Hwei
HWEISkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 9.5 | 8.5 | 7.5 | 6.5 |
| Cost | 80 | 90 | 100 | 110 |
| Devastating Fire: Base Damage | 50 | 85 | 120 | 155 |
| Devastating Fire: Max Health Damage | 4% | 5% | 6% | 7% |
| Severing Bolt: Base Damage | 80 | 110 | 140 | 170 |
| Severing Bolt: Base Bonus Damage | 200 | 330 | 490 | 680 |
| Molten Fissure: Explosion Damage | 20 | 35 | 50 | 65 |
| Molten Fissure: Damage Over Time | 20 | 40 | 60 | 80 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 17 | 16.5 | 16 | 15.5 |
| Cost | 90 | 95 | 100 | 105 |
| Fleeting Current: Duration | 4 | 4.5 | 5 | 5.5 |
| Fleeting Current: Bonus Move Speed | 30% | 32% | 35% | 37% |
| Pool of Reflection: Base Shield | 50 | 70 | 90 | 110 |
| Pool of Reflection: Max Base Shield | 98 | 118 | 138 | 158 |
| Stirring Lights: Base Damage | 20 | 30 | 40 | 50 |
| Stirring Lights: Mana Restored | 45 | 50 | 55 | 60 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 13 | 12 | 11 | 10 |
| Cost | 50 | 55 | 60 | 65 |
| Grim Visage: Fear Duration | 1 | 1.125 | 1.25 | 1.375 |
| Grim Visage: Base Damage | 70 | 120 | 170 | 220 |
| Gaze of the Abyss: Base Damage | 70 | 120 | 170 | 220 |
| Gaze of the Abyss: Root Duration | 1.25 | 1.5 | 1.75 | 2 |
| Crushing Maw: Base Damage | 60 | 110 | 160 | 210 |
| Crushing Maw: Slow | 40% | 50% | 60% | 70% |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 70 | 60 | 50 |
| Cost | 100 | ||
| Base Damage | 10 | 20 | 30 |
| Base Damage | 200 | 300 | 400 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+S← S52.6%5.1%40.5%
- Master+S← S52.8%5.1%42.8%
- ChallengerSS← SS52.6%5.4%50.4%
- LegendarySS← SS53.6%6.5%58.3%
Tencent official (CN server) / Mid / 2026-11-05
Tier moves S → SS across ranks, a 1.0 point spread in win rate. Ban rate also moves 40.5% → 58.3%.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Mid
One dot per championTier and numbers
- TierWinPickBan
- Diamond+S← S51.6%1.5%40.5%
- Master+S← S52.6%1.4%42.8%
- ChallengerS← S53.0%1.2%50.4%
- LegendaryS← SS51.6%1.4%58.3%
Tencent official (CN server) / Support / 2026-11-05
Tier stays S at every rank, with only a 1.4 point win-rate spread — consistent across ranks.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Support
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / MidAs of 2026-11-0411/04
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 54.6%
- 54.7%
- 51.9%
- 54.9%
- 56.4%
- 48.5%
- 55.8%
- 51.0%
- 56.6%
- 56.0%
- 55.3%
- 58.4%
- 53.5%
- 49.1%
Runes15 combos, by pick rateby win rate
- CombinationPickWin
- 53.4%
- 51.3%
- 54.8%
- 52.7%
- 49.6%
- 52.3%
- 54.7%
- 48.7%
- 51.8%
- 53.3%
- 48.1%
- 54.4%
- 54.7%
- 50.9%
- 53.0%
Summoner spells7 combos, by pick rateby win rate
- CombinationPickWin
- 53.1%
- 53.0%
- 51.9%
- 49.0%
- 50.5%
- 54.6%
- 52.6%
Official Tencent data (China server)Diamond+ / SupportAs of 2026-11-0411/04
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 49.8%
- 54.1%
- 56.0%
- 51.6%
- 50.7%
- 53.8%
- 53.6%
- 57.2%
- 58.1%
- 56.9%
- 58.6%
- 56.8%
Runes15 combos, by pick rateby win rate
- CombinationPickWin
- 49.3%
- 51.7%
- 49.4%
- 54.8%
- 48.0%
- 54.3%
- 49.8%
- 57.4%
- 56.0%
- 50.0%
- 57.9%
- 52.7%
- 56.3%
- 58.4%
- 61.1%
Summoner spells7 combos, by pick rateby win rate
- CombinationPickWin
- 52.4%
- 50.9%
- 46.3%
- 53.8%
- 50.3%
- 51.6%
- 47.7%
Official Tencent data (China server)Master+ / MidAs of 2026-11-0411/04
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 54.4%
- 54.9%
- 51.6%
- 55.0%
- 55.9%
- 55.2%
- 48.8%
- 51.9%
- 56.1%
- 57.5%
- 55.2%
- 58.7%
- 53.8%
- 48.7%
Runes15 combos, by pick rateby win rate
- CombinationPickWin
- 53.0%
- 50.6%
- 52.5%
- 54.2%
- 48.8%
- 52.3%
- 54.8%
- 49.2%
- 51.1%
- 54.6%
- 47.3%
- 55.7%
- 54.9%
- 50.1%
- 51.6%
Summoner spells7 combos, by pick rateby win rate
- CombinationPickWin
- 52.6%
- 53.0%
- 51.9%
- 49.3%
- 53.9%
- 50.1%
- 51.9%
Official Tencent data (China server)Master+ / SupportAs of 2026-11-0411/04
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 51.5%
- 55.3%
- 57.9%
- 51.8%
- 50.7%
- 54.8%
- 53.2%
- 55.6%
- 57.7%
- 58.0%
- 60.0%
- 54.3%
- 58.8%
Runes16 combos, by pick rateby win rate
- CombinationPickWin
- 52.5%
- 50.5%
- 55.1%
- 50.5%
- 51.6%
- 54.6%
- 50.3%
- 55.4%
- 58.3%
- 56.7%
- 49.3%
- 53.2%
- 56.0%
- 56.1%
- 60.5%
- 52.9%
Summoner spells7 combos, by pick rateby win rate
- CombinationPickWin
- 53.4%
- 51.2%
- 46.2%
- 54.9%
- 50.0%
- 51.5%
- 50.0%
Official Tencent data (China server)Challenger / MidAs of 2026-11-0411/04
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)15 combos, by pick rateby win rate
- CombinationPickWin
- 54.3%
- 55.6%
- 53.0%
- 54.7%
- 57.8%
- 42.2%
- 46.8%
- 52.2%
- 52.8%
- 55.2%
- 57.1%
- 48.7%
- 59.5%
- 54.6%
- 50.6%
Runes15 combos, by pick rateby win rate
- CombinationPickWin
- 52.5%
- 52.4%
- 53.2%
- 49.7%
- 48.8%
- 54.6%
- 53.0%
- 47.6%
- 51.1%
- 51.0%
- 50.4%
- 56.4%
- 48.4%
- 57.1%
- 56.6%
Summoner spells7 combos, by pick rateby win rate
- CombinationPickWin
- 52.2%
- 51.5%
- 52.3%
- 51.5%
- 54.2%
- 50.6%
- 54.2%
Official Tencent data (China server)Challenger / SupportAs of 2026-11-0411/04
Build patterns
Splits into 1 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 57.5%
- 54.4%
- 44.9%
- 57.8%
- 45.8%
- 49.3%
- 56.2%
- 64.4%
- 60.5%
- 67.6%
- 45.7%
- 52.9%
- 57.1%
Runes16 combos, by pick rateby win rate
- CombinationPickWin
- 52.9%
- 54.6%
- 58.6%
- 43.1%
- 55.9%
- 58.2%
- 58.8%
- 66.0%
- 60.5%
- 58.1%
- 65.1%
- 47.6%
- 47.4%
- 48.6%
- 42.9%
- 53.9%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 54.3%
- 50.3%
- 52.1%
- 59.4%
- 55.5%
- 57.8%
Official Tencent data (China server)Legendary / MidAs of 2026-11-0411/04
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 55.0%
- 59.6%
- 51.8%
- 61.1%
- 56.6%
- 55.6%
- 51.7%
- 47.4%
- 50.0%
- 61.7%
- 50.0%
- 50.9%
- 69.8%
- 66.7%
Runes17 combos, by pick rateby win rate
- CombinationPickWin
- 59.6%
- 56.3%
- 55.3%
- 53.5%
- 51.6%
- 53.2%
- 49.7%
- 55.3%
- 50.4%
- 55.3%
- 66.3%
- 55.3%
- 56.5%
- 58.5%
- 61.8%
- 54.7%
- 50.0%
Summoner spells7 combos, by pick rateby win rate
- CombinationPickWin
- 55.4%
- 54.2%
- 57.3%
- 50.7%
- 55.1%
- 61.9%
- 55.9%
Official Tencent data (China server)Legendary / SupportAs of 2026-11-0411/04
Build patterns
Splits into 1 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)15 combos, by pick rateby win rate
- CombinationPickWin
- 50.3%
- 54.7%
- 59.2%
- 47.1%
- 53.1%
- 64.3%
- 36.0%
- 65.0%
- 68.4%
- 61.1%
- 46.7%
- 27.3%
- 80.0%
- 40.0%
- 80.0%
Runes18 combos, by pick rateby win rate
- CombinationPickWin
- 49.0%
- 50.0%
- 48.4%
- 61.2%
- 62.9%
- 79.3%
- 53.6%
- 72.7%
- 59.1%
- 42.1%
- 44.4%
- 43.8%
- 50.0%
- 40.0%
- 35.7%
- 28.6%
- 58.3%
- 54.5%
Summoner spells7 combos, by pick rateby win rate
- CombinationPickWin
- 54.9%
- 46.2%
- 45.6%
- 38.9%
- 54.5%
- 52.9%
- 47.1%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds1 builds
- Streamer / proCore itemsKeystone, spells
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Magic
Support
Boots
Runes
Resolve
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3bNerfCombat power Lv15 11,189 → 11,158 (-0.3%)
Signature of the Visionary
- Damage: 40 - 285 (Based on level) + 30% Ability Power → 30 - 280 (Based on level) + 25% Ability Power
Subject: Serenity - Pool of Reflection
- Initial shield: 60/80/100/120 + 35% Ability Power → 50/70/90/110 + 30% Ability Power
- Maximum shield: 108/128/148/168 + 71% Ability Power → 98/118/138/158 + 60% Ability Power
Subject: Serenity - Stirring Lights
- Bonus base damage: 30/40/50/60 → 20/30/40/50
Subject: Torment - Crushing Maw
- Optimized the hitbox of the jaws
- Cast range: 7.5 → 7
- Damage: 70/120/170/220 + 70% Ability Power → 60/110/160/210 + 60% Ability Power
7.3aNerfCombat power Lv15 11,334 → 11,189 (-1.3%)
Signature of the Visionary
- Damage: 33 - 333 (Based on level) + 33%Ability Power → 40-285 (Based on level) + 30% Ability Power
Subject: Disaster - Devastating Fire
- Damage: 50/90/130/170 + 75% Ability Power + 4%/5%/6%/7% Maximum Health → 50/85/120/155 + 70% Ability Power + 4%/5%/6%/7% Maximum Health
Subject: Disaster - Severing Bolt
- Damage Ratio based on Health lost: 150%/200%/250%/300% → 100%/150%/200%/250%
Spiraling Despair
- Explosion Damage: 250/350/450 + 75% Ability Power → 200/300/400 + 70% Ability Power
7.3New
Released as a new champion
Analysis
Nothing equippedCombat Power at Lv15 is 11,158 (#87 of 142, #14 of 35 Mage). About the same as #100 at Lv1.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Mage median | Rank |
|---|---|---|---|---|
| 1 | 5,675 | 5,897 | 5,714 | 100 |
| 2 | 6,194 | 6,459 | 6,259 | 100 |
| 3 | 6,752 | 6,934 | 6,752 | 90 |
| 4 | 7,343 | 7,485 | 7,216 | 82 |
| 5 | 7,670 | 7,899 | 7,670 | 87 |
| 6 | 7,951 | 8,244 | 7,957 | 92 |
| 7 | 8,324 | 8,552 | 8,318 | 89 |
| 8 | 8,723 | 8,948 | 8,677 | 85 |
| 9 | 9,132 | 9,378 | 9,078 | 85 |
| 10 | 9,396 | 9,716 | 9,354 | 92 |
| 11 | 9,763 | 10,018 | 9,679 | 88 |
| 12 | 10,220 | 10,461 | 10,133 | 85 |
| 13 | 10,504 | 10,786 | 10,339 | 88 |
| 14 | 10,773 | 11,138 | 10,720 | 92 |
| 15 | 11,158 | 11,462 | 11,070 | 87 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Magic damage (signature detonation)1,382G
Combat only: 50%At most once per 8sDamage valued like healing- Magic damage (Devastating Fire)255G
- Magic damage (Devastating Fire, 4-7% of target's max HP)280G
- Magic damage (Severing Bolt)280G
- Magic damage (Molten Fissure, eruption)107G
- Magic damage (Molten Fissure, lava over time)329G
- Slow (Molten Fissure)214G
Combat only: 50%At most once per 8sForms split 50/50Survival factorMove speed % as flatChampion medianSkill ranks from level- +30-37% move speed (Fleeting Current, self and allies)598G
- Shield (Pool of Reflection, self and allies)173G
- Bonus magic damage (Stirring Lights)127G
- Mana restore (Stirring Lights)155G
Combat only: 50%You and one allySurvival factorMove speed % as flatForms split 50/50Champion medianDamage valued like healingSkill ranks from level- Magic damage (same for all 3)868G
- Crowd control (Grim Visage, fear)370G
- Crowd control (Gaze of the Abyss, root)538G
- Slow (Crushing Maw, decaying)100G
Combat only: 50%One fight per 90sFight length: 10 sForms split 50/50Champion medianSurvival factorMove speed % as flatSkill ranks from level- Magic damage (despair over time)71G
- Magic damage (shatter at full size)316G
Combat only: 50%Skill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Forms split 50/50
Champions who switch forms (Jayce, Nidalee, Gnar's Mini and Mega) are assumed to spend half the match in each form, so both forms' abilities count at 50%. Hwei picks one of 3 spells per cast, so each of the 3 counts at 1/3. Champions who pick one form for good (Kayn) count only the higher-valued form.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
You and one ally
Heals and shields that also reach an ally are counted for two people: you and one ally.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
| Lv 15 | Hwei | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,310 | 1,832 | 2,422 | 2,732 |
| Armor | 97 | 34 | 104 | 127 |
| Magic Resist | 53 | 45 | 60 | 80 |
| Attack | 103 | 50 | 109.5 | 147 |
| Attack Speed | 0.931 | 0.735 | 0.951 | 1.252 |
| Move Speed | 355 | 335 | 350 | 360 |
| HP regen | 16 | 14 | 19 | 29 |
| MP | 1,180 | 802 | 1,080 | 1,390 |
| MP regen | 26 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




