I really wonder how base stats are created (base armor lookup)

Sasogwa··1 votes·656 views
List of champions' armor

So I was just looking at base stats of champions, i was looking at armor and was surprised to find many things. (link for checking yourself : http://leagueoflegends.wikia.com/wiki/List_of_champions'_armor ) First off, I see that some have like weird numbers on base and growth, like Elise 22.128 + 3.35/lvl ; while some are like whatever, fuck it we'll do raw numbers : Gangplank 26 +3/lv ; Yorick 30 +4/lv And then about the numbers itself, while I guess ultimately it's where champions have ended up after balance changes and everything and are now considered more or less balanced; but it's kinda weird. So I don't know if they want tanks to have higher base def stats than carries. I mean, there are some arguments for and against it, like the fact carries should build damage, so they should have high base defensive stats; while tanks have scalings with resistances anyway and a kit that's good with it so it's fine if they have lower base stats ; and on the other side tanks are tanks so they should be tankier? But uh.. some tanks have high base armor, like Rammus (31 - 104.5); or Maokai (28.72 - 96.7) ; some have pretty shitty armor : Sion (23.04 - 74), Trundle (27.5 - 73.4). And you don't know if it's related to steroids ; I mean, Rammus already has a pretty huge armor/mr steroid, Sion has no armor/mr steroid, Trundle steals armor/mr.. So wut. (also yeah yeah, Trundle's more of a juggernaught but w/e) And it's kinda the same thing for other classes, there's no real rule, to say the truth ; unlike magic resist which is like, really standardized (30 flat or 32.1 - 53.4 for pretty much everyone).

Also what I spotted is that ranged champs, while they own the lowest amount of armor, and the highest amount of armor is for a melee, some of them have a pretty decent armor and higher than other melees -who themselves have no armor steroids- ; even though in magic resist all ranged champs have no scaling mr i believe, while most melees have it (to check, but I'm pretty sure of it). I mean, I look at Viktor (22.72 - 90.7), Teemo? (24.3 - 88.1) Compare them to melee carries ? Yi, who has a quite low one (24 - 75), Ekko (27 - 78), Gangplank (26 - 77) But as I said there's no real rule so we can find mages/adc's with low base armor : Azir & Heimer (19 - 70), Ryze (21.5 - 72.6), Taliyah & Zyra (20 - 71), Lucian & Mf for adc's (24 - 75) And melee carries with high base armor : Evelynn (26.5 - 91.1); Talon (26.8 - 86.4) ; Pantheon (27.6 - 94).. Yeah actually kinda harder to find (and you might argue they aren't melee carries - well it's debatable, they're melee and build mostly damage i guess, and aren't really bruisers)

But eh anyway, my point being, I don't quite understand the reasoning behind how you attribute base armor to a champion. Obviously, this can look biased because I'm only talking about armor here, and not health ; and this would be a very good remark, however I've just been too lazy to check healths and try to put that in conjunction. [MR however, as I said before, is standardized.] Is it simply put a number that looks kinda right (aka Braum has a big ass shield, let's give him a pretty beefy armor : 26.7 - 103.2, Veigar's squishy af (very low HP) but he's in armor suit so let's give him a decent base armor for a mage ? (22.5 - 86.3), same for Viktor? And overall then balanced out accordingly seeing the power level of champions afterwards? I mean, I'm not criticizing and I want to emphasize on that, and it seems fine ; but I was just wondering. I even feel that it's right that the base stats are kinda linked to how a champion looks like - even though I have doubts on some :P

Also, what are plans for the future? Is armor to be standardized or kept like it is? What about the "not raw at all numbers" like Elise, how has this been decided? Is it a fraction (doesn't seem like it or a complicated as shit one, I've been trying 1,2,3,4 as numerators and didn't get anything)? Just curious, it'd be great if a red would allow time to explain it for me (thanks in advance in that case !)

Note : most of the numbers I gave are rounded (except the part when I talked about raw numbers ofc) so sometimes it's like 19.04 instead of 19 or some things like that.

2 Comments

Fondling Gems1 votes

I believe originally it was all based on the lv 18 value as a whole number. If they wanted to hit a champions late game a bit they would cut the lv 18 armour back by say 5, divide that by 18, and reduce the armour per level by that. If they wanted to hit a champion with more focus on early game they might reduce lv 18 armour by 5, and subtract that from the base armour, leaving the scaling the same.

There is a bunch of mixing and matching where they might reduce base by 5 but bump scaling by .2 per level so at 18 they only miss on 1.4 total armour.


This caused some messy things because armour is done at every level up with base armour being armour at level 0 not level one. This means that armour per level is applied once at the start of the game.

This lead to messy level one stats that look very strange in things like patch notes, so as of the past few years they have slowly been changing the lv 0 value so that at lv 1 it is a whole number. And generally having lv 18 be the odd number as opposed to before where lv 18 was the whole number and the lv 0 value was just whatever added to the scaling X 18 to equal the lv 18 value.

In general they still try to get lv 18 to be a even number just for the sake of clarity but first and foremost armour is a balancing tool, so functionality comes before nice numbers. (Hence why A-sol has 80.2 armour at 18) When working in multiples of 18 it is hard to get numbers that look nice and are balanced, hence why Ahri is all over the place.

ScissorsNstuff1 votes

sometimes its gags like how Velkoz has a 3.14 AD increase or something like that

But in other cases it has to do with how they cs at level one or without items vs minion scaling but also keep in mind that minions went through changes since these were decided upon

in some cases they also consider things like endgame scaling, especially for adcs and their attack speed. % increase items usually use Base stats and stronger base stats means stronger lategame when you build this, AS being the most common among these

High AD or high AS means item 3078 could be pretty good on you if its base stats

Tanks tend to get high base stats, actual tanks not your bullshit wannabe tanks like Sion and Malphite Assassins tend to get higher AS I think as do champs that like to chain autos between abilities

They seem to consider how you go about farming a lot when it comes to AS and AD.

Of course some champs have to "go in" a lot so they will get higher hp even if they don't always need it like with gangplank and nunu.

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