Daily Challenge explained

Daily Challenge explained — November 4, 2026

The November 4, 2026 Daily (Context Journey format) asked 24 questions. Instead of reading every answer in a row, start with the 4 ideas below: each one is a concept the Daily tested, shown as a worked example from that day's own question. You do not need to have played it, and every question is still listed underneath with its answer and reasoning.

This lesson set is the questions most players were served that day. Patch not recorded · content revision bank:2ed3119f144bbf46+dqcd:1+dqrx:1.

Daily Intelligence

How this Daily played

What the day covered, where players went wrong, and how its subjects compare with the rest of the game.

The big picture

About 45 players played the official Daily, and 65% of them finished the main journey.

24 explained lessons from 18 question families: Early game 8, Mid game 10, Late game 6. 2 more challenges have no single answer to explain.

Chapters

  • Early game8
  • Mid game10
  • Late game6

Topics

  • map and systems8
  • items7
  • champions7
  • role quests4

Modes

  • Quiz18
  • Stat Check3
  • CC Lab1
  • Chronoscope1
  • Order Forge1
  • Perfect Timing1
  • Reconstruct1

Beyond today's questions

Where today's subjects sit in Mogzy's wider game data.

  • Executioner's Calling

    Executioner's Calling returns 66% of its 800-gold cost in certified stat value, the 11th lowest of 201 valued items.

    Read question 13

What players chose

What players chose, from about 45 official runs.

The most common wrong answers

“How much does Faerie Charm cost?” Of about 30 players, 22% chose the right answer (200 gold) and 53% chose 250 gold.Read question 9
  • 250 gold53%
  • 200 goldAnswer22%
  • Other answers22%
  • No answer in time3%
“How much extra gold does the completed Bot quest grant per champion takedown?” Of about 25 players, 26% chose the right answer (40 gold) and 48% chose 50 gold.Read question 23
  • 50 gold48%
  • 40 goldAnswer26%
  • Other answers19%
  • No answer in time7%
“How much mana does Malphite Q - Seismic Shard cost at rank 1?” Of about 35 players, 22% chose the right answer (70) and 47% chose 80.Read question 1
  • 8047%
  • 70Answer22%
  • 6519%
  • Other answers6%
  • No answer in time6%
  • Best known: “Which stat reduces incoming magic damage?” 94% of about 35 players answered Magic Resist.Read question 5

How each mode went

Each mode is graded its own way, so compare a mode with itself on other days, not with the other modes.

ModeGraded asSolvedOut of timePlayers
CC Labexact or close46%7%about 30
Stat Checkscored per card78%16%about 30
Order Forgeexact order or nothing0%3%about 35
Quizone answer per question51%5%about 35
Reconstructexact recipe or nothing27%3%about 30
Chronoscopeexact checkpoint or nothing55%3%about 35

How these numbers are made

  • Only official first attempts count: bot opponents, replays, owner takes and test runs are excluded, and each player counts once per question.
  • Every community number comes from at least 20 players; player counts are rounded.
  • Each mode is graded differently, so mode rates are not comparable with each other.

Every question from this Daily

The complete archive: all 24 questions in the order the day was built. Open a chapter, then any question, to read it as it was asked with its correct answer, reasoning and visual.

Early game

(8 questions)
  • Ability cost by rank · question 1How much mana does Malphite Q - Seismic Shard cost at rank 1?Answer: 70

    Lesson 1

    Ability cost by rank

    The idea

    An ability's resource cost is set per rank, just like its cooldown, and it can change from one rank to the next. Knowing what a cast costs lets you judge how many casts your resource bar can afford.

    The question as asked

    How much mana does Malphite Q - Seismic Shard cost at rank 1?

    • A.80
    • B.70(correct answer)
    • C.65
    • D.75

    The explanation

    Malphite Q - Seismic Shard costs 70 mana at rank 1 (70 / 75 / 80 / 85 / 90 across its ranks).

    Remember: Resource cost is tied to the ability's rank, so recall the cost for the rank in the question.

    Source: Mogzy certified game data

  • Compare champion stats · question 2At level 1, which champion has more attack range: Rell or Renata?Answer: Renata

    Lesson 2

    Compare champion stats

    The idea

    Base stats are what a champion has before items, runes and other bonuses are added. Two champions can differ clearly in a stat such as health, armor or attack range, and those differences shape how each one trades in lane.

    The question as asked

    At level 1, which champion has more attack range: Rell or Renata?

    • A.Renata(correct answer)
    • B.Rell

    The explanation

    Rell has 175 and Renata has 550 attack range at level 1, so Renata is higher.

    Attack range at level 1

    Higher wins

    • Rell175
    • RenataAnswer550

    Difference: 375

    Bars start at 0.

    Attack range at level 1: Rell 175, Renata 550. Renata is the answer (higher wins, difference 375).

    Remember: Compare base stats at the level the question gives, before any items or runes.

    Source: Mogzy certified game data

  • Order by value · question 3Order these champions by Move SpeedAnswer: Illaoi > Volibear > Janna > Rell

    Lesson 3

    Order by value

    The question as asked

    Order these champions by Move Speed

    • A.Illaoi
    • B.Janna
    • C.Rell
    • D.Volibear

    Correct answer: Illaoi > Volibear > Janna > Rell

    The explanation

    Move Speed, Highest to Lowest: Illaoi 350 MS, Volibear 340 MS, Janna 325 MS, Rell 315 MS

    Worked out from the recorded question data.

    Move Speed

    Higher wins

    • IllaoiAnswer350 MS
    • Volibear340 MS
    • Janna325 MS
    • Rell315 MS

    Bars start at 0.

    Move Speed: Illaoi 350 MS, Volibear 340 MS, Janna 325 MS, Rell 315 MS. Illaoi is the answer (higher wins).

    Source: Mogzy certified game data

  • Map mechanics · question 4Does Minion Pushing update only when a new wave spawns?Answer: No

    Lesson 4

    Map mechanics

    The question as asked

    Does Minion Pushing update only when a new wave spawns?

    • A.No(correct answer)
    • B.Yes

    The explanation

    No — minions already on the map get the buff too, and every value re-evaluates whenever the average-team-level or lane turret advantage changes (patch 26.15).

    Source: Mogzy mechanics reference · patch 26.15

  • Fundamental magic resist magic damage · question 5Which stat reduces incoming magic damage?Answer: Magic Resist

    Lesson 5

    Fundamental magic resist magic damage

    The idea

    League has three kinds of damage: physical, magic and true. Magic resist reduces magic damage only, armor reduces physical damage only, and true damage ignores both.

    The question as asked

    Which stat reduces incoming magic damage?

    • A.Magic Resist(correct answer)
    • B.Armor
    • C.Attack Damage
    • D.Attack Speed

    The explanation

    Magic Resist reduces magic damage.

    Remember: Magic resist protects against magic damage, so stack the resistance that matches the damage you are taking.

    Source: Mogzy mechanics reference

  • Wave XP checkpoints · question 6Find the first wave where a solo laner reaches Level 5.Answer: Wave 6 (3:00) · cannon

    Lesson 6

    Wave XP checkpoints

    The idea

    Every minion wave gives a fixed amount of experience to the champions who share it, so a laner who takes every minion reaches each early level on a predictable wave rather than at a set minute. Cannon minions are worth more experience than the others, which is why some level-ups line up with cannon waves.

    The question as asked

    Find the first wave where a solo laner reaches Level 5.

    • A.Wave 1 (0:30)
    • B.Wave 2 (1:00)
    • C.Wave 3 (1:30) · cannon
    • D.Wave 4 (2:00)
    • E.Wave 5 (2:30)
    • F.Wave 6 (3:00) · cannon(correct answer)
    • G.Wave 7 (3:30)
    • H.Wave 8 (4:00)
    • I.Wave 9 (4:30) · cannon
    • J.Wave 10 (5:00)
    • 11.Wave 11 (5:30)
    • 12.Wave 12 (6:00) · cannon
    • 13.Wave 13 (6:30)
    • 14.Wave 14 (7:00)
    • 15.Wave 15 (7:30) · cannon

    The explanation

    A solo laner reaches Level 5 at Wave 6 (3:00) · cannon: 1824 XP, threshold 1720 XP; Level 5 (3rd caster in wave). The wave before, Wave 5 (2:30), is Level 4 with 1470 XP.

    Worked out from the recorded question data.

    Cumulative XP (solo lane): running total against threshold
    Cumulative XP (solo lane) after each step against Level 5 at 1,720 XP; Wave 6 (3:00) is the crossing step.Level 5: 1,720 XPWave 1 (0:30): +279 XP, total 279 XPWave 1 (0…279 (+279)Wave 2 (1:00): +279 XP, total 558 XPWave 2 (1…558 (+279)Wave 3 (1:30): +354 XP, total 912 XPWave 3 (1…912 (+354)Wave 4 (2:00): +279 XP, total 1,191 XPWave 4 (2…1,191 (+279)Wave 5 (2:30): +279 XP, total 1,470 XPWave 5 (2…1,470 (+279)Wave 6 (3:00): +354 XP, total 1,824 XPWave 6 (3…1,824 (+354)✓ AnswerWave 7 (3:30): +279 XP, total 2,103 XPWave 7 (3…2,103 (+279)

    Bars show the running total of cumulative xp (solo lane) (XP) after each step; the number in brackets is what that step adds. Dashed lines mark the thresholds.

    Crossing step: Wave 6 (3:00)

    Cumulative XP (solo lane) by step
    StepAddsRunning total
    Wave 1 (0:30)279279
    Wave 2 (1:00)279558
    Wave 3 (1:30)354912
    Wave 4 (2:00)2791,191
    Wave 5 (2:30)2791,470
    Wave 6 (3:00) (answer)3541,824
    Wave 7 (3:30)2792,103
    Cumulative XP (solo lane): Wave 6 (3:00) reaches 1,824 XP, crossing Level 5 at 1,720 XP.

    Remember: Track levels by waves, not minutes, and expect the bigger jumps when a cannon wave arrives.

    Source: Mogzy mechanics reference · patch 26.15

  • Vision support quest · question 7How much gold do you save on one Control Ward after completing your Support Role Quest?Answer: 35 gold

    Lesson 7

    Vision support quest

    The question as asked

    How much gold do you save on one Control Ward after completing your Support Role Quest?

    • A.25 gold
    • B.40 gold
    • C.35 gold(correct answer)
    • D.45 gold

    The explanation

    The regular 75-gold price falls to 40 gold, saving 35 gold per Control Ward.

    Source: Mogzy mechanics reference · patch 26.20

  • Smite timing · question 8You are holding two Smite charges and you cast one. What is the shortest time before you can cast Smite again?Answer: 15 seconds

    Lesson 8

    Smite timing

    The idea

    Smite's timing involves three separate ideas that are easy to merge: how long a charge takes to come back, the short lockout between two casts, and the moment the recharge clock starts. Telling them apart is what lets you plan Smite for a contested objective.

    The question as asked

    You are holding two Smite charges and you cast one. What is the shortest time before you can cast Smite again?

    • A.15 seconds(correct answer)
    • B.90 seconds
    • C.60 seconds
    • D.10 seconds

    The explanation

    With a charge already banked you are not waiting on the 90 seconds recharge — you are waiting on the 15 seconds lockout between casts. Smite holds up to 2 charges, and that lockout is what stops you spending both at once.

    Remember: Keep Smite's recharge, its lockout between casts and the start of its recharge as three separate things.

    Source: Mogzy mechanics reference · patch 26.18

Mid game

(10 questions)
  • Item cost · question 9How much does Faerie Charm cost?Answer: 200 gold

    Lesson 9

    Item cost

    The idea

    Every item has a shop price. The price of a finished item includes the cost of the components it is built from, and a recipe adds a combine fee on top where one applies. Knowing prices lets you decide on a recall whether you can afford a finished item or should buy components.

    The question as asked

    How much does Faerie Charm cost?

    • A.300 gold
    • B.250 gold
    • C.150 gold
    • D.200 gold(correct answer)

    The explanation

    Faerie Charm costs 200 gold.

    Item recipe
    Faerie Charm
    Total cost 200 gold
    Faerie Charm costs 200 gold.

    Remember: Know what an item costs so you can plan each recall around what you can afford.

    Source: League of Legends Wiki item data

  • Item sell · question 10How much gold is received when selling Faerie Charm?Answer: 140 gold

    Lesson 10

    Item sell

    The question as asked

    How much gold is received when selling Faerie Charm?

    • A.200 gold
    • B.100 gold
    • C.80 gold
    • D.140 gold(correct answer)

    The explanation

    Faerie Charm sells for 140 gold (70% of its 200 gold price).

    Source: League of Legends Wiki item data

  • Rebuild an item recipe · question 11Rebuild the recipe: Knight's VowAnswer: Chain Vest + Kindlegem + Rejuvenation Bead

    Lesson 11

    Rebuild an item recipe

    The question as asked

    Rebuild the recipe: Knight's Vow

    Correct answer: Chain Vest + Kindlegem + Rejuvenation Bead

    The explanation

    Knight's Vow (2300 gold) = Chain Vest + Kindlegem + Rejuvenation Bead + 400 gold combine cost

    Worked out from the recorded question data.

    Item recipe
    Knight's Vow
    Total cost 2,300 gold

    Built from

    • Chain Vest
      Cost 800 gold
      Answer
    • Kindlegem
      Cost 800 gold
      Answer
    • Rejuvenation Bead
      Cost 300 gold
      Answer
    • Combine cost400 gold
    Knight's Vow costs 2,300 gold; components: Chain Vest (800) is the answer, Kindlegem (800) is the answer, Rejuvenation Bead (300) is the answer; combine cost 400.

    Source: League of Legends Wiki item data · revision 4092074

  • Cooldown under items · question 12Poppy R - Keeper's Verdict has a rank 1 cooldown of 140 seconds. With Sundered Sky, what is its cooldown?Answer: 127.3 seconds

    Lesson 12

    Cooldown under items

    The idea

    Ability haste shortens cooldowns, but not by subtracting seconds. The base cooldown is scaled by one hundred divided by one hundred plus your total haste, so every extra point of haste removes a little less time than the one before. Haste from an item can also be limited to certain ability slots, so which slots an item's haste applies to matters as much as how much it gives.

    The question as asked

    Poppy R - Keeper's Verdict has a rank 1 cooldown of 140 seconds. With Sundered Sky, what is its cooldown?

    • A.126 seconds
    • B.109.1 seconds
    • C.112 seconds
    • D.127.3 seconds(correct answer)

    The explanation

    Poppy R - Keeper's Verdict has a cooldown of 140 seconds at rank 1. Sundered Sky grants 10 Ability Haste, so this ability uses 10 haste in total. Ability Haste divides the cooldown: 140 seconds x 100 / (100 + 10) = 127.3 seconds.

    1. 140 × 100 / (100 + 10) = 127.3 s
    • Why not 126 seconds? Reads ability haste as a percentage cut instead of dividing the cooldown.
    How ability haste shortens a cooldown

    Poppy R (Keeper's Verdict), rank 1

    140 s
    Base cooldown
    ×
    100 / (100 + 10)
    10 ability haste
    =
    127.3 s
    Final cooldown

    Formula: base × 100 / (100 + haste). Exact value 127.27 s, shown as nearest 0.1 s.

    Haste sources

    • Sundered Sky+10
    • Total ability haste10
    Cooldown against ability haste. Base cooldown 140 seconds; at 10 ability haste the cooldown is 127.3 seconds.00306090120150Ability hasteCooldown (s)140Base 140 s10 haste → 127.3 s
    Cooldown by ability haste
    Ability hasteCooldown (s)
    0140
    10127.3
    20116.7
    30107.7
    40100
    5093.3
    6087.5
    7082.4
    8077.8
    9073.7
    10070
    11066.7
    12063.6
    13060.9
    14058.3
    15056
    Poppy R at rank 1: 140 s base cooldown with 10 ability haste becomes 127.3 s.

    Remember: Add up the haste that applies to that ability slot, then scale the base cooldown by one hundred over one hundred plus haste.

    Source: Mogzy certified game data

  • Item stats · question 13How much Attack Damage does Executioner's Calling give?Answer: 15

    Lesson 13

    Item stats

    The idea

    An item's stats are exact numbers, and similar-looking items often differ in them. Because the numbers can change between patches, the patch an answer was written for matters.

    The question as asked

    How much Attack Damage does Executioner's Calling give?

    • A.25
    • B.10
    • C.35
    • D.15(correct answer)

    The explanation

    Executioner's Calling gives 15 Attack Damage.

    Remember: Learn the exact stat an item grants, and check the patch when the numbers matter.

    Source: League of Legends Wiki item data

  • Stat check · question 14Which item costs more gold? Executioner's Calling or Serrated Dirk?Answer: Serrated Dirk

    Lesson 14

    Stat check

    The question as asked

    Which item costs more gold? Executioner's Calling or Serrated Dirk?

    • A.Executioner's Calling
    • B.Serrated Dirk(correct answer)

    The explanation

    Serrated Dirk has 1,000 gold and Executioner's Calling has 800 gold, so Serrated Dirk is higher.

    Worked out from the recorded question data.

    Item cost

    Higher wins

    • Executioner's Calling800 gold
    • Serrated DirkAnswer1,000 gold

    Difference: 200 gold

    Bars start at 0.

    Item cost: Executioner's Calling 800 gold, Serrated Dirk 1,000 gold. Serrated Dirk is the answer (higher wins, difference 200 gold).
  • Stat check · question 15Which champion has more Attack Damage? (level 6) Kog'Maw or Taliyah?Answer: Kog'Maw

    Lesson 15

    Stat check

    The question as asked

    Which champion has more Attack Damage? (level 6) Kog'Maw or Taliyah?

    • A.Kog'Maw(correct answer)
    • B.Taliyah

    The explanation

    Kog'Maw has 73 AD and Taliyah has 71 AD at level 6, so Kog'Maw is higher.

    Worked out from the recorded question data.

    Ad at level 6

    Higher wins

    • Kog'MawAnswer73 AD
    • Taliyah71 AD

    Difference: 2 AD

    Bars start at 0.

    Ad by level

    Ad by champion level, Kog'Maw and Taliyah.114.152.3914710131618Champion levelLevel 6
    • Kog'Maw (answer)
    • Taliyah

    The vertical axis starts at 52.39, not 0.

    Ad by champion level
    LevelKog'MawTaliyah
    16158
    263.2360.38
    365.5762.87
    468.0265.47
    570.5868.2
    673.2571.03
    776.0273.99
    878.977.06
    981.8980.24
    1084.9983.54
    1188.286.96
    1291.5290.49
    1394.9494.14
    1498.4897.9
    15102.12101.77
    16105.87105.77
    17109.73109.88
    18113.7114.1
    Ad at level 6: Kog'Maw 73 AD, Taliyah 71 AD. Kog'Maw is the answer (higher wins, difference 2 AD).
  • Stat check · question 16Which item gives more Attack Damage? Cull or Edge of Night?Answer: Edge of Night

    Lesson 16

    Stat check

    The question as asked

    Which item gives more Attack Damage? Cull or Edge of Night?

    • A.Cull
    • B.Edge of Night(correct answer)

    The explanation

    Edge of Night has 50 AD and Cull has 7 AD, so Edge of Night is higher.

    Worked out from the recorded question data.

    Ad

    Higher wins

    • Cull7 AD
    • Edge of NightAnswer50 AD

    Difference: 43 AD

    Bars start at 0.

    Ad: Cull 7 AD, Edge of Night 50 AD. Edge of Night is the answer (higher wins, difference 43 AD).
  • Role quest · question 17Swiftmarch — Noxian Fervor: gain Adaptive Force equal to [ ? ]% of your total Move Speed.Answer: 5

    Lesson 17

    Role quest

    The question as asked

    Swiftmarch — Noxian Fervor: gain Adaptive Force equal to [ ? ]% of your total Move Speed.

    • A.5(correct answer)
    • B.8
    • C.3
    • D.10

    The explanation

    Noxian Fervor gives Adaptive Force equal to 5% of your total Move Speed. Swiftmarch also gives 65 Move Speed and Fleetfooted (25% slow resist).

    Source: Mogzy mechanics reference · patch 26.21

  • Resistance mitigation percent · question 18A champion has 55 magic resist and buys Spirit Visage, which gives 50 magic resist (now 105 magic resist). Ignore penetration and every other effect. After the purchase, their magic resist reduces incoming magic damage by what percent? Round to the nearest whole percent.Answer: 51%

    Lesson 18

    Resistance mitigation percent

    The question as asked

    A champion has 55 magic resist and buys Spirit Visage, which gives 50 magic resist (now 105 magic resist). Ignore penetration and every other effect. After the purchase, their magic resist reduces incoming magic damage by what percent? Round to the nearest whole percent.

    • A.35%
    • B.33%
    • C.51%(correct answer)
    • D.49%

    The explanation

    Damage reduced by magic resist = magic resist / (100 + magic resist). 105 / 205 = 51.2%, so 51%.

    Source: Mogzy certified game data · revision 4092074

Late game

(6 questions)
  • Map mechanics · question 19Can an inhibitor attack enemy champions?Answer: No

    Lesson 19

    Map mechanics

    The question as asked

    Can an inhibitor attack enemy champions?

    • A.Yes
    • B.No(correct answer)

    The explanation

    Inhibitors and the Nexus deal no damage at all; only turrets attack (rule effective 26.01, verified through 26.15).

    Source: Mogzy mechanics reference · patch 26.15

  • Role quest · question 20After completing the Top quest, how much extra XP does each champion takedown grant?Answer: 80 XP

    Lesson 20

    Role quest

    The question as asked

    After completing the Top quest, how much extra XP does each champion takedown grant?

    • A.120 XP
    • B.80 XP(correct answer)
    • C.40 XP
    • D.60 XP

    The explanation

    The completed Top role quest grants 80 extra XP per champion takedown.

    Source: Mogzy mechanics reference · patch 26.20

  • Cooldown under items · question 21Zilean R - Chronoshift has a rank 1 cooldown of 120 seconds. With Shurelya's Battlesong, what is its cooldown?Answer: 104.3 seconds

    Lesson 21

    Cooldown under items

    The idea

    Ability haste shortens cooldowns, but not by subtracting seconds. The base cooldown is scaled by one hundred divided by one hundred plus your total haste, so every extra point of haste removes a little less time than the one before. Haste from an item can also be limited to certain ability slots, so which slots an item's haste applies to matters as much as how much it gives.

    The question as asked

    Zilean R - Chronoshift has a rank 1 cooldown of 120 seconds. With Shurelya's Battlesong, what is its cooldown?

    • A.78.3 seconds
    • B.104.3 seconds(correct answer)
    • C.102 seconds
    • D.96 seconds

    The explanation

    Zilean R - Chronoshift has a cooldown of 120 seconds at rank 1. Shurelya's Battlesong grants 15 Ability Haste, so this ability uses 15 haste in total. Ability Haste divides the cooldown: 120 seconds x 100 / (100 + 15) = 104.3 seconds.

    1. 120 × 100 / (100 + 15) = 104.3 s
    • Why not 102 seconds? Reads ability haste as a percentage cut instead of dividing the cooldown.
    How ability haste shortens a cooldown

    Zilean R (Chronoshift), rank 1

    120 s
    Base cooldown
    ×
    100 / (100 + 15)
    15 ability haste
    =
    104.3 s
    Final cooldown

    Formula: base × 100 / (100 + haste). Exact value 104.35 s, shown as nearest 0.1 s.

    Haste sources

    • Shurelya's Battlesong+15
    • Total ability haste15
    Cooldown against ability haste. Base cooldown 120 seconds; at 15 ability haste the cooldown is 104.3 seconds.00306090120150Ability hasteCooldown (s)120Base 120 s15 haste → 104.3 s
    Cooldown by ability haste
    Ability hasteCooldown (s)
    0120
    10109.1
    20100
    3092.3
    4085.7
    5080
    6075
    7070.6
    8066.7
    9063.2
    10060
    11057.1
    12054.5
    13052.2
    14050
    15048
    Zilean R at rank 1: 120 s base cooldown with 15 ability haste becomes 104.3 s.

    Remember: Add up the haste that applies to that ability slot, then scale the base cooldown by one hundred over one hundred plus haste.

    Source: Mogzy certified game data

  • Item stats · question 22How much Ability Haste does Seraph's Embrace give?Answer: 25

    Lesson 22

    Item stats

    The idea

    An item's stats are exact numbers, and similar-looking items often differ in them. Because the numbers can change between patches, the patch an answer was written for matters.

    The question as asked

    How much Ability Haste does Seraph's Embrace give?

    • A.25(correct answer)
    • B.5
    • C.10
    • D.40

    The explanation

    Seraph's Embrace gives 25 Ability Haste.

    Remember: Learn the exact stat an item grants, and check the patch when the numbers matter.

    Source: League of Legends Wiki item data

  • Role quest · question 23How much extra gold does the completed Bot quest grant per champion takedown?Answer: 40 gold

    Lesson 23

    Role quest

    The question as asked

    How much extra gold does the completed Bot quest grant per champion takedown?

    • A.50 gold
    • B.40 gold(correct answer)
    • C.30 gold
    • D.60 gold

    The explanation

    The completed Bot quest grants 40 additional gold per champion takedown.

    Source: Mogzy mechanics reference · patch 26.20

  • Resistance mitigation percent · question 24A champion has 100 armor and buys Thornmail, which gives 75 armor (now 175 armor). Ignore penetration and every other effect. By how many percentage points does the purchase increase the percent of incoming physical damage their armor reduces? Round to the nearest whole percentage point.Answer: 14 percentage points

    Lesson 24

    Resistance mitigation percent

    The question as asked

    A champion has 100 armor and buys Thornmail, which gives 75 armor (now 175 armor). Ignore penetration and every other effect. By how many percentage points does the purchase increase the percent of incoming physical damage their armor reduces? Round to the nearest whole percentage point.

    • A.14 percentage points(correct answer)
    • B.75 percentage points
    • C.64 percentage points
    • D.27 percentage points

    The explanation

    Damage reduced by armor = armor / (100 + armor). Before: 100 / 200 = 50.0%. After: 175 / 275 = 63.6%. The difference is 13.6 percentage points, so 14 percentage points. (Percentage points are a difference of two percents, not a relative change.)

    Source: Mogzy certified game data · revision 4092074

Not explained here

These parts of the day are not explained on this page, for the reason given with each one.

  • perfect timing ability cooldown (perfect timing): no read-only resolver for ref 'perfect_timing:Katarina:W:r4' (module perfect_timing)
  • cc lab group stack (cc lab): no read-only resolver for ref 'cc_lab:9b781377cb62' (module cc_lab)

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