Framework

1

Who kills you?

Name the enemy most likely to kill you in the next fight. Not whoever is fed by reflex, but whoever's damage actually reaches you.

reads as: "Zed is 9/2 and I'm the backline."
2

Who do you kill?

Your target decides your damage items. Shredding tanks and killing carries are different shopping lists.

reads as: "I only ever reach their frontline."
3

What is their damage made of?

Read it from their items and scores, not their champions. Physical, magic, or mixed. Burst, sustained, or poke. How the damage arrives matters as much as what type it is.

reads as: "It says AP Malphite on the tab screen."
4

When is the next real fight?

Objectives schedule fights. An item finished before the dragon spawns is worth more than a slightly better one finished after the fight is over.

reads as: "Baron spawns in 90 seconds."
5

What can gold buy that your team lacks?

Anti-heal, a cleanse, engage, waveclear, a control ward. Some problems cost 800 gold to solve and nobody on your team has bought the solution.

reads as: "Nobody owns Grievous Wounds and their Aatrox is full HP again."

Trainer

Builder

Enemy team

You

Import a live game (official Riot local API)

While you're in a game, the League client serves the whole lobby's live data (champions, items, scores) on your own machine through Riot's Live Client Data API. No API key, no account setup. On the PC running the game, open a terminal and run:

curl -k https://127.0.0.1:2999/liveclientdata/allgamedata

On Windows, add | clip to the end to copy it straight to your clipboard (macOS: | pbcopy). Paste the output here:

Fill in at least one enemy champion and your own, then hit Analyze.

Tab Check

Mechanics

Lethality vs percent armor pen

Lethality is flat armor pen. It subtracts a fixed amount, 15 or 18 per item on the current patch, from the target's armor. Percent pen removes a share of whatever armor the target has: Serylda's Grudge and Lord Dominik's are 35%, Mortal Reminder is 30%. So lethality is at its best against low armor targets like supports and mages, and percent pen gets stronger the more armor the enemy stacks.

Drag both sliders. One item is 15 to 18 lethality, a full three-item lethality build sits around 55. The bars show how much of a 1,000 damage physical rotation actually lands.

This is why full lethality melts a support and bounces off a Malphite, and why the Zed scenario in the trainer buys Serylda's Grudge into an armor stack.

The armor pipeline, in order

The game applies armor math in a fixed order: armor reduction first (Black Cleaver, 6% per stack up to 30%), then percent pen, then flat pen (lethality). Reduction changes the target itself, so your whole team benefits from it. Penetration only exists for your own hits.

Worked example on a 250 armor tank, using current patch numbers:

StepArmor left
Start250
Black Cleaver, 5 stacks (30% reduction)175
Serylda's Grudge (35% pen)114
18 lethality96

Damage taken goes from 29% to 51%, a 79% increase, and the Cleaver step also applies to your team's other four damage dealers. This is why a Cleaver bruiser plus a percent pen carry melt frontlines that shrug off either one alone: reduction and penetration multiply, they don't compete.

Flat vs percent magic pen

Same idea on the magic side. Sorcerer's Shoes (12) and Shadowflame or Stormsurge (15) are flat pen: against a squishy with 30 base MR they remove most of it, which is close to dealing true damage. Void Staff is 40% percent pen: against a tank stacking MR it removes a chunk that flat pen barely dents.

Target MRNo pen15 flat40% pen
30 (squishy)77%87%85%
80 (bruiser)56%61%68%
160 (stacked)38%41%51%

Numbers are the share of your damage that lands. Flat pen wins against squishies, percent pen wins against resists. Buy in that order: flat early when everyone is squishy, percent when their tanks come online.

Grievous Wounds

Anti-heal is a 40% healing cut that only exists on targets you are actively hitting. It is not a stat you own, it is a debuff you apply. Two consequences follow from that.

First: it should be bought by whoever hits the healing target most, not by whoever has spare gold. Second: the cheap component applies the identical 40%, so buying Executioner's Calling or Oblivion Orb early beats saving for the finished item.

By class: Executioner's line for marksmen, Oblivion Orb line for mages, Chempunk Chainsword for fighters, Bramble Vest for tanks getting attacked by lifestealers.

Burns, slows, and hard CC

Burns punish HP stacking. Liandry's Torment burns for 2% of your max health per second, so a bigger health bar feeds it a bigger number. Warmog's and Heartsteel make the burn larger, not smaller. The answer is magic resist, which reduces the burn directly, plus fights short enough that the burn stops reapplying.

Slows are damage enablers. A slowed target eats more hits, which is why Randuin's active, Stridebreaker, and Blade of the Ruined King buy real output without a damage stat on the tooltip. Attack speed slows like Frozen Heart's aura cut an on-hit carry's output in a way armor can't, which is why the trainer's Malphite scenario answers Vayne with a slow instead of a fourth armor item. Dead Man's Plate reduces incoming slows by 15%, and tenacity shortens how long a slow lasts but not how strong it is.

Hard CC has a strict removal list. Tenacity (Mercury's Treads 30%, Sterak's Gage 20%, Elixir of Iron 25%) shortens stuns, roots, taunts, fears, and charms. Quicksilver Sash and Mercurial Scimitar remove everything except knockups, and that includes suppression like Malzahar and Warwick ults. Mikael's Blessing and Cleanse do not touch suppression. Nothing shortens, removes, or resists a knockup: against Malphite and Yasuo, tenacity boots answer nothing, and the real outs are spacing, a spell shield, or stasis.

Armor vs health

Effective HP against physical damage is roughly HP times (1 + armor / 100). 2,000 HP with 100 armor takes 4,000 physical damage to kill. The same math holds for MR against magic.

Buildvs physicalvs magic
2,000 HP + 100 armor4,0002,000
2,600 HP + 40 armor3,6403,640

Resists beat HP when one damage type dominates. HP beats resists when the damage is mixed. The exception: percent max health and true damage, like Vayne's Silver Bolts, punish HP stacking because your health bar grows and theirs effectively doesn't. Against those, slow the attacker or kill them. The Malphite scenario in the trainer is this exact situation.

Ability haste is linear

Old cooldown reduction got more valuable per point the more you stacked, which is why it had to be capped. Ability haste is the fixed version: every point adds the same 1% more casts. 50 haste is 50% more casts over a fight, 100 haste is double casts. No cap, no breakpoints to memorize.

HasteEquivalent CDRCasts over time
20 (one item)17%+20%
60 (three items)37.5%+60%
10050%doubled

The practical read: haste is a damage-over-time stat, so it belongs on champions who cast in rotations, like battlemages, spam junglers, and cooldown-bound supports. Burst assassins usually get more from raw damage, because their target is dead or gone before a second rotation exists.

Timing

What each class does at each item count

Class1 item2 items3+ items
Lethality assassinalready dangerouspeak of the gamefades as armor arrives
Crit marksmana stat stickfunctionalhardest spike in the game
Burst magekill threshold on picksone-rotations squishiespen turns it onto everyone
Bruiserstrong with level 9peak mid game windowoutscaled unless ahead
Tankmatchup answers startengine onlinescales with team follow-up
Enchanterearliest spike of any classevery slot is a fight toolflattens, buy vision

Two practical readings. The enemy assassin hits peak at two items: that is the moment to stop walking alone, not after they show you why. And a crit marksman at two items looks beatable right up until the third completes, so the fight you force should happen before it does.

The wallet clock

A laner farming decently earns roughly 250 to 300 gold a minute: passive income is about 120, a full minion wave about 125, and plates, kills and objectives sit on top. So a 3,000 gold item completes after roughly 10 to 12 minutes of clean play, faster for whoever is winning.

That makes the tab screen a forecast, not just a scoreboard. CS plus kills tells you approximately what they can afford:

Tab readingWhat it means
Enemy mid: 2 items, high CSthird item lands within ~4 min
Their ADC just died with 2,900gthe spike is delayed one more back
You completed, they didn'tthis is your fight window, use it

The rule that falls out: force fights and objectives in the window where your side's items exist and theirs don't. Waiting five minutes to "group when ready" usually means fighting exactly when their carry finishes the bigger item.

Runes

Laws

I

Items answer players, not champions

You don't itemize against Vayne, you itemize against this Vayne: her score, her items, her habits. The tab screen is the only build guide written about your actual game.

II

Dead carries deal no damage

Damage items only work while you're alive to use them. When the threat outgrows your output, the defensive buy is the damage buy, because it pays for the seconds your DPS needs to exist.

III

Counter the delivery, not the number

A slow beats armor against on-hit true damage. A shield beats regen against poke. Regen beats shields against sustained damage. Ask how the damage arrives before asking how big it is.

IV

Components win fights, completed items win spreadsheets

The 800 gold component in your inventory at the drake fight is real. The 3,000 gold item you're saving for is imaginary. Back with a purpose or don't back.

V

Penetration multiplies everything you already own

When their resists grow faster than your stats, percent penetration scales your whole kit at once. Buy it when their cheap defense is outpacing your expensive offense.

VI

Being behind changes the assignment

Ahead, you buy items that end the game. Behind, you buy items that end the way you're losing: the shield, the waveclear, the escape. Spikes belong to whoever controls when fights happen.