on how the AI reads your build.