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
- 250 gold53%
- 200 goldAnswer22%
- Other answers22%
- No answer in time3%
- 50 gold48%
- 40 goldAnswer26%
- Other answers19%
- No answer in time7%
- 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.
| Mode | Graded as | Solved | Out of time | Players |
|---|---|---|---|---|
| CC Lab | exact or close | 46% | 7% | about 30 |
| Stat Check | scored per card | 78% | 16% | about 30 |
| Order Forge | exact order or nothing | 0% | 3% | about 35 |
| Quiz | one answer per question | 51% | 5% | about 35 |
| Reconstruct | exact recipe or nothing | 27% | 3% | about 30 |
| Chronoscope | exact checkpoint or nothing | 55% | 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.
4 ideas from the November 4 Daily
The clearest, most varied lessons from the day, each one an idea you can reuse in your own games. The complete list of questions follows after them.
Idea 1
Compare champion stats
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.
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). On this day's Daily
At level 1, which champion has more attack range: Rell or Renata?
Answer: Renata
Rell has 175 and Renata has 550 attack range at level 1, so Renata is higher.
Remember: Compare base stats at the level the question gives, before any items or runes.
Idea 2
Wave XP checkpoints
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.
Cumulative XP (solo lane): running total against threshold 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 Step Adds Running total Wave 1 (0:30) 279 279 Wave 2 (1:00) 279 558 Wave 3 (1:30) 354 912 Wave 4 (2:00) 279 1,191 Wave 5 (2:30) 279 1,470 Wave 6 (3:00) (answer) 354 1,824 Wave 7 (3:30) 279 2,103 Cumulative XP (solo lane): Wave 6 (3:00) reaches 1,824 XP, crossing Level 5 at 1,720 XP. On this day's Daily
Find the first wave where a solo laner reaches Level 5.
Answer: Wave 6 (3:00) · cannon
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.
Remember: Track levels by waves, not minutes, and expect the bigger jumps when a cannon wave arrives.
Idea 3
Item cost
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.
Item recipe Faerie CharmTotal cost 200 goldFaerie Charm costs 200 gold. On this day's Daily
How much does Faerie Charm cost?
Answer: 200 gold
Faerie Charm costs 200 gold.
Remember: Know what an item costs so you can plan each recall around what you can afford.
Idea 4
Cooldown under items
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.
How ability haste shortens a cooldown Zilean R (Chronoshift), rank 1
120 sBase cooldown×100 / (100 + 15)15 ability haste=104.3 sFinal cooldownFormula: 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 by ability haste Ability haste Cooldown (s) 0 120 10 109.1 20 100 30 92.3 40 85.7 50 80 60 75 70 70.6 80 66.7 90 63.2 100 60 110 57.1 120 54.5 130 52.2 140 50 150 48 Zilean R at rank 1: 120 s base cooldown with 15 ability haste becomes 104.3 s. On this day's Daily
Zilean R - Chronoshift has a rank 1 cooldown of 120 seconds. With Shurelya's Battlesong, what is its cooldown?
Answer: 104.3 seconds
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.
- 120 × 100 / (100 + 15) = 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.
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 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 Step Adds Running total Wave 1 (0:30) 279 279 Wave 2 (1:00) 279 558 Wave 3 (1:30) 354 912 Wave 4 (2:00) 279 1,191 Wave 5 (2:30) 279 1,470 Wave 6 (3:00) (answer) 354 1,824 Wave 7 (3:30) 279 2,103 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 CharmTotal cost 200 goldFaerie 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 VowTotal cost 2,300 goldBuilt from
- AnswerChain VestCost 800 gold
- AnswerKindlegemCost 800 gold
- AnswerRejuvenation BeadCost 300 gold
- 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.
- 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 sBase cooldown×100 / (100 + 10)10 ability haste=127.3 sFinal cooldownFormula: base × 100 / (100 + haste). Exact value 127.27 s, shown as nearest 0.1 s.
Haste sources
- Sundered Sky+10
- Total ability haste10
Cooldown by ability haste Ability haste Cooldown (s) 0 140 10 127.3 20 116.7 30 107.7 40 100 50 93.3 60 87.5 70 82.4 80 77.8 90 73.7 100 70 110 66.7 120 63.6 130 60.9 140 58.3 150 56 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
- Kog'Maw (answer)
- Taliyah
The vertical axis starts at 52.39, not 0.
Ad by champion level Level Kog'Maw Taliyah 1 61 58 2 63.23 60.38 3 65.57 62.87 4 68.02 65.47 5 70.58 68.2 6 73.25 71.03 7 76.02 73.99 8 78.9 77.06 9 81.89 80.24 10 84.99 83.54 11 88.2 86.96 12 91.52 90.49 13 94.94 94.14 14 98.48 97.9 15 102.12 101.77 16 105.87 105.77 17 109.73 109.88 18 113.7 114.1 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.
- 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 sBase cooldown×100 / (100 + 15)15 ability haste=104.3 sFinal cooldownFormula: 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 by ability haste Ability haste Cooldown (s) 0 120 10 109.1 20 100 30 92.3 40 85.7 50 80 60 75 70 70.6 80 66.7 90 63.2 100 60 110 57.1 120 54.5 130 52.2 140 50 150 48 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)
Keep learning
- Today's Daily Challenge — play the current set; no account needed.
- Combat Lab — test damage and cooldowns with your own champion, items and runes.
- Glossary — exact definitions of the terms used in these lessons.
- Item index and champion index — look up any item or champion.