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堅忍不抜
Resolve

Unshakeable

UNSHAKEABLE
ArmorMagic resist

Gain Armor and MR from nearby champions

Effect

Gain 3% Armor and Magic Resist. For every 1 enemy champion nearby, gain an additional 2% Armor and Magic Resist. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.

Build Trends

Official Tencent data (China server, Diamond+)As of 2026-10-1210/12 to 2026-11-0611/06

Champions using it88 rows, by pick rateby win rate

By lane

  • Jungle32%
  • Top32%
  • Support30%
  • Mid6%
  • ADC<1%
SortFaded rows: pick rate under 2%
  1. ChampionLanePick (sum)Win
  2. RammusJungle88.4%56.0%
  3. Dr. MundoJungle83.7%52.2%
  4. NasusMid74.1%50.0%
  5. K'SanteTop74.0%50.9%
  6. SkarnerJungle72.8%54.3%

Only the top rune pages Tencent publishes are counted, so the pick rate reads lower than actual and win rates and shares lean toward the top. Streamer and pro builds are the 409 Chinese builds published by Tencent (excluding those with removed items).

How it is calculated

Pick rate is the sum over champions and lanes, and win rate is the average weighted by it. The lane breakdown and "Runes on the same page" are shares of that sum. Match counts are not published, so every champion is weighted equally.

Analysis

Gold equivalent

Gold equivalent is 282G per match (est.), #2 of 4 in this Resolve row.

Match average
282G* est.
#2 of 4 in this Resolve row
Armor 3% (always on) 19%Magic resist 3% (always on) 13%Armor 6% (enemies nearby) 19%Magic resist 6% (enemies nearby) 13%Slow resist (3 enemies) 37%

In this row

4 Resolve row

Patch Changes

Ver. 7
7.2Changed
  • Bonus Armor and bonus Magic Resist: 4% + 3%* number of nearby enemy champions → 3% + 2%* number of nearby enemy champions
7.0cChanged
  • Direct Armor/Magic Resistance Increase: 5% → 4%
  • Armor/Magic Resistance Increase per enemy champion: 4% → 3%

Patch notes 7.3d and earlier versions