Lucian
LUCIANSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 9.5 | 8 | 6.5 | 5 |
| Cost | 50 | 60 | 70 | 80 |
| Base Damage | 75 | 125 | 175 | 225 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 13 | 11.5 | 10 | 8.5 |
| Cost | 70 | |||
| Base Damage | 75 | 125 | 175 | 225 |
| Move Speed | 65 | 70 | 75 | 80 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 20.5 | 18 | 15.5 | 13 |
| Cost | 45 | 30 | 15 | 0 |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 70 | 65 | 60 |
| Cost | 100 | ||
| Base Damage | 20 | 25 | 30 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+C← C47.4%3.7%0.1%
- Master+C← C47.8%3.5%0.0%
- ChallengerC← C48.8%3.6%0.0%
- LegendaryC← C47.8%3.8%0.0%
Tencent official (CN server) / ADC / 2026-11-06
Tier stays C at every rank, with only a 1.5 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 ADC
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 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 items2 patterns
RunesNearly all one shape
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 51.4%
- 49.9%
- 48.8%
- 48.5%
- 46.5%
- 57.7%
- 48.4%
- 45.8%
- 44.4%
- 51.8%
- 46.5%
- 41.3%
- 52.7%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 47.1%
- 46.8%
- 47.2%
- 49.1%
- 48.0%
- 48.9%
- 45.9%
- 50.7%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 47.9%
- 45.0%
- 45.9%
- 43.4%
- 42.1%
- 44.9%
Official Tencent data (China server)Master+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 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 items2 patterns
RunesNearly all one shape
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 51.7%
- 50.4%
- 49.4%
- 49.0%
- 47.2%
- 58.0%
- 47.7%
- 45.8%
- 52.3%
- 46.4%
- 45.1%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 47.7%
- 47.0%
- 47.2%
- 50.9%
- 48.2%
- 48.8%
- 48.8%
- 45.5%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 48.2%
- 45.9%
- 46.1%
- 45.1%
- 43.9%
- 45.9%
Official Tencent data (China server)Challenger / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 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 items2 patterns
RunesNearly all one shape
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 52.7%
- 51.4%
- 50.2%
- 50.5%
- 50.0%
- 54.3%
- 43.9%
- 56.1%
- 51.6%
- 52.0%
- 43.9%
- 54.4%
- 46.4%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 48.5%
- 47.2%
- 47.6%
- 53.5%
- 49.3%
- 52.8%
- 46.0%
- 54.8%
- 59.0%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 49.2%
- 46.4%
- 47.1%
- 43.1%
- 41.6%
- 51.6%
Official Tencent data (China server)Legendary / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 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 items2 patterns
RunesNearly all one shape
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 50.0%
- 49.1%
- 50.0%
- 54.9%
- 53.9%
- 51.4%
- 57.1%
- 46.4%
- 64.3%
- 47.6%
- 62.2%
- 48.5%
- 51.7%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 47.6%
- 47.3%
- 48.0%
- 44.4%
- 49.0%
- 44.8%
- 51.0%
- 47.8%
- 58.3%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 47.5%
- 47.6%
- 48.8%
- 43.1%
- 41.9%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds4 builds (1 pro)
- Streamer / proCore itemsKeystone, spells
- PRO
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Runes
Keystone
Domination
Resolve
Sorcery
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. 77.3Changed
Base Stats
- Base Attack Damage: 58 → 60
- Attack Damage per Level: 4 → 3.5
- Attack Speed Ratio: 0.638
- Base Attack Speed: 0.638
- Base Bonus Attack Speed: 0.25
- Attack Speed per Level: 0.028
Lightslinger
- Secondary shot damage: 35% / 50% / 65% Attack Damage → 40% / 50% / 60% Attack Damage
Piercing Light
- Damage: 80 / 125 / 170 / 215 + 65 / 85 / 105 / 125% × bonus Attack Damage → 75 / 125 / 175 / 225 + 100% × bonus Attack Damage
The Culling
- Bullet count: 22 / 26 / 30 → 20 + 20 × Critical Rate (gain 2 bullets for every 10% Critical Rate) + (Critical Damage-2) × 20 × Critical Rate
- Damage per bullet: 20 / 35 / 50 + 25% Attack Damage + 10% Ability Power → 20 / 25 / 30 + 25% Attack Damage + 15% Ability Power
Analysis
Nothing equippedCombat Power at Lv15 is 10,346 (#121 of 142, #17 of 26 Marksman). Down from #99 at Lv1: it ranks higher early.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Marksman median | Rank |
|---|---|---|---|---|
| 1 | 5,691 | 5,897 | 5,544 | 99 |
| 2 | 6,149 | 6,459 | 5,924 | 103 |
| 3 | 6,326 | 6,934 | 6,418 | 127 |
| 4 | 6,848 | 7,485 | 6,880 | 121 |
| 5 | 7,410 | 7,899 | 7,352 | 110 |
| 6 | 7,757 | 8,244 | 7,648 | 109 |
| 7 | 7,913 | 8,552 | 7,938 | 117 |
| 8 | 8,242 | 8,948 | 8,262 | 117 |
| 9 | 8,596 | 9,378 | 8,635 | 117 |
| 10 | 8,960 | 9,716 | 8,922 | 113 |
| 11 | 9,124 | 10,018 | 9,168 | 118 |
| 12 | 9,516 | 10,461 | 9,551 | 117 |
| 13 | 9,784 | 10,786 | 9,864 | 119 |
| 14 | 10,176 | 11,138 | 10,153 | 115 |
| 15 | 10,346 | 11,462 | 10,439 | 121 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Bonus magic damage (Vigilance)153G
Combat only: 50%At most once per 8sDamage valued like healing- Physical damage1,110G
Combat only: 50%At most once per 8sSkill ranks from level- Magic damage1,045G
Combat only: 50%Skill ranks from levelThis ability is only a dash, so it is counted in Mobility as a dash.
- Physical damage (20 bullets total)754G
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.
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.
| Lv 15 | Lucian | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,422 | 1,832 | 2,422 | 2,732 |
| Armor | 105 | 34 | 104 | 127 |
| Magic Resist | 51 | 45 | 60 | 80 |
| Attack | 109 | 50 | 109.5 | 147 |
| Attack Speed | 1.048 | 0.735 | 0.951 | 1.252 |
| Move Speed | 345 | 335 | 350 | 360 |
| HP regen | 20 | 14 | 19 | 29 |
| MP | 1,076 | 802 | 1,080 | 1,390 |
| MP regen | 28 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




