Daily Challenge explained
Daily Challenge explained — November 5, 2026
The November 5, 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:220e084e8e651684+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 30 players played the official Daily, and 59% of them finished the main journey.
24 explained lessons from 18 question families: Early game 7, Mid game 10, Late game 7. 2 more challenges have no single answer to explain.
Chapters
- Early game7
- Mid game10
- Late game7
Topics
- map and systems7
- champions7
- role quests5
- items4
- vision2
- runes1
Modes
- Quiz18
- Stat Check3
- CC Lab1
- Chronoscope1
- Match Grid1
- Order Forge1
- Reconstruct1
What players chose
What players chose, from about 30 official runs.
The most common wrong answers
- 390 secondsAnswer7%
- 420 seconds56%
- 450 seconds19%
- Other answers15%
- No answer in time4%
- 40 goldAnswer29%
- 30 gold48%
- Other answers19%
- No answer in time5%
- Best known: “Which champion has more Health? (level 11) Ornn or Zyra?” 91% of about 25 players answered Ornn.Read question 15
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 | 22% | 9% | about 25 |
| Stat Check | scored per card | 81% | 13% | about 25 |
| Match Grid | whole board or nothing | 87% | 13% | about 30 |
| Quiz | one answer per question | 49% | 6% | about 30 |
| Reconstruct | exact recipe or nothing | 23% | 3% | about 30 |
| Chronoscope | exact checkpoint or nothing | 24% | 7% | about 30 |
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 5 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
Rebuild an item recipe
Item recipe Staff of Flowing WaterTotal cost 2,250 goldBuilt from
- AnswerFiendish CodexCost 850 gold
- AnswerForbidden IdolCost 600 gold
- Combine cost800 gold
Staff of Flowing Water costs 2,250 gold; components: Fiendish Codex (850) is the answer, Forbidden Idol (600) is the answer; combine cost 800. On this day's Daily
Rebuild the recipe: Staff of Flowing Water
Answer: Fiendish Codex + Forbidden Idol
Staff of Flowing Water (2250 gold) = Fiendish Codex + Forbidden Idol + 800 gold combine cost
Worked out from the recorded question data.
Idea 2
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.
Base attack damage at level 1 Higher wins
- Cassiopeia53
- Cho'GathAnswer69
Difference: 16
Bars start at 0.
Base attack damage by level
- Cassiopeia
- Cho'Gath (answer)
The vertical axis starts at 44.26, not 0.
Base attack damage by champion level Level Cassiopeia Cho'Gath 1 53 69 2 55.16 72.02 3 57.42 75.19 4 59.8 78.51 5 62.27 81.98 6 64.85 85.59 7 67.53 89.35 8 70.33 93.25 9 73.22 97.31 10 76.22 101.51 11 79.33 105.86 12 82.53 110.35 13 85.85 114.99 14 89.27 119.78 15 92.8 124.71 16 96.42 129.79 17 100.16 135.02 18 104 140.4 Base attack damage at level 1: Cassiopeia 53, Cho'Gath 69. Cho'Gath is the answer (higher wins, difference 16). On this day's Daily
At level 1, which champion has more base attack damage: Cassiopeia or Cho'Gath?
Answer: Cho'Gath
Cassiopeia has 53 and Cho'Gath has 69 base attack damage at level 1, so Cho'Gath is higher.
Remember: Compare base stats at the level the question gives, before any items or runes.
Idea 3
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 9 (4:30)
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) 354 1,824 Wave 7 (3:30) 279 2,103 Wave 8 (4:00) 279 2,382 Wave 9 (4:30) (answer) 354 2,736 Wave 10 (5:00) 279 3,015 Cumulative XP (solo lane): Wave 9 (4:30) reaches 2,736 XP, crossing Level 6 at 2,400 XP. On this day's Daily
Find the first wave where a solo laner reaches Level 6.
Answer: Wave 9 (4:30) · cannon
A solo laner reaches Level 6 at Wave 9 (4:30) · cannon: 2736 XP, threshold 2400 XP; Level 6 (1st melee in wave). The wave before, Wave 8 (4:00), is Level 5 with 2382 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 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 Kayle E (Starfire Spellblade), rank 5
6 sBase cooldown×100 / (100 + 15)15 ability haste=5.2 sFinal cooldownFormula: base × 100 / (100 + haste). Exact value 5.22 s, shown as nearest 0.1 s.
Haste sources
- Nashor's Tooth+15
- Total ability haste15
Cooldown by ability haste Ability haste Cooldown (s) 0 6 10 5.5 20 5 30 4.6 40 4.3 50 4 60 3.8 70 3.5 80 3.3 90 3.2 100 3 110 2.9 120 2.7 130 2.6 140 2.5 150 2.4 Kayle E at rank 5: 6 s base cooldown with 15 ability haste becomes 5.2 s. On this day's Daily
Kayle E - Starfire Spellblade has a rank 5 cooldown of 6 seconds. With Nashor's Tooth, what is its cooldown?
Answer: 5.2 seconds
Kayle E - Starfire Spellblade has a cooldown of 6 seconds at rank 5. Nashor's Tooth grants 15 Ability Haste, so this ability uses 15 haste in total. Ability Haste divides the cooldown: 6 seconds x 100 / (100 + 15) = 5.2 seconds.
- 6 × 100 / (100 + 15) = 5.2 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
(7 questions)
Faelight vision rules · question 1Does using a Control Ward enlarge a Faelight's bonus vision region?Answer: No, ward type does not enlarge the region
Lesson 1
Faelight vision rules
The question as asked
Does using a Control Ward enlarge a Faelight's bonus vision region?
- A.Yes, Control Wards double its radius
- B.No, ward type does not enlarge the region(correct answer)
- C.Yes, but only after 15 minutes
- D.Yes, if no allied ward is nearby
The explanation
The bonus region is determined by the Faelight, not by whether the ward is a Control Ward.
Source: Mogzy mechanics reference · patch 26.20
Rebuild an item recipe · question 2Rebuild the recipe: Staff of Flowing WaterAnswer: Fiendish Codex + Forbidden Idol
Lesson 2
Rebuild an item recipe
The question as asked
Rebuild the recipe: Staff of Flowing Water
Correct answer: Fiendish Codex + Forbidden Idol
The explanation
Staff of Flowing Water (2250 gold) = Fiendish Codex + Forbidden Idol + 800 gold combine cost
Worked out from the recorded question data.
Item recipe Staff of Flowing WaterTotal cost 2,250 goldBuilt from
- AnswerFiendish CodexCost 850 gold
- AnswerForbidden IdolCost 600 gold
- Combine cost800 gold
Staff of Flowing Water costs 2,250 gold; components: Fiendish Codex (850) is the answer, Forbidden Idol (600) is the answer; combine cost 800. Source: League of Legends Wiki item data · revision 4092074
Compare champion stats · question 3At level 1, which champion has more base attack damage: Cassiopeia or Cho'Gath?Answer: Cho'Gath
Lesson 3
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 base attack damage: Cassiopeia or Cho'Gath?
- A.Cassiopeia
- B.Cho'Gath(correct answer)
The explanation
Cassiopeia has 53 and Cho'Gath has 69 base attack damage at level 1, so Cho'Gath is higher.
Base attack damage at level 1 Higher wins
- Cassiopeia53
- Cho'GathAnswer69
Difference: 16
Bars start at 0.
Base attack damage by level
- Cassiopeia
- Cho'Gath (answer)
The vertical axis starts at 44.26, not 0.
Base attack damage by champion level Level Cassiopeia Cho'Gath 1 53 69 2 55.16 72.02 3 57.42 75.19 4 59.8 78.51 5 62.27 81.98 6 64.85 85.59 7 67.53 89.35 8 70.33 93.25 9 73.22 97.31 10 76.22 101.51 11 79.33 105.86 12 82.53 110.35 13 85.85 114.99 14 89.27 119.78 15 92.8 124.71 16 96.42 129.79 17 100.16 135.02 18 104 140.4 Base attack damage at level 1: Cassiopeia 53, Cho'Gath 69. Cho'Gath is the answer (higher wins, difference 16). Remember: Compare base stats at the level the question gives, before any items or runes.
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
Vision scryer bloom · question 5When do the extra Scryer's Bloom locations become available?Answer: At 15:00 or elemental rift transformation
Lesson 5
Vision scryer bloom
The question as asked
When do the extra Scryer's Bloom locations become available?
- A.At the start of the game
- B.Only after Baron first spawns
- C.After the first inhibitor is destroyed
- D.At 15:00 or elemental rift transformation(correct answer)
The explanation
The added plant locations become available at 15:00 or upon elemental rift transformation.
Source: Mogzy mechanics reference · patch 26.20
Role quest · question 6Through what level does Support's stronger out-of-Bot-lane minion XP and gold penalty apply?Answer: Through level 5
Lesson 6
Role quest
The question as asked
Through what level does Support's stronger out-of-Bot-lane minion XP and gold penalty apply?
- A.Through level 4
- B.Through level 6
- C.Through level 3
- D.Through level 5(correct answer)
The explanation
The stronger out-of-Bot-lane penalty applies through level 5, reducing minion XP and gold by 33%.
Source: Mogzy mechanics reference · patch 26.20
Smite timing · question 7You are holding two Smite charges and you cast one. What is the shortest time before you can cast Smite again?Answer: 15 seconds
Lesson 7
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)
Role quest · question 8If you didn't take Teleport, what is the cooldown of the free Teleport from the Top quest?Answer: 390 seconds
Lesson 8
Role quest
The question as asked
If you didn't take Teleport, what is the cooldown of the free Teleport from the Top quest?
- A.390 seconds(correct answer)
- B.300 seconds
- C.420 seconds
- D.450 seconds
The explanation
The Top quest grants a free Teleport with a 390-second cooldown if you didn't select Teleport.
Source: Mogzy mechanics reference · patch 26.20
Wave XP checkpoints · question 9Find the first wave where a solo laner reaches Level 6.Answer: Wave 9 (4:30) · cannon
Lesson 9
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 6.
- 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
- G.Wave 7 (3:30)
- H.Wave 8 (4:00)
- I.Wave 9 (4:30) · cannon(correct answer)
- 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 6 at Wave 9 (4:30) · cannon: 2736 XP, threshold 2400 XP; Level 6 (1st melee in wave). The wave before, Wave 8 (4:00), is Level 5 with 2382 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 9 (4:30)
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) 354 1,824 Wave 7 (3:30) 279 2,103 Wave 8 (4:00) 279 2,382 Wave 9 (4:30) (answer) 354 2,736 Wave 10 (5:00) 279 3,015 Cumulative XP (solo lane): Wave 9 (4:30) reaches 2,736 XP, crossing Level 6 at 2,400 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 10How much gold do you save on one Control Ward after completing your Support Role Quest?Answer: 35 gold
Lesson 10
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
Cooldown under items · question 11Kayle E - Starfire Spellblade has a rank 5 cooldown of 6 seconds. With Nashor's Tooth, what is its cooldown?Answer: 5.2 seconds
Lesson 11
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
Kayle E - Starfire Spellblade has a rank 5 cooldown of 6 seconds. With Nashor's Tooth, what is its cooldown?
- A.5.1 seconds
- B.4.4 seconds
- C.5.2 seconds(correct answer)
- D.5.7 seconds
The explanation
Kayle E - Starfire Spellblade has a cooldown of 6 seconds at rank 5. Nashor's Tooth grants 15 Ability Haste, so this ability uses 15 haste in total. Ability Haste divides the cooldown: 6 seconds x 100 / (100 + 15) = 5.2 seconds.
- 6 × 100 / (100 + 15) = 5.2 s
- Why not 5.1 seconds? Reads ability haste as a percentage cut instead of dividing the cooldown.
How ability haste shortens a cooldown Kayle E (Starfire Spellblade), rank 5
6 sBase cooldown×100 / (100 + 15)15 ability haste=5.2 sFinal cooldownFormula: base × 100 / (100 + haste). Exact value 5.22 s, shown as nearest 0.1 s.
Haste sources
- Nashor's Tooth+15
- Total ability haste15
Cooldown by ability haste Ability haste Cooldown (s) 0 6 10 5.5 20 5 30 4.6 40 4.3 50 4 60 3.8 70 3.5 80 3.3 90 3.2 100 3 110 2.9 120 2.7 130 2.6 140 2.5 150 2.4 Kayle E at rank 5: 6 s base cooldown with 15 ability haste becomes 5.2 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
Ability cost by rank · question 12How much mana does Malzahar Q - Call of the Void cost at rank 5?Answer: 80
Lesson 12
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 Malzahar Q - Call of the Void cost at rank 5?
- A.90
- B.85
- C.75
- D.80(correct answer)
The explanation
Malzahar Q - Call of the Void costs 80 mana at rank 5 (60 / 65 / 70 / 75 / 80 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
Stat check · question 13Which champion has more Health? (level 11) Morgana or Seraphine?Answer: Morgana
Lesson 13
Stat check
The question as asked
Which champion has more Health? (level 11) Morgana or Seraphine?
- A.Morgana(correct answer)
- B.Seraphine
The explanation
Morgana has 1,543 HP and Seraphine has 1,404 HP at level 11, so Morgana is higher.
Worked out from the recorded question data.
Hp at level 11 Higher wins
- MorganaAnswer1,543 HP
- Seraphine1,404 HP
Difference: 139 HP
Bars start at 0.
Hp by level
- Morgana (answer)
- Seraphine
The vertical axis starts at 387.2, not 0.
Hp by champion level Level Morgana Seraphine 1 630 570 2 704.88 638.4 3 783.4 710.13 4 865.56 785.17 5 951.36 863.55 6 1,040.8 945.25 7 1,133.88 1,030.28 8 1,230.6 1,118.63 9 1,330.96 1,210.3 10 1,434.96 1,305.3 11 1,542.6 1,403.63 12 1,653.88 1,505.28 13 1,768.8 1,610.25 14 1,887.36 1,718.55 15 2,009.56 1,830.17 16 2,135.4 1,945.13 17 2,264.88 2,063.4 18 2,398 2,185 Hp at level 11: Morgana 1,543 HP, Seraphine 1,404 HP. Morgana is the answer (higher wins, difference 139 HP). Stat check · question 14Which champion has more Armor? (level 20) Malzahar or Tryndamere?Answer: Tryndamere
Lesson 14
Stat check
The question as asked
Which champion has more Armor? (level 20) Malzahar or Tryndamere?
- A.Malzahar
- B.Tryndamere(correct answer)
The explanation
Tryndamere has 127 armor and Malzahar has 110 armor at level 20, so Tryndamere is higher.
Worked out from the recorded question data.
Armor at level 20 Higher wins
- Malzahar110 armor
- TryndamereAnswer127 armor
Difference: 17 armor
Bars start at 0.
Armor by level
- Malzahar
- Tryndamere (answer)
The vertical axis starts at 7.06, not 0.
Armor by champion level Level Malzahar Tryndamere 1 18 33 2 21.38 36.46 3 24.93 40.08 4 28.64 43.87 5 32.52 47.83 6 36.56 51.96 7 40.77 56.26 8 45.14 60.72 9 49.68 65.35 10 54.38 70.15 11 59.24 75.12 12 64.27 80.26 13 69.47 85.56 14 74.82 91.03 15 80.35 96.67 16 86.03 102.48 17 91.88 108.46 18 97.9 114.6 19 104.08 120.91 20 110.43 127.39 Armor at level 20: Malzahar 110 armor, Tryndamere 127 armor. Tryndamere is the answer (higher wins, difference 17 armor). Stat check · question 15Which champion has more Health? (level 11) Ornn or Zyra?Answer: Ornn
Lesson 15
Stat check
The question as asked
Which champion has more Health? (level 11) Ornn or Zyra?
- A.Ornn(correct answer)
- B.Zyra
The explanation
Ornn has 1,616 HP and Zyra has 1,390 HP at level 11, so Ornn is higher.
Worked out from the recorded question data.
Hp at level 11 Higher wins
- OrnnAnswer1,616 HP
- Zyra1,390 HP
Difference: 226 HP
Bars start at 0.
Hp by level
- Ornn (answer)
- Zyra
The vertical axis starts at 380.1, not 0.
Hp by champion level Level Ornn Zyra 1 660 574 2 738.48 640.96 3 820.77 711.17 4 906.88 784.64 5 996.81 861.37 6 1,090.55 941.35 7 1,188.11 1,024.59 8 1,289.47 1,111.08 9 1,394.66 1,200.82 10 1,503.66 1,293.82 11 1,616.47 1,390.08 12 1,733.11 1,489.59 13 1,853.55 1,592.35 14 1,977.81 1,698.37 15 2,105.89 1,807.64 16 2,237.78 1,920.17 17 2,373.48 2,035.96 18 2,513 2,155 Hp at level 11: Ornn 1,616 HP, Zyra 1,390 HP. Ornn is the answer (higher wins, difference 226 HP). Role quest · question 16How much extra gold does the completed Bot quest grant per champion takedown?Answer: 40 gold
Lesson 16
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 17A champion has 80 armor and buys Dead Man's Plate, which gives 55 armor (now 135 armor). Ignore penetration and every other effect. After the purchase, their armor reduces incoming physical damage by what percent? Round to the nearest whole percent.Answer: 57%
Lesson 17
Resistance mitigation percent
The question as asked
A champion has 80 armor and buys Dead Man's Plate, which gives 55 armor (now 135 armor). Ignore penetration and every other effect. After the purchase, their armor reduces incoming physical damage by what percent? Round to the nearest whole percent.
- A.44%
- B.13%
- C.35%
- D.57%(correct answer)
The explanation
Damage reduced by armor = armor / (100 + armor). 135 / 235 = 57.4%, so 57%.
Source: Mogzy certified game data · revision 4092074
Late game
(7 questions)
Item stats · question 18How much Health does Dead Man's Plate give?Answer: 350
Lesson 18
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 Health does Dead Man's Plate give?
- A.345
- B.400
- C.350(correct answer)
- D.360
The explanation
Dead Man's Plate gives 350 Health.
Remember: Learn the exact stat an item grants, and check the patch when the numbers matter.
Source: League of Legends Wiki item data
Map mechanics · question 19An inhibitor turret is damaged to 50% of its maximum health. What percentage of maximum health can it regenerate back to?Answer: 75%
Lesson 19
Map mechanics
The question as asked
An inhibitor turret is damaged to 50% of its maximum health. What percentage of maximum health can it regenerate back to?
- A.20%
- B.50%
- C.30%
- D.75%(correct answer)
The explanation
An inhibitor turret at 50% health regenerates to the next ceiling, 75%, under the canonical 30%/75%/100% regeneration thresholds (patch 26.15; rule effective 26.01, verified through 26.15).
Source: Mogzy mechanics reference · patch 26.15
Resistance mitigation percent · question 20A champion has 50 armor and buys Thornmail, which gives 75 armor (now 125 armor). Ignore penetration and every other effect. After the purchase, their armor reduces incoming physical damage by what percent? Round to the nearest whole percent.Answer: 56%
Lesson 20
Resistance mitigation percent
The question as asked
A champion has 50 armor and buys Thornmail, which gives 75 armor (now 125 armor). Ignore penetration and every other effect. After the purchase, their armor reduces incoming physical damage by what percent? Round to the nearest whole percent.
- A.43%
- B.22%
- C.56%(correct answer)
- D.33%
The explanation
Damage reduced by armor = armor / (100 + armor). 125 / 225 = 55.6%, so 56%.
Source: Mogzy certified game data · revision 4092074
Ability cost by rank · question 21How much mana does LeBlanc W - Distortion cost at rank 4?Answer: 90
Lesson 21
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 LeBlanc W - Distortion cost at rank 4?
- A.100
- B.80
- C.95
- D.90(correct answer)
The explanation
LeBlanc W - Distortion costs 90 mana at rank 4 (60 / 70 / 80 / 90 / 100 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
Order by value · question 22Order these champions by Attack Damage at level 18Answer: Alistar > Xin Zhao > Diana > LeBlanc
Lesson 22
Order by value
The question as asked
Order these champions by Attack Damage at level 18
- A.Alistar
- B.Diana
- C.LeBlanc
- D.Xin Zhao
Correct answer: Alistar > Xin Zhao > Diana > LeBlanc
The explanation
Attack Damage (lvl 18), Highest to Lowest: Alistar 126 AD, Xin Zhao 114 AD, Diana 108 AD, LeBlanc 92 AD
Worked out from the recorded question data.
Attack Damage (lvl 18) at level 18 Higher wins
- AlistarAnswer126 AD
- Xin Zhao114 AD
- Diana108 AD
- LeBlanc92 AD
Bars start at 0.
Attack Damage (lvl 18) by level
- Alistar (answer)
- Xin Zhao
- Diana
- LeBlanc
The vertical axis starts at 47.92, not 0.
Attack Damage (lvl 18) by champion level Level Alistar Xin Zhao Diana LeBlanc 1 62 63 57 55 2 64.7 65.16 59.16 56.58 3 67.53 67.42 61.42 58.24 4 70.49 69.8 63.8 59.98 5 73.59 72.27 66.27 61.8 6 76.81 74.85 68.85 63.69 7 80.17 77.53 71.53 65.66 8 83.66 80.33 74.33 67.7 9 87.28 83.22 77.22 69.83 10 91.03 86.22 80.22 72.03 11 94.91 89.33 83.33 74.31 12 98.92 92.53 86.53 76.66 13 103.06 95.85 89.85 79.09 14 107.34 99.27 93.27 81.6 15 111.74 102.8 96.8 84.18 16 116.28 106.42 100.42 86.84 17 120.95 110.16 104.16 89.58 18 125.75 114 108 92.4 Attack Damage (lvl 18) at level 18: Alistar 126 AD, Xin Zhao 114 AD, Diana 108 AD, LeBlanc 92 AD. Alistar is the answer (higher wins). Source: Mogzy certified game data
Role quest · question 23How much bonus AD and AP does the completed Mid quest grant?Answer: 8% bonus AD and bonus AP
Lesson 23
Role quest
The question as asked
How much bonus AD and AP does the completed Mid quest grant?
- A.8% bonus AD and bonus AP(correct answer)
- B.6% bonus AD and bonus AP
- C.10% bonus AD and bonus AP
- D.8% total AD and total AP
The explanation
The completed Mid quest increases bonus AD and bonus AP by 8%. It does not increase base stats.
Source: Mogzy mechanics reference · patch 26.20
Cooldown under items · question 24Rell W - Ferromancy: Crash Down has a cooldown of 10 seconds. With Zeke's Convergence, what is its cooldown?Answer: 9.1 seconds
Lesson 24
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
Rell W - Ferromancy: Crash Down has a cooldown of 10 seconds. With Zeke's Convergence, what is its cooldown?
- A.9.1 seconds(correct answer)
- B.8 seconds
- C.8.3 seconds
- D.9 seconds
The explanation
Rell W - Ferromancy: Crash Down has a cooldown of 10 seconds. Zeke's Convergence grants 10 Ability Haste, so this ability uses 10 haste in total. Ability Haste divides the cooldown: 10 seconds x 100 / (100 + 10) = 9.1 seconds. The base cooldown is the same at every rank.
- 10 × 100 / (100 + 10) = 9.1 s
- Why not 8 seconds? Applies item haste that only affects a different ability slot.
- Why not 9 seconds? Reads ability haste as a percentage cut instead of dividing the cooldown.
How ability haste shortens a cooldown Rell W (Ferromancy: Crash Down), rank 5
10 sBase cooldown×100 / (100 + 10)10 ability haste=9.1 sFinal cooldownFormula: base × 100 / (100 + haste). Exact value 9.09 s, shown as nearest 0.1 s.
Haste sources
- Zeke's Convergence+10
- Total ability haste10
Cooldown by ability haste Ability haste Cooldown (s) 0 10 10 9.1 20 8.3 30 7.7 40 7.1 50 6.7 60 6.2 70 5.9 80 5.6 90 5.3 100 5 110 4.8 120 4.5 130 4.3 140 4.2 150 4 Rell W at rank 5: 10 s base cooldown with 10 ability haste becomes 9.1 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
Not explained here
These parts of the day are not explained on this page, for the reason given with each one.
- match rune tree trio (match): Match Grid is a multi-item board; it has no single correct answer to teach
- cc lab heavy build (cc lab): no read-only resolver for ref 'cc_lab:83ee0a365e6b' (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.