About the Build Lab

Compresses a champion + build (items / runes / spells / level) into a single "Combat Power" number. Surfaces raw data + our own math — no recommendations, no win-loss prediction.

5-step flow

1
Pick a champion
Choose from Strongest now on the home page or the picker
2
Build it
Set items / runes / spells into slots
3
See the power
Combat Power and what the build suggests (over caps, gaps, synergies) appear live
4
Research with AI
Ask a generative AI with the suggestions and numbers attached, and explore swaps
5
Field-test
Try the build in a real match and iterate

The 4 axes

12,400= Total Combat Power
Attack · Damage output (AD / AP, penetration, crit, mana, etc.)
Defense · Survival (HP, resists, healing, reduction)
Mobility · Tempo + sustain (MS, CD)

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 four measures. Gold efficiency, gold equivalents and Combat Power start from the same unit prices, so items, runes and spells compare in the same gold. Seconds to kill uses no gold: it runs the same stats and ability numbers over time.

Common basePrice per stat pointmatched to Wild Rift Gold Efficiency
ItemsGold efficiencystat value ÷ priceOver 100% = worth more than it costs
Runes / spellsGold equivalenteffect → goldEstimate; mean of levels 1-15
Build LabCombat Powerstat × pointsA scale for champion + build
Build LabSeconds to killdamage added over timeAn estimate with a fixed rotation. Details

Items: three values

Gold efficiencyStats you always get, including stats granted by effects (such as Rabadon's +30% AP)
MaxAdds conditional stats at full value (full stacks, while an effect is active, etc.)
OverallestimateAdds non-stat effects (damage, healing, shields, slows, etc.) and stats given to allies, as rough gold
AlwaysConditionalNon-stat

Every effect is counted in one of these three, shown with the same colors in each item page's breakdown (under Details in Gold efficiency).

Runes / spells: gold equivalent

Each kind of effect is priced at the same unit costs as items.

StatsAt the unit price; temporary ones scaled by time active
Damage / healingValued like healing yourself the same amount, at the health regen price
Shields / damage blocksExtra health in every fight
Damage increasesThe same % more of your max health
Move speedMove speed price + the value of dodging and escaping (survival factor)
EscapesDeaths avoided; one death = 300G (kill bounty, official patch notes 4.2)
Gold effectsHalf of what a 15-minute match earns
Lv1Lv15

Values change with level, so the headline on each rune and spell page is the mean over levels 1-15 (match average). Per-level values are under "Details" in each page's Analysis.

Assumptions behind the estimates

50%Combat-only effectsActive half the time
8sRe-triggering effectsAt most once every 8 seconds; effects on every Nth attack assume 1 attack per second
AvgMelee / ranged valuesThe average of the two
MedianChampion-dependent valuesMedian of all champions (health, base AD, move speed, etc.)
90sFights and takedownsOne every 90s (10 in 15 min); stacks use 0 / 3 / 5 / 10 at levels 1 / 5 / 10 / 15
6×Risky moments for spellsUp to 6 in a 15-minute match
2Heals / shields on alliesYou and one ally
Ref. buildRatios such as "X% bonus AD"Multiplied by 0 / 1 / 2 / 4 finished items at levels 1 / 5 / 10 / 15 (each AD 45 / AP 70 / health 350 / armor 40 / magic resist 40); with ratios of two or more types (AD / AP / tank), only the highest
AlternatingSkill ranksSkills 1 → 2 → 3 in turn each level; ultimate at levels 5 / 9 / 13
10sCrowd controlThe share of a 10-second fight the enemy is stopped, counted as health
50%Forms, fury and conditional effectsForms split half and half; fury and similar at half full; conditional bonuses, positional or situational effects and out-of-combat effects at half; values that vary continuously (e.g. with missing health) at the midpoint of min and max
Half eachAlly-or-enemy effects50% on allies and 50% on enemies (Lulu's second and third skills)
1 per secondSummons' attacksTibbers, turrets and other summons attack once per second unless stated, for as long as they stay (5 s if not stated, at most the 10-second fight), hitting the same target

Each item, rune and spell page lists the assumptions its value uses under "Details" in its Analysis; tap one to read it in place.

Combat Power

Item, rune and spell statsstat × points1 AD = 20 points, etc.
Non-stat effectseffect gold × pts/Gat attack damage's points per gold (same for all three)
AttackDefenseMobility

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.

Combat Power: level and ranking

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.

Combat Power: attack speed and mana

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.

Combat Power: ratios and abilities

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.

Combat Power: non-stat effects

Non-stat effects such as damage, heals, shields and crowd control are turned into points at the same points per gold as attack damage (20 points ÷ 41.67G), whichever axis (Attack, Defense or Mobility) they belong to. Heal and shield abilities grow with the heal & shield power % from items and runes (not applied to the part that grows with AP or other ratios). Each dash is 75 points of Mobility; in the Build Lab analysis's "By ability" tile, it goes to the ability that has the dash.

Build Lab: reading the analysis

Switch the slot under "Build to analyze" and the analysis redraws for that build. "Build at a Glance" lists suggestions, attack effectiveness and seconds to kill; "Combat Power Breakdown" shows the breakdown bar, how much each item is worth if removed, the top three abilities and the value with all 6 items. Open "Ability and growth charts" for the by-ability bars (colored by "Kind of effect" or "Where it grew from"; the bar length is the same either way) and the lines of how combat power grows in purchase order.

For every champion's combat power alone with nothing equipped (Lv15), see the Combat Power Ranking.

Not counted

Seconds to kill

"Seconds to kill" in the Build Lab analysis uses the same stats as the lab, adds up damage from abilities (formulas read from the in-game text and value tables), basic attacks and item effects over time, and reports how long it takes to bring each of three targets to zero. It is an estimate with a fixed rotation, not a search for the fastest way to kill.

Same levelThree targetsTank / Fighter / ADC. Their items come from the front of the role sample loadouts, as many as the level allows (1 at level 5, 6 at level 15); your build is counted the same way
HalfLong volleysAbilities firing 3+ shots over 1+ second hit half (the target dodges); lingering areas, homing shots and single hits all land
MissTrapsAbilities placed like traps don't hit
StillTarget behaviorThe target stands still and uses no healing, shields or defensive abilities
At onceAbility orderUsed as soon as ready, largest single hit first, with basic attacks in between
30%Execute abilitiesAbilities that grow with missing health are used below 30% health or when they would kill
FixedSkill ranksSame as Combat Power (skills 1 → 2 → 3 in turn; ultimate at levels 5 / 9 / 13)
NoneHealing and shieldsYour healing and shields aren't counted; runes and summoner spells aren't included
30sIf not killedA target not killed in 30 seconds shows "down to N% health in 30s" instead

In the lab, tap a target to switch the breakdown (the target's stats and a health-over-time chart); open "Assumptions" for the mechanics written by hand for each champion and what isn't counted.

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

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

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All numbers + images belong to Riot Games / Tencent. Win rates come from the published CN-server figures verbatim (not our own aggregation).
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Combat Power is a scale indicator, not a win-loss predictor. Real matches depend on play, matchup, and situation.
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An unofficial fan site — not endorsed or sponsored by Riot Games.

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+ / Challenger / Legendary) and displayed verbatim. Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players. 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.

Build in the Lab