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 the Top 10 ranking or the picker
2
Build it
Set items / runes / spells into slots
3
See the power
Total + Attack / Defense / Mobility update live
4
Research with AI
Ask a generative AI to refine your build
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 three measures. All start from the same unit prices, so items, runes and spells compare in the same gold.

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

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.

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 is the mean over levels 1-15 (match average). Per-level values are on each page.

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
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

Each item, rune and spell page lists the assumptions its value uses; 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 the matching stat's points per gold
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. 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

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

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

Build in the Lab