### Offensive Statistics

*Damage*: Directly affects the power of a champion’s basic attack. Bonus damage is calculated before damage reduction from armor. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

*Critical Strike*: Affects the chance of a champion’s basic attack dealing a critical strike. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

*Critical Strike Damage*: Affects the amount of bonus damage that a champion's critical strike deals. All champions begin with 100% bonus damage on a critical strike. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

*Increased Attack Speed*: Affects the frequency at which a champion performs basic attacks. Increases attack by adding a percentage of a champion's base attack speed. Champions with low base attack speed will benefit less from increased attack speed than champions with high base rate of attack. No champion can have more than 2.5 attacks per second.

*Life Steal*: Converts a percentage of the damage dealt by a champion's physical attack to health. Life steal is calculated from the actual damage done to an enemy, after armor reduction. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic. Most champions begin with 0% base life steal.

*Movement Speed*: Affects the rate at which a champion travels across a map. One movement speed point translates to one game distance unit traveled per second (as a frame of reference, Annie’s basic attack has a range of 625 game distance units). Each Champion begins the game with a particular base move speed. That base move speed can be increased in several ways.

*Direct movement speed bonus*: A champion can obtain one of the following direct movement speed bonuses by purchasing boots from the shop. These effects are unique, meaning that if a champion has more than one direct bonus to their movement speed, they will only receive the highest bonus.

- Movement Speed 1 increases the movement speed of a champion by 50.
- Movement Speed 2 increases the movement speed of a champion by 70.
- Movement Speed 3 increases the movement speed of a champion by 90.
- Movement Speed 5 increases the movement speed of a champion by 130.

*Percentage bonuses to movement speed*: Increases the movement speed of a champion by adding a percentage of their static move speed. Any direct movement speed bonuses a champion obtains are applied before bonuses of this type have been calculated

*Diminishing returns on movement speed*: Any movement speed bonuses that would cause a champion's movement speed to exceed 415 are reduced by 20%. Any movement speed bonuses that would cause a champion's movement speed to exceed 490 are reduced by 50%.

### Magical Statistics

*Mana*: Increases the maximum mana points of a Champion. Most champion abilities cost mana to activate. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

*Mana Regeneration*: Also known as Mp5 or mana per 5 seconds. This statistic determines the amount of mana that a champion regenerates over a five second period. Each champion starts with a different rate of base mana regeneration. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

*Ability Power*: Increases the effectiveness of most champion abilities. Abilities in League of Legends that are affected by ability power have an ability power coefficient. This coefficient determines how much a particular abiilty will benefit from a champion's total ability power. For example, if a damage spell has an ability power coefficient of .25, every 4 points of ability power will increase the damage of this ability by 1. This bonus is added before magic resistance.

*Cooldown reduction*: Cooldown reduction reduces the amount of time you must wait after casting an ability before that ability can be utilized again. Ability cooldowns cannot be reduced by more than 40%. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

### Defensive Statistics

*Health*: Increases the maximum health of a champion. When a champion's health reaches 0, they are killed. This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

*Health Regeneration*: Also known as Hp5 or health per 5 seconds. This statistic determines the amount of health that a champion regenerates over a five second period. Each champion starts with a different rate of base health regeneration.This statistic scales additively, meaning that each bonus point acquired directly affects the statistic.

*Armor*: Reduces the damage a champion receives from physical attacks. Armor reduces the damage of incoming physical attacks by a percentage. This percentage is determined by the formula: Damage Reduction = Total Armor / (100 + Total Armor). For example, a champion with 150 points of armor would receive 60% reduced damage from physical attacks.

*Magic Resistance*: Reduces the damage a champion receives from magical attacks. Magic resistance reduces the damage of incoming magical attacks by a percentage. This percentage is determined by the formula: Damage Reduction = Total Magic Resistance / (100 + Total Magic Resistance). For example, a champion with 150 points of magic resistance would receive 60% reduced damage from magical attacks.