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What stats each champion needs

How to decide which stats and sets to chase on a champion - speed first, then accuracy, crit, the scaling stat and resistance - and how six pieces are split into set combinations.

Gear · part 2 of 36 min readChecked 2026-10-15
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In short
  • Ask three questions about a champion: what does it do, which stat do its damage or healing numbers use, and what must it survive.
  • Almost everyone wants SPD first. Then, in order: ACC if it places debuffs, C.RATE up to 100% and C.DMG if it hits for damage, the scaling stat, and RES or HP and DEF if it keeps dying.
  • Six pieces are split into a 4-piece set plus a 2-piece set, or three 2-piece sets. Some "variable" sets use up to nine pieces, counting accessories.
  • Each champion page here suggests set combinations, main stats and a stat order for its kit. Treat them as a starting point.

Start from the job, not from a list

There is no single best stat. A champion that hits hard needs different gear from one that places debuffs, and a healer needs different gear again. Look at what the kit actually does, then follow the order below. If you are not sure what the stats do, read every stat explained first.

The order that fits most champions

  1. SPD (speed). More speed means more turns, and every skill, buff and debuff happens on a turn. Speed is also what lets a team act in the right order. See turn meter and speed. Boots are the only slot with SPD as a main stat, and the Speed set gives +12% SPD for two pieces.
  2. ACC (accuracy), if the champion places debuffs. A debuff that is resisted does nothing. A rule of thumb is to be about 30 above the enemy's RES, then stop. See accuracy and resistance. Champions that only buff or heal need none.
  3. C.RATE up to 100%. For champions whose damage comes from hitting, every crit multiplies the hit. Past 100% it is wasted. Gauntlets can give C.RATE as a main stat, the Critical Rate set gives 12 points for two pieces, and the 4-piece Lethal set gives 10 points together with its DEF ignore.
  4. C.DMG. Once C.RATE is near 100%, C.DMG decides how big a crit is. The amulet can give it as a main stat, gauntlets too, and the Crit Damage set gives 20 points for two pieces.
  5. The stat the skills scale from (see below): ATK%, DEF% or HP%.
  6. RES, HP and DEF. Add them when the champion dies too early or loses turns to crowd control. A champion that is never alive to use its skills helps nobody.
Tip A support does not need crit at all. For a buffer or healer the list shortens to SPD, then the stat its heals or shields scale from, then bulk.

Find the scaling stat on the champion page

Every damaging skill shows a multiplier such as "Damage 4×DEF". That tells you which stat counts for the hit. Most champions use ATK, but a number of defenders use DEF and some use HP, and heals and shields can use HP or a different stat again.

  • If the damage reads ATK, put ATK% on chestplate, gauntlets or boots, and use flat ATK where the slot only gives flat stats (weapon, ring).
  • If it reads DEF, the champion wants DEF% in the same places. Extra ATK does nothing for it.
  • If it reads HP, HP% is both damage and survival.
  • If a champion's skills mix two (for example "DEF + ATK"), favour the larger multiplier.

The suggested build on each champion page reads this from the skills, so you can use it as a check.

Note Percent stats scale with the champion's base stat, so the same piece adds more to a champion with a high base. The maths is in every stat explained and how damage works.

Main stats by slot

Three slots are chosen for you: weapon gives ATK, helmet gives HP and shield gives DEF, all flat. The six you choose are below. Which one you take depends on the champion, but these are the usual answers:

SlotDamage dealerDebufferTank or support
GauntletsC.RATE, then C.DMG once at 100%The scaling % statHP% or DEF%
ChestplateThe scaling % statACCHP% or DEF%
BootsSPD. Nearly always.
RingFlat ATK (or the scaling stat)Flat scaling statFlat HP or DEF
AmuletC.DMGFlat scaling statFlat HP or DEF
BannerACC if it also debuffs, else flat ATKACCRES

Substats are the other half. Chase SPD, then the lines in the order above, and treat flat HP/ATK/DEF substats as weak. A piece with several SPD rolls is worth keeping even on a mediocre set.

Careful Do not put a percent stat on a champion whose damage uses a different stat. A DEF% chestplate on an ATK champion is lost value, and ATK% on a DEF-scaling tank is nothing.

How six pieces become sets

A set only gives its bonus when you wear enough pieces of it. Most sets come in two shapes:

  • 2-piece sets give a stat for every two pieces. The stat sets (Speed, Offense, Life, Defense, Critical Rate, Crit Damage, Accuracy, Resistance) are of this type. Wear six Speed pieces and you get the bonus three times, so +12% SPD becomes +36% (percent of base SPD).
  • 4-piece sets give an effect once for four pieces: Savage ignores 25% of the target's DEF, Lifesteal heals from the damage dealt, Stun has a chance to stun on hit. A fifth piece of it gives nothing extra.

With six pieces that leaves two ways to fill the set slots:

ShapeExampleWhat it does
4 + 2Savage ×4 + Offense ×2DEF ignore on every hit, plus ATK%. A common damage build.
4 + 2Lethal ×4 + Speed ×2C.RATE and DEF ignore, with SPD to act more often.
2 + 2 + 2Speed ×2 + Perception ×2 + Accuracy ×2Fast and accurate: for a debuffer who needs both.
2 + 2 + 2Speed ×6Maximum SPD for a support.

Combinations from this site's champion pages follow the same shape: a 4-piece effect when the kit uses it, otherwise three 2-piece stat sets. Use them as a starting point, then swap a set when a piece from another does not fit.

Tip If your 4-piece pieces are weak, drop to three 2-piece sets. Three decent sets beat one great set with two lousy pieces.

Variable sets and the accessories

A newer kind of set, such as Swift Parry, Deflection, Stone Skin, Protection, Feral and Supersonic, does not follow the 2-or-4 rule. Its bonus grows with every piece, and it counts accessories, so a champion can wear up to nine pieces of it: six artifacts and the ring, amulet and banner. Effects arrive at 4, 6 and 9 pieces. The set pages list the stats for each count.

For example, Swift Parry with four pieces gives +30% C.DMG and +18% SPD plus an effect; with eight pieces the SPD bonus reaches +28%. Because of this, a variable set can be worth more than a regular 4 + 2 combination, but only if you can fill its slots with pieces that also have good main stats.

Accessory-only sets (Refresh, Cleansing, Bloodshield, Reaction, Revenge) give a small effect per piece and sit next to your main sets. More on those in accessories, glyphs and ascension.

A worked example

Take a champion whose skills read "Damage 4.2×ATK" and who places a [Decrease DEF] with its second skill. Following the steps above:

  • Job: damage dealer and debuffer. Scaling stat: ATK. Needs ACC.
  • Boots: SPD. Gauntlets: C.RATE. Chestplate: ATK% (or ACC if landing the debuff is the problem). Amulet: C.DMG. Banner: ACC.
  • Sets: Savage ×4 + Perception ×2 (damage plus ACC and some SPD), or Lethal ×4 + Speed ×2 if ACC is already enough.
  • Check: SPD high enough to act, C.RATE at 100%, ACC about 30 over the enemy's RES. If you are short, change one thing at a time.
Careful Numbers like "250 ACC" or "250 SPD" you see in other guides belong to one boss and one team. Work out what the content in front of you needs.

Next: accessories, glyphs and ascension, the extras that polish a build. Back to gear basics.