Viego
VIEGOSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 4.5 | 4 | 3.5 | 3 |
| Base Damage | 25 | 45 | 65 | 85 |
| Target Current Health | 3% | 4% | 5% | 6% |
| Bonus Damage | 10 | 15 | 20 | 25 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 7 | |||
| Base Damage | 80 | 150 | 220 | 290 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 12 | 10 | 8 | 6 |
| Move Speed | 25% | 30% | 35% | 40% |
| Attack Speed | 35% | 40% | 45% | 50% |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 90 | 75 | 60 |
| Target Missing Health | 14% | 17% | 20% |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+C← C47.4%4.6%2.7%
- Master+C← D47.5%4.3%2.4%
- ChallengerD← D47.3%3.8%1.5%
- LegendaryD← D47.1%5.0%1.7%
Tencent official (CN server) / Jungle / 2026-11-07
Tier moves C → D across ranks, a 0.3 point spread in win rate.
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 · 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)10 combos, by pick rateby win rate
- CombinationPickWin
- 49.6%
- 53.6%
- 50.7%
- 50.8%
- 49.5%
- 53.9%
- 48.0%
- 39.2%
- 56.1%
- 59.0%
Runes6 combos, by pick rateby win rate
- CombinationPickWin
- 47.5%
- 45.2%
- 47.3%
- 43.3%
- 42.7%
- 48.8%
Summoner spells1 combos, by pick rateby win rate
- CombinationPickWin
- 46.7%
Official Tencent data (China server)Master+ / JungleAs of 2026-11-0611/06
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)11 combos, by pick rateby win rate
- CombinationPickWin
- 49.4%
- 53.5%
- 50.9%
- 50.1%
- 48.3%
- 53.7%
- 48.2%
- 41.5%
- 56.5%
- 46.4%
- 57.9%
Runes6 combos, by pick rateby win rate
- CombinationPickWin
- 47.1%
- 45.1%
- 47.3%
- 42.6%
- 49.4%
- 45.4%
Summoner spells1 combos, by pick rateby win rate
- CombinationPickWin
- 46.5%
Official Tencent data (China server)Challenger / JungleAs of 2026-11-0611/06
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)9 combos, by pick rateby win rate
- CombinationPickWin
- 48.7%
- 50.8%
- 52.1%
- 48.7%
- 47.6%
- 54.8%
- 45.2%
- 48.9%
- 38.9%
Runes6 combos, by pick rateby win rate
- CombinationPickWin
- 45.8%
- 44.0%
- 47.1%
- 47.5%
- 46.4%
- 49.5%
Summoner spells1 combos, by pick rateby win rate
- CombinationPickWin
- 45.4%
Official Tencent data (China server)Legendary / JungleAs of 2026-11-0611/06
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)9 combos, by pick rateby win rate
- CombinationPickWin
- 50.3%
- 52.6%
- 56.4%
- 52.2%
- 59.7%
- 50.7%
- 54.3%
- 47.5%
- 70.3%
Runes6 combos, by pick rateby win rate
- CombinationPickWin
- 49.0%
- 46.6%
- 44.8%
- 42.5%
- 41.6%
- 56.8%
Summoner spells1 combos, by pick rateby win rate
- CombinationPickWin
- 47.9%
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
Physical
Guardian Angel
The Collector
Mortal Reminder
Dominik’s Regards
Infinity Edge
Chempunk Chainsword
Sundered Sky
Mercurial Scimitar
Blade of the Ruined King
Serylda’s Grudge
Bloodthirster
Death's Dance
Trinity Force
Serpent's Fang
Fiendhunter Bolts
Phantom Dancer
Wit's End
Kraken Slayer
Essence Reaver
Immortal Shieldbow
Stormrazor
Runes
Keystone
Domination
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. 77.3aBuffCombat power Lv15 12,019 → 12,019 (±0.0%)
Blade of the Ruined King
- Passive Damage: 2%/3%/4%/5% → 3%/4%/5%/6%
- Crit Damage ratio: 80% → 85%
Heartbreaker
- Crit stats ratio: 50% → 70%
7.3Changed
Base Stats
- Base Attack Damage: 62 → 60
- Attack Damage Growth: 4.5 → 4.2
- Base Health: 660 → 630
- Health per Level: 128 → 138
- Attack Speed Ratio: 0.658
- Base Attack Speed: 0.658
- Base Bonus Attack Speed: 0.22
- Attack Speed per Level: 0.025
Sovereign's Domination
- Base heal: 7% → 5%
Blade of the Ruined King
- Critical Damage ratio on current Health damage: current Critical Damage → current Critical Damage × 80%
- Critical Damage ratio on second strike: current Critical Damage → current Critical Damage × 80%
- Thrust damage: 20 / 40 / 60 / 80 ( + 80% Attack Damage) × (1 + 50% × Critical Rate) → 25 / 45 / 65 / 85 ( + 70% Attack Damage) × (1 + 60% × Critical Rate + (Critical Damage-2) × Critical Rate × 60%)
Harrowed Path
- Attack Speed: 45 / 50 / 55 / 60% → 35 / 40 / 45 / 50%
Heartbreaker
- Damage: 110% Attack Damage - 165% Attack Damage (based on Critical Rate) + target missing Health × (14 / 17 / 20 + 6% bonus Attack Damage)% → 120% Attack Damage × (1 + 50% × Critical Rate + (Critical Damage - 2) × Critical Rate * 50%) + target missing Health × (14 / 17 / 20 + 5% bonus Attack Damage)%
7.1fChanged
Blade of the Ruined King
- Damage based on the target’s current Health: 3%/4%/5%/6% → 2%/3%/4%/5%
Heartbreaker
- Damage Radius: 3 → 2.75
Analysis
Nothing equippedCombat Power at Lv15 is 12,019 (#47 of 142, #23 of 37 Fighter). About the same as #53 at Lv1.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Fighter median | Rank |
|---|---|---|---|---|
| 1 | 6,054 | 5,897 | 6,196 | 53 |
| 2 | 6,828 | 6,459 | 6,866 | 39 |
| 3 | 7,291 | 6,934 | 7,443 | 45 |
| 4 | 7,739 | 7,485 | 8,023 | 54 |
| 5 | 8,091 | 7,899 | 8,416 | 57 |
| 6 | 8,620 | 8,244 | 8,734 | 47 |
| 7 | 8,964 | 8,552 | 9,099 | 47 |
| 8 | 9,290 | 8,948 | 9,505 | 52 |
| 9 | 9,677 | 9,378 | 10,013 | 53 |
| 10 | 10,152 | 9,716 | 10,319 | 45 |
| 11 | 10,543 | 10,018 | 10,657 | 47 |
| 12 | 10,936 | 10,461 | 11,188 | 48 |
| 13 | 11,227 | 10,786 | 11,518 | 49 |
| 14 | 11,693 | 11,138 | 11,829 | 46 |
| 15 | 12,019 | 11,462 | 12,217 | 47 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Heal (on possession, 5% of max health)106G
- Untargetable (read as crowd control)807G
- +10% move speed (possessed, toward enemies)76G
One takedown per 90sOne fight per 90sFight length: 10 sRead as a similar priceChampion medianSurvival factorMove speed % as flatConditional bonus: 50%- Physical damage830G
Combat only: 50%At most once per 8sDamage valued like healingSkill ranks from level- Magic damage1,431G
- Crowd control (stun)665G
Combat only: 50%At most once per 8sOne fight per 90sFight length: 10 sChampion medianSkill ranks from level- Move speed2,733G
- Attack speed833G
Combat only: 50%Survival factorMove speed % as flatAt most once per 8sChampion medianSkill ranks from level- Physical damage141G
- 99% slow28G
- Physical damage (14-20% of the lowest-health target's missing HP)159G
Combat only: 50%Damage valued like healingSurvival factorMove speed % as flatChampion medianSkill 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
One takedown per 90s
One kill or assist every 90 seconds (10 in a 15-minute match) is assumed. Uncapped stacks count half of that as the mid-match average.
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.
Read as a similar price
Effects without a price are read as the closest existing formula: vision as avoiding a gank death (half an escape tool's chance), blocking attacks or projectiles as a shield for the same time, untargetable time (invisibility, etc.) as crowd control on the enemy, range as the move speed of the approach distance saved, experience as gold (1 = 0.5 gold), and stolen or reduced enemy stats as stats (or defense) you gain.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
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.
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.
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 | Viego | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,562 | 1,832 | 2,422 | 2,732 |
| Armor | 116 | 34 | 104 | 127 |
| Magic Resist | 64 | 45 | 60 | 80 |
| Attack | 119 | 50 | 109.5 | 147 |
| Attack Speed | 1.033 | 0.735 | 0.951 | 1.252 |
| Move Speed | 345 | 335 | 350 | 360 |
| HP regen | 19 | 14 | 19 | 29 |
| MP | — | 802 | 1,080 | 1,390 |
| MP regen | — | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.