Nidalee
NIDALEESkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 5 | |||
| Cost | 50 | 55 | 60 | 65 |
| Base Damage | 90 | 120 | 150 | 180 |
| Max Damage | 225 | 300 | 375 | 450 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 12 | 11 | 10 | 9 |
| Cost | 30 | 35 | 40 | 45 |
| Base Damage | 10 | 20 | 30 | 40 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 12 | |||
| Cost | 50 | 55 | 60 | 65 |
| Heal | 40 | 70 | 100 | 130 |
| Attack Speed | 30% | 40% | 50% | 60% |
| Max Heal | 80 | 140 | 200 | 260 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 3 | |||
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+D← D50.0%2.4%2.6%
- Master+D← D50.4%2.4%2.8%
- ChallengerD← D51.8%2.7%4.4%
- LegendaryC← C54.0%3.2%9.1%
Tencent official (CN server) / Jungle / 2026-11-06
Tier moves D → C across ranks, a 4.0 point spread in win rate. Ban rate also moves 2.6% → 9.1%.
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 Jungle
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / JungleAs of 2026-11-0611/06
Build patterns
Splits into 1 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 itemsNearly all one shape
RunesNearly all one shape
Core items (3)8 combos, by pick rateby win rate
- CombinationPickWin
- 53.6%
- 50.4%
- 54.9%
- 51.7%
- 45.8%
- 48.7%
- 50.5%
- 46.2%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 49.2%
- 50.3%
- 50.4%
- 59.6%
- 46.2%
- 44.5%
- 49.4%
- 46.0%
- 56.4%
Summoner spells1 combos, by pick rateby win rate
- CombinationPickWin
- 50.0%
Official Tencent data (China server)Master+ / JungleAs of 2026-11-0611/06
Build patterns
Splits into 1 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 itemsNearly all one shape
RunesNearly all one shape
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 54.2%
- 50.2%
- 55.2%
- 50.6%
- 45.6%
- 50.0%
- 49.5%
- 51.1%
- 57.9%
- 48.5%
- 60.9%
Runes10 combos, by pick rateby win rate
- CombinationPickWin
- 49.6%
- 51.0%
- 50.1%
- 60.8%
- 45.8%
- 44.4%
- 45.7%
- 47.3%
- 59.9%
- 47.9%
Summoner spells1 combos, by pick rateby win rate
- CombinationPickWin
- 50.4%
Official Tencent data (China server)Challenger / JungleAs of 2026-11-0611/06
Build patterns
Splits into 1 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 itemsNearly all one shape
RunesNearly all one shape
Core items (3)10 combos, by pick rateby win rate
- CombinationPickWin
- 56.2%
- 57.9%
- 49.7%
- 48.6%
- 55.5%
- 55.7%
- 40.9%
- 56.3%
- 41.5%
- 55.8%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 50.1%
- 54.1%
- 48.9%
- 60.5%
- 51.1%
- 44.3%
- 51.3%
- 62.3%
- 67.1%
- 39.7%
- 50.8%
- 50.0%
Summoner spells1 combos, by pick rateby win rate
- CombinationPickWin
- 51.7%
Official Tencent data (China server)Legendary / JungleAs of 2026-11-0611/06
Build patterns
Splits into 1 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 itemsNearly all one shape
RunesNearly all one shape
Core items (3)9 combos, by pick rateby win rate
- CombinationPickWin
- 58.0%
- 56.4%
- 59.2%
- 57.1%
- 41.7%
- 55.6%
- 52.9%
- 43.3%
- 42.1%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 53.6%
- 53.2%
- 54.4%
- 54.5%
- 54.8%
- 60.0%
- 61.8%
- 48.3%
- 51.9%
Summoner spells1 combos, by pick rateby win rate
- CombinationPickWin
- 53.6%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds5 builds (2 pro)
- Streamer / proCore itemsKeystone, spells
- PRO
- PRO
Items in these builds
Infinity Orb5 of 5
Spellslinger's Shoes5 of 5
Rabadon's Deathcap5 of 5
Void Staff4 of 5
Lich Bane4 of 5
Stormsurge3 of 5
Banshee's Veil3 of 5
Riftmaker1 of 5
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Magic
Boots
Runes
Keystone
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
- Attack Speed Ratio: 0.638
- Base Attack Speed: 0.638
- Base Bonus Attack Speed: 0.18
- Attack Speed per Level: 0.024
7.2bNerf
Base Stats
- Base Armor: 46 → 37
- Base Magic Resist: 40 → 36
Prowl
- Bonus Movement Speed in brush: 15% → 10%
- Bonus Movement Speed when an enemy’s marked: 15% → 10%
7.2aNerf
Pounce
- Base Damage: 65/100/135/170 (Based on ability (4)’s level) → 55/90/125/160 (Based on ability (4)’s level)
Aspect of the Cougar
- Bonus Armor and Magic Resist Ability Power ratio: 3% → 2.5%
7.0aChanged
Pounce (Aspect of the Cougar)
- Base Damage: 80/115/150/185 → 65/100/135/170 (Based on the level of ability 4 Aspect of the Cougar)
- Killing an enemy in Cougar Form or using this ability on a Hunted target reduces its cooldown to 2/1.75/1.5/1.25s → 2.75/2.25/1.75/1.25s
Analysis
Nothing equippedCombat Power at Lv15 is 11,244 (#81 of 142, #11 of 16 Assassin). Down from #4 at Lv1: it ranks higher early.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Assassin median | Rank |
|---|---|---|---|---|
| 1 | 6,954 | 5,897 | 6,246 | 4 |
| 2 | 7,149 | 6,459 | 6,713 | 17 |
| 3 | 7,450 | 6,934 | 7,362 | 37 |
| 4 | 7,924 | 7,485 | 7,908 | 42 |
| 5 | 8,277 | 7,899 | 8,312 | 47 |
| 6 | 8,489 | 8,244 | 8,560 | 54 |
| 7 | 8,748 | 8,552 | 8,932 | 59 |
| 8 | 9,066 | 8,948 | 9,232 | 67 |
| 9 | 9,514 | 9,378 | 9,623 | 63 |
| 10 | 9,743 | 9,716 | 9,956 | 69 |
| 11 | 10,005 | 10,018 | 10,253 | 72 |
| 12 | 10,414 | 10,461 | 10,634 | 75 |
| 13 | 10,733 | 10,786 | 10,929 | 74 |
| 14 | 10,979 | 11,138 | 11,275 | 80 |
| 15 | 11,244 | 11,462 | 11,560 | 81 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- +10-30% move speed (Hunted, 4 s)683G
- +10-30% move speed (in brush)683G
Combat only: 50%Survival factorMove speed % as flatAt most once per 8sContinuous values at midpointChampion medianConditional bonus: 50%- Magic damage (assumes max travel distance)1,110G
- Magic damage (Takedown, Cougar form)862G
Combat only: 50%At most once per 8sForms split 50/50Damage valued like healingSkill ranks from level- Magic damage (trap, over 4 s)351G
- Magic damage (Pounce, Cougar form)395G
Combat only: 50%Forms split 50/50At most once per 8sDamage valued like healingSkill ranks from level- Heal (scales with target's missing health, max value)428G
- Target's attack speed292G
- Magic damage (Swipe, Cougar form)345G
Combat only: 50%Forms split 50/50At most once per 8sSkill ranks from level- Bonus armor (Cougar form)213G
- Bonus magic resist (Cougar form)213G
Forms split 50/50Skill 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.
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.
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.
Continuous values at midpoint
Values that vary continuously with the target's or your own state (damage rising with the target's missing health or with charge time, attack speed rising with your missing health, etc.) are taken at the midpoint of min and max, the same idea as assuming 50% missing health.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Conditional bonus: 50%
Bonuses that depend on the target's or your own state (extra effects on burning enemies, detonating marks, "if already ..." bonuses) and effects tied to a position or situation (near turrets, in brush, moving toward a low-health ally) assume the condition holds 50% of the time, so they count at half. Effects triggered by your own death are assumed once per 90 seconds, like takedowns. Empowerments spent by another ability (such as Karma's Mantra) count the bonus once per that ability's cooldown.
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.
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 | Nidalee | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,452 | 1,832 | 2,422 | 2,732 |
| Armor | 114 | 34 | 104 | 127 |
| Magic Resist | 64 | 45 | 60 | 80 |
| Attack | 96 | 50 | 109.5 | 147 |
| Attack Speed | 0.967 | 0.735 | 0.951 | 1.252 |
| Move Speed | 350 | 335 | 350 | 360 |
| HP regen | 16 | 14 | 19 | 29 |
| MP | 1,120 | 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.




