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

“If you didn't take Teleport, what is the cooldown of the free Teleport from the Top quest?” Of about 25 players, 7% chose the right answer (390 seconds) and 56% chose 420 seconds.Read question 8
  • 390 secondsAnswer7%
  • 420 seconds56%
  • 450 seconds19%
  • Other answers15%
  • No answer in time4%
“How much extra gold does the completed Bot quest grant per champion takedown?” Of about 20 players, 29% chose the right answer (40 gold) and 48% chose 30 gold.Read question 16
  • 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.

ModeGraded asSolvedOut of timePlayers
CC Labexact or close22%9%about 25
Stat Checkscored per card81%13%about 25
Match Gridwhole board or nothing87%13%about 30
Quizone answer per question49%6%about 30
Reconstructexact recipe or nothing23%3%about 30
Chronoscopeexact checkpoint or nothing24%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.

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 Water
    Total cost 2,250 gold

    Built from

    • Fiendish Codex
      Cost 850 gold
      Answer
    • Forbidden Idol
      Cost 600 gold
      Answer
    • 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

    Base attack damage by champion level, Cassiopeia and Cho'Gath.140.444.2614710131618Champion levelLevel 1
    • Cassiopeia
    • Cho'Gath (answer)

    The vertical axis starts at 44.26, not 0.

    Base attack damage by champion level
    LevelCassiopeiaCho'Gath
    15369
    255.1672.02
    357.4275.19
    459.878.51
    562.2781.98
    664.8585.59
    767.5389.35
    870.3393.25
    973.2297.31
    1076.22101.51
    1179.33105.86
    1282.53110.35
    1385.85114.99
    1489.27119.78
    1592.8124.71
    1696.42129.79
    17100.16135.02
    18104140.4
    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
    Cumulative XP (solo lane) after each step against Level 6 at 2,400 XP; Wave 9 (4:30) is the crossing step.Level 6: 2,400 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)Wave 7 (3:30): +279 XP, total 2,103 XPWave 7 (3…2,103 (+279)Wave 8 (4:00): +279 XP, total 2,382 XPWave 8 (4…2,382 (+279)Wave 9 (4:30): +354 XP, total 2,736 XPWave 9 (4…2,736 (+354)✓ AnswerWave 10 (5:00): +279 XP, total 3,015 XPWave 10 (…3,015 (+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 9 (4:30)

    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)3541,824
    Wave 7 (3:30)2792,103
    Wave 8 (4:00)2792,382
    Wave 9 (4:30) (answer)3542,736
    Wave 10 (5:00)2793,015
    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.

    1. 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 s
    Base cooldown
    ×
    100 / (100 + 15)
    15 ability haste
    =
    5.2 s
    Final cooldown

    Formula: 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 against ability haste. Base cooldown 6 seconds; at 15 ability haste the cooldown is 5.2 seconds.00306090120150Ability hasteCooldown (s)6Base 6 s15 haste → 5.2 s
    Cooldown by ability haste
    Ability hasteCooldown (s)
    06
    105.5
    205
    304.6
    404.3
    504
    603.8
    703.5
    803.3
    903.2
    1003
    1102.9
    1202.7
    1302.6
    1402.5
    1502.4
    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

    Hp by champion level, Morgana and Seraphine.2,398387.214710131618Champion levelLevel 11
    • Morgana (answer)
    • Seraphine

    The vertical axis starts at 387.2, not 0.

    Hp by champion level
    LevelMorganaSeraphine
    1630570
    2704.88638.4
    3783.4710.13
    4865.56785.17
    5951.36863.55
    61,040.8945.25
    71,133.881,030.28
    81,230.61,118.63
    91,330.961,210.3
    101,434.961,305.3
    111,542.61,403.63
    121,653.881,505.28
    131,768.81,610.25
    141,887.361,718.55
    152,009.561,830.17
    162,135.41,945.13
    172,264.882,063.4
    182,3982,185
    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

    Armor by champion level, Malzahar and Tryndamere.127.397.061471013161920Champion levelLevel 20
    • Malzahar
    • Tryndamere (answer)

    The vertical axis starts at 7.06, not 0.

    Armor by champion level
    LevelMalzaharTryndamere
    11833
    221.3836.46
    324.9340.08
    428.6443.87
    532.5247.83
    636.5651.96
    740.7756.26
    845.1460.72
    949.6865.35
    1054.3870.15
    1159.2475.12
    1264.2780.26
    1369.4785.56
    1474.8291.03
    1580.3596.67
    1686.03102.48
    1791.88108.46
    1897.9114.6
    19104.08120.91
    20110.43127.39
    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

    Hp by champion level, Ornn and Zyra.2,513380.114710131618Champion levelLevel 11
    • Ornn (answer)
    • Zyra

    The vertical axis starts at 380.1, not 0.

    Hp by champion level
    LevelOrnnZyra
    1660574
    2738.48640.96
    3820.77711.17
    4906.88784.64
    5996.81861.37
    61,090.55941.35
    71,188.111,024.59
    81,289.471,111.08
    91,394.661,200.82
    101,503.661,293.82
    111,616.471,390.08
    121,733.111,489.59
    131,853.551,592.35
    141,977.811,698.37
    152,105.891,807.64
    162,237.781,920.17
    172,373.482,035.96
    182,5132,155
    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

    Attack Damage (lvl 18) by champion level, Alistar and Xin Zhao and Diana and LeBlanc.125.7547.9214710131618Champion levelLevel 18
    • Alistar (answer)
    • Xin Zhao
    • Diana
    • LeBlanc

    The vertical axis starts at 47.92, not 0.

    Attack Damage (lvl 18) by champion level
    LevelAlistarXin ZhaoDianaLeBlanc
    162635755
    264.765.1659.1656.58
    367.5367.4261.4258.24
    470.4969.863.859.98
    573.5972.2766.2761.8
    676.8174.8568.8563.69
    780.1777.5371.5365.66
    883.6680.3374.3367.7
    987.2883.2277.2269.83
    1091.0386.2280.2272.03
    1194.9189.3383.3374.31
    1298.9292.5386.5376.66
    13103.0695.8589.8579.09
    14107.3499.2793.2781.6
    15111.74102.896.884.18
    16116.28106.42100.4286.84
    17120.95110.16104.1689.58
    18125.7511410892.4
    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.

    1. 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 s
    Base cooldown
    ×
    100 / (100 + 10)
    10 ability haste
    =
    9.1 s
    Final cooldown

    Formula: 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 against ability haste. Base cooldown 10 seconds; at 10 ability haste the cooldown is 9.1 seconds.00306090120150Ability hasteCooldown (s)10Base 10 s10 haste → 9.1 s
    Cooldown by ability haste
    Ability hasteCooldown (s)
    010
    109.1
    208.3
    307.7
    407.1
    506.7
    606.2
    705.9
    805.6
    905.3
    1005
    1104.8
    1204.5
    1304.3
    1404.2
    1504
    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)

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