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How the Build Lab works

How it works
  1. 1 Pick a champion Choose from the Top 10 ranking or the picker
  2. 2 Build it Set items / runes / spells into slots
  3. 3 See the power Attack / Defense / Mobility scores compute live
  4. 4 Research with AI Ask a generative AI to refine your build
  5. 5 Send to lane Use "→ Send to lane" to push into your lane build
  6. 6 Field-test Try the build in a real match and iterate

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 × (75 + criticalDamage) × 0.4
onHitMagicDamage × attackSpeed × 5.5
onHitPhysicalDamage × attackSpeed × 7.0
onHitTrueDamage × attackSpeed × 8.0
armorPenPercent × 3.0
armorPen × 3.0
magicPen × 3.0
abilityHaste × 1.2

The three on-hit terms capture per-AA bonus damage that triggers on every basic attack (e.g. Terminus' Shadow +35 magic, Kraken Slayer's true damage). Per-hit value × attack speed = DPS contribution. When Guinsoo's Rageblade is equipped, basic attacks lose their crit roll — the crit term zeroes out and the lost weight is re-allocated into the Wrath bonus (30 + crit% × 1.5, ×7/6 from Seething Strike) added onto the magic on-hit total. Exception: Caitlyn (Headshot 100% AD + 125% CRT) and Ashe (Frost Shot 10 + 100% CRT) carry passives whose damage scales with crit chance as a multiplier (not a roll), so the crit term stays intact for them even with Guinsoo.

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 = up to 6 core items (boots included) + 1 enchant (max 7). The build editor has 12 slots, but only "core" items (upgraded + support starters, with basic/intermediate promoted to fill any gaps) score combat power. The rest sit as a visible stockpile and don't count.

What is modelled

Base stats

Champion base stats at the selected level (Lv 1–15) — health, AD, AP, armor, MR, AS, MS, etc.

Items

Runes

Champions with editorial estimates (14)

Special scaling (3 champions)

Mobility axis dash / blink count

What's NOT in the score

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.

Matchup mode

Toggling the matchup switch on the header opens a side-by-side Self / Opponent pane for build comparison. Two design rules:

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.

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