


Slow resist: Measured in percentages of how much the strength of slows will be reduced.Tenacity: Measured in percentages of how much the duration of most disables will be reduced.Magic resistance: Used to calculate the reduced damage (in percentage) taken from abilities that deal magic damage.

Health regeneration: The rate at which a champion's health is naturally restored.Health: The total damage a champion may take before dying.Heal and shield power: Increases the strength of heals and shields.Armor: Used to calculate the reduced damage (in percentage) taken from basic attacks and abilities that deal physical damage.Physical vamp: The percentage of the physical damage done by a champion that is returned to them as health.Omnivamp: The percentage of the damage done by a champion that is returned to them as health.Magic penetration: How much the magic resistance values of targets are reduced during magic damage calculations.Life steal: The percentage of the damage done by a champion's basic attacks that is returned to them as health.Critical strike damage: The percentage damage increase provided by critical strike chance.Critical strike chance: The percent chance that a basic attack will critically strike to deal increased damage.Attack speed: The rate at which a champion uses their basic attack and scaling a few abilities.Attack damage: Provides the initial damage value of basic attacks and scaling on some abilities.Armor penetration: How much the armor values of targets are reduced during physical damage calculations.Ability power: Provides scaling on some abilities.
