Daily Challenge explained
Daily Challenge explained — November 7, 2026
The November 7, 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:bfb80212dae85efb+dqcd:1+dqrx:1+dqmd: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 55 players played the official Daily, and 50% of them finished the main journey.
24 explained lessons from 19 question families: Early game 7, Mid game 7, Late game 10. 2 more challenges have no single answer to explain.
Chapters
- Early game7
- Mid game7
- Late game10
Topics
- map and systems7
- champions7
- items6
- role quests4
- vision2
Modes
- Quiz18
- Stat Check3
- Chronoscope1
- Order Forge1
- Perfect Timing1
- Reconstruct1
- Stat Drop1
What players chose
What players chose, from about 55 official runs.
The most common wrong answers
- 90–120 secondsAnswer13%
- 150–210 seconds52%
- Other answers26%
- No answer in time10%
- 390 secondsAnswer4%
- 420 seconds48%
- 450 seconds40%
- Other answers8%
- 343%
- 4Answer29%
- 521%
- Other answers4%
- No answer in time4%
- Best known: “What flat stats does Blackfire Torch give?” 96% of about 30 players answered Ability Haste, Ability Power, Mana.Read question 21
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 |
|---|---|---|---|---|
| Stat Check | scored per card | 65% | 11% | about 30 |
| Order Forge | exact order or nothing | 28% | 3% | about 30 |
| Quiz | one answer per question | 48% | 4% | about 50 |
| Reconstruct | exact recipe or nothing | 93% | 4% | about 30 |
| Chronoscope | exact checkpoint or nothing | 29% | 7% | about 45 |
| Stat Drop | exact or close | 2% | 5% | about 40 |
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 7 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
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 4 (2:00)
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) (answer) 279 1,191 Wave 5 (2:30) 279 1,470 Cumulative XP (solo lane): Wave 4 (2:00) reaches 1,191 XP, crossing Level 4 at 1,140 XP. On this day's Daily
Find the first wave where a solo laner reaches Level 4.
Answer: Wave 4 (2:00)
A solo laner reaches Level 4 at Wave 4 (2:00): 1191 XP, threshold 1140 XP; Level 4 (2nd caster in wave). The wave before, Wave 3 (1:30), is Level 3 with 912 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 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.
Attack range at level 1 Higher wins
- Gangplank125
- GarenAnswer175
Difference: 50
Bars start at 0.
Attack range at level 1: Gangplank 125, Garen 175. Garen is the answer (higher wins, difference 50). On this day's Daily
At level 1, which champion has more attack range: Gangplank or Garen?
Answer: Garen
Gangplank has 125 and Garen has 175 attack range at level 1, so Garen is higher.
Remember: Compare base stats at the level the question gives, before any items or runes.
Idea 3
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 Nautilus R (Depth Charge), rank 1
120 sBase cooldown×100 / (100 + 10)10 ability haste=109.1 sFinal cooldownFormula: base × 100 / (100 + haste). Exact value 109.09 s, shown as nearest 0.1 s.
Haste sources
- Locket of the Iron Solari+10
- Total ability haste10
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 Nautilus R at rank 1: 120 s base cooldown with 10 ability haste becomes 109.1 s. On this day's Daily
Nautilus R - Depth Charge has a rank 1 cooldown of 120 seconds. With Locket of the Iron Solari, what is its cooldown?
Answer: 109.1 seconds
Nautilus R - Depth Charge has a cooldown of 120 seconds at rank 1. Locket of the Iron Solari grants 10 Ability Haste, so this ability uses 10 haste in total. Ability Haste divides the cooldown: 120 seconds x 100 / (100 + 10) = 109.1 seconds.
- 120 × 100 / (100 + 10) = 109.1 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.
Idea 4
Rebuild an item recipe
Item recipe Dead Man's PlateTotal cost 2,900 goldBuilt from
- AnswerChain VestCost 800 gold
- AnswerRuby CrystalCost 400 gold
- AnswerWinged MoonplateCost 800 gold
- Combine cost900 gold
Dead Man's Plate costs 2,900 gold; components: Chain Vest (800) is the answer, Ruby Crystal (400) is the answer, Winged Moonplate (800) is the answer; combine cost 900. On this day's Daily
Rebuild the recipe: Dead Man's Plate
Answer: Chain Vest + Ruby Crystal + Winged Moonplate
Dead Man's Plate (2900 gold) = Chain Vest + Ruby Crystal + Winged Moonplate + 900 gold combine cost
Worked out from the recorded question data.
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)
Item three unique stats · question 1Which item gives exactly 3 unique stats?Answer: Mercury's Treads
Lesson 1
Item three unique stats
The question as asked
Which item gives exactly 3 unique stats?
- A.Null-Magic Mantle
- B.Mercury's Treads(correct answer)
- C.Sterak's Gage
- D.Oblivion Orb
The explanation
Mercury's Treads gives exactly 3 unique stats: Move Speed, Magic Resist, Tenacity.
Source: League of Legends Wiki item data
Wave XP checkpoints · question 2Find the first wave where a solo laner reaches Level 4.Answer: Wave 4 (2:00)
Lesson 2
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 4.
- A.Wave 1 (0:30)
- B.Wave 2 (1:00)
- C.Wave 3 (1:30) · cannon
- D.Wave 4 (2:00)(correct answer)
- 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
- 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 4 at Wave 4 (2:00): 1191 XP, threshold 1140 XP; Level 4 (2nd caster in wave). The wave before, Wave 3 (1:30), is Level 3 with 912 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 4 (2:00)
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) (answer) 279 1,191 Wave 5 (2:30) 279 1,470 Cumulative XP (solo lane): Wave 4 (2:00) reaches 1,191 XP, crossing Level 4 at 1,140 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
Compare champion stats · question 3At level 1, which champion has more attack range: Gangplank or Garen?Answer: Garen
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 attack range: Gangplank or Garen?
- A.Garen(correct answer)
- B.Gangplank
The explanation
Gangplank has 125 and Garen has 175 attack range at level 1, so Garen is higher.
Attack range at level 1 Higher wins
- Gangplank125
- GarenAnswer175
Difference: 50
Bars start at 0.
Attack range at level 1: Gangplank 125, Garen 175. Garen is the answer (higher wins, difference 50). Remember: Compare base stats at the level the question gives, before any items or runes.
Source: Mogzy certified game data
Map mechanics · question 4If your team is 1 average level ahead and has a 2-turret advantage in that lane, how much bonus damage do your minions deal to enemy minions?Answer: 15%
Lesson 4
Map mechanics
The question as asked
If your team is 1 average level ahead and has a 2-turret advantage in that lane, how much bonus damage do your minions deal to enemy minions?
- A.15%(correct answer)
- B.20%
- C.10%
- D.5%
The explanation
Bonus damage is (5% + 5% × turret advantage in that lane) × average-team-level advantage: (5% + 5% × 2) × 1 = 15% (patch 26.15).
Source: Mogzy mechanics reference · patch 26.15
Faelight vision rules · question 5How long does a Faelight's bonus vision region last if the ward stays alive?Answer: 45 seconds
Lesson 5
Faelight vision rules
The question as asked
How long does a Faelight's bonus vision region last if the ward stays alive?
- A.15 seconds
- B.30 seconds
- C.45 seconds(correct answer)
- D.60 seconds
The explanation
A Faelight's bonus vision region persists for up to 45 seconds while its ward survives.
Source: Mogzy mechanics reference · patch 26.20
Vision support quest · question 6How much gold do you save on one Control Ward after completing your Support Role Quest?Answer: 35 gold
Lesson 6
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 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
(7 questions)
Ability cost by rank · question 8How much mana does Kassadin R - Riftwalk cost?Answer: 40
Lesson 8
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 Kassadin R - Riftwalk cost?
- A.45
- B.35
- C.50
- D.40(correct answer)
The explanation
Kassadin R - Riftwalk costs 40 mana at every rank.
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
Map mechanics · question 9A champion's basic attack deals magic damage to a turret that still has magic resist. Does their magic penetration apply?Answer: Yes, both flat and percent magic penetration apply
Lesson 9
Map mechanics
The question as asked
A champion's basic attack deals magic damage to a turret that still has magic resist. Does their magic penetration apply?
- A.Only flat magic penetration applies
- B.No, turrets ignore all penetration
- C.Only percent magic penetration applies
- D.Yes, both flat and percent magic penetration apply(correct answer)
The explanation
Magic penetration applies to any magic damage dealt to a turret, so an AP attacker's penetration counts once the hit converts. It only ignores resist the turret has: at 0 magic resist, such as a fully decayed outer turret, there is nothing left to ignore (rule effective 6.9, verified through 26.15).
Source: Mogzy mechanics reference · patch 26.15
Cooldown under items · question 10Nautilus R - Depth Charge has a rank 1 cooldown of 120 seconds. With Locket of the Iron Solari, what is its cooldown?Answer: 109.1 seconds
Lesson 10
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
Nautilus R - Depth Charge has a rank 1 cooldown of 120 seconds. With Locket of the Iron Solari, what is its cooldown?
- A.90.9 seconds
- B.108 seconds
- C.109.1 seconds(correct answer)
- D.100 seconds
The explanation
Nautilus R - Depth Charge has a cooldown of 120 seconds at rank 1. Locket of the Iron Solari grants 10 Ability Haste, so this ability uses 10 haste in total. Ability Haste divides the cooldown: 120 seconds x 100 / (100 + 10) = 109.1 seconds.
- 120 × 100 / (100 + 10) = 109.1 s
- Why not 108 seconds? Reads ability haste as a percentage cut instead of dividing the cooldown.
How ability haste shortens a cooldown Nautilus R (Depth Charge), rank 1
120 sBase cooldown×100 / (100 + 10)10 ability haste=109.1 sFinal cooldownFormula: base × 100 / (100 + haste). Exact value 109.09 s, shown as nearest 0.1 s.
Haste sources
- Locket of the Iron Solari+10
- Total ability haste10
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 Nautilus R at rank 1: 120 s base cooldown with 10 ability haste becomes 109.1 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
Vision scryer bloom · question 11What is the respawn range for the extra Scryer's Bloom locations?Answer: 90–120 seconds
Lesson 11
Vision scryer bloom
The question as asked
What is the respawn range for the extra Scryer's Bloom locations?
- A.90–120 seconds(correct answer)
- B.200–260 seconds
- C.150–210 seconds
- D.260–350 seconds
The explanation
The extra later-spawned Scryer's Bloom locations have a faster random 90–120-second respawn window.
Source: Mogzy mechanics reference · patch 26.20
Order by value · question 12Order these marksman items by gold costAnswer: Infinity Edge > Stormrazor > Immortal Shieldbow > Runaan's Hurricane
Lesson 12
Order by value
The question as asked
Order these marksman items by gold cost
- A.Immortal Shieldbow
- B.Infinity Edge
- C.Runaan's Hurricane
- D.Stormrazor
Correct answer: Infinity Edge > Stormrazor > Immortal Shieldbow > Runaan's Hurricane
The explanation
Gold cost, Most expensive to Cheapest: Infinity Edge 3,500, Stormrazor 3,200, Immortal Shieldbow 3,000, Runaan's Hurricane 2,650
Worked out from the recorded question data.
Gold cost Higher wins
- Infinity EdgeAnswer3,500
- Stormrazor3,200
- Immortal Shieldbow3,000
- Runaan's Hurricane2,650
Bars start at 0.
Gold cost: Infinity Edge 3,500, Stormrazor 3,200, Immortal Shieldbow 3,000, Runaan's Hurricane 2,650. Infinity Edge is the answer (higher wins). Source: Mogzy certified game data
Role quest · question 13Crimson Lucidity — Noxian Haste: ability hits on champions, ally support and summoner spells grant bonus Move Speed for [ ? ] seconds.Answer: 4
Lesson 13
Role quest
The question as asked
Crimson Lucidity — Noxian Haste: ability hits on champions, ally support and summoner spells grant bonus Move Speed for [ ? ] seconds.
- A.6
- B.3
- C.4(correct answer)
- D.5
The explanation
Noxian Haste grants 10% bonus Move Speed (8% for ranged champions) for 4 seconds after healing, shielding or buffing an ally, damaging a champion with an ability, or using a summoner spell. The same cast can trigger it only once every 4 seconds.
Source: Mogzy mechanics reference · patch 26.21
Smite damage · question 14Your jungle companion has reached its first evolution, but the quest is not finished. How much true damage does your Smite deal to a large monster?Answer: 1000
Lesson 14
Smite damage
The idea
Smite is the jungler's summoner spell for dealing a set amount of damage to monsters. How much it deals depends on its stage, and the stage follows the progress of the jungle item's quest.
The question as asked
Your jungle companion has reached its first evolution, but the quest is not finished. How much true damage does your Smite deal to a large monster?
- A.200
- B.600
- C.1000(correct answer)
- D.1400
The explanation
Your jungle companion has reached its first evolution, but the quest is not finished. That is Unleashed Smite, which deals 1000 true damage to a medium or large monster.
Remember: Work out which Smite stage the quest progress gives you, then recall what that stage deals to monsters.
Source: Mogzy mechanics reference · patch 26.18
Late game
(10 questions)
Ability cost by rank · question 15How much mana does Ornn W - Bellows Breath cost at rank 4?Answer: 60
Lesson 15
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 Ornn W - Bellows Breath cost at rank 4?
- A.55
- B.65
- C.70
- D.60(correct answer)
The explanation
Ornn W - Bellows Breath costs 60 mana at rank 4 (45 / 50 / 55 / 60 / 65 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 16Which champion has more Health? (level 20) Neeko or Ornn?Answer: Ornn
Lesson 16
Stat check
The question as asked
Which champion has more Health? (level 20) Neeko or Ornn?
- A.Neeko
- B.Ornn(correct answer)
The explanation
Ornn has 2,803 HP and Neeko has 2,655 HP at level 20, so Ornn is higher.
Worked out from the recorded question data.
Hp at level 20 Higher wins
- Neeko2,655 HP
- OrnnAnswer2,803 HP
Difference: 148 HP
Bars start at 0.
Hp by level
- Neeko
- Ornn (answer)
The vertical axis starts at 390.65, not 0.
Hp by champion level Level Neeko Ornn 1 610 660 2 684.88 738.48 3 763.4 820.77 4 845.56 906.88 5 931.36 996.81 6 1,020.8 1,090.55 7 1,113.88 1,188.11 8 1,210.6 1,289.47 9 1,310.96 1,394.66 10 1,414.96 1,503.66 11 1,522.6 1,616.47 12 1,633.88 1,733.11 13 1,748.8 1,853.55 14 1,867.36 1,977.81 15 1,989.56 2,105.89 16 2,115.4 2,237.78 17 2,244.88 2,373.48 18 2,378 2,513 19 2,514.76 2,656.34 20 2,655.16 2,803.49 Hp at level 20: Neeko 2,655 HP, Ornn 2,803 HP. Ornn is the answer (higher wins, difference 148 HP). Stat check · question 17Which champion has more Attack Damage? (level 20) Brand or Ornn?Answer: Ornn
Lesson 17
Stat check
The question as asked
Which champion has more Attack Damage? (level 20) Brand or Ornn?
- A.Brand
- B.Ornn(correct answer)
The explanation
Ornn has 138 AD and Brand has 116 AD at level 20, so Ornn is higher.
Worked out from the recorded question data.
Ad at level 20 Higher wins
- Brand116 AD
- OrnnAnswer138 AD
Difference: 22 AD
Bars start at 0.
Ad by level
- Brand
- Ornn (answer)
The vertical axis starts at 48.92, not 0.
Ad by champion level Level Brand Ornn 1 57 69 2 59.16 71.52 3 61.42 74.16 4 63.8 76.93 5 66.27 79.81 6 68.85 82.83 7 71.53 85.96 8 74.33 89.21 9 77.22 92.59 10 80.22 96.09 11 83.33 99.71 12 86.53 103.46 13 89.85 107.33 14 93.27 111.31 15 96.8 115.43 16 100.42 119.66 17 104.16 124.02 18 108 128.5 19 111.94 133.1 20 116 137.83 Ad at level 20: Brand 116 AD, Ornn 138 AD. Ornn is the answer (higher wins, difference 22 AD). Stat check · question 18Which champion has more Attack Damage? (level 1) Ornn or Sejuani?Answer: Ornn
Lesson 18
Stat check
The question as asked
Which champion has more Attack Damage? (level 1) Ornn or Sejuani?
- A.Ornn(correct answer)
- B.Sejuani
The explanation
Ornn has 69 AD and Sejuani has 66 AD at level 1, so Ornn is higher.
Worked out from the recorded question data.
Ad at level 1 Higher wins
- OrnnAnswer69 AD
- Sejuani66 AD
Difference: 3 AD
Bars start at 0.
Ad by level
- Ornn (answer)
- Sejuani
The vertical axis starts at 59.2, not 0.
Ad by champion level Level Ornn Sejuani 1 69 66 2 71.52 68.88 3 74.16 71.9 4 76.93 75.06 5 79.81 78.36 6 82.83 81.8 7 85.96 85.38 8 89.21 89.1 9 92.59 92.96 10 96.09 96.96 11 99.71 101.1 12 103.46 105.38 13 107.33 109.8 14 111.31 114.36 15 115.43 119.06 16 119.66 123.9 17 124.02 128.88 18 128.5 134 Ad at level 1: Ornn 69 AD, Sejuani 66 AD. Ornn is the answer (higher wins, difference 3 AD). Role quest · question 19If you didn't take Teleport, what is the cooldown of the free Teleport from the Top quest?Answer: 390 seconds
Lesson 19
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
Cooldown under items · question 20Ezreal R - Trueshot Barrage has a rank 1 cooldown of 120 seconds. With Trinity Force, what is its cooldown?Answer: 104.3 seconds
Lesson 20
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
Ezreal R - Trueshot Barrage has a rank 1 cooldown of 120 seconds. With Trinity Force, what is its cooldown?
- A.100 seconds
- B.104.3 seconds(correct answer)
- C.96 seconds
- D.102 seconds
The explanation
Ezreal R - Trueshot Barrage has a cooldown of 120 seconds at rank 1. Trinity Force 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 100 seconds? The cooldown with a different first item.
- Why not 102 seconds? Reads ability haste as a percentage cut instead of dividing the cooldown.
How ability haste shortens a cooldown Ezreal R (Trueshot Barrage), 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
- Trinity Force+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 Ezreal 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 stat lines · question 21What flat stats does Blackfire Torch give?Answer: Ability Haste, Ability Power, Mana
Lesson 21
Item stat lines
The question as asked
What flat stats does Blackfire Torch give?
- A.Ability Haste, Ability Power, Attack Speed
- B.Ability Haste, Attack Damage, Life Steal
- C.Ability Haste, Ability Power, Mana(correct answer)
- D.Attack Damage, Health, Move Speed
The explanation
Blackfire Torch gives Ability Haste, Ability Power, Mana.
Source: League of Legends Wiki item data
Role quest · question 22How much extra gold does the completed Bot quest grant per champion takedown?Answer: 40 gold
Lesson 22
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
Rebuild an item recipe · question 23Rebuild the recipe: Dead Man's PlateAnswer: Chain Vest + Ruby Crystal + Winged Moonplate
Lesson 23
Rebuild an item recipe
The question as asked
Rebuild the recipe: Dead Man's Plate
Correct answer: Chain Vest + Ruby Crystal + Winged Moonplate
The explanation
Dead Man's Plate (2900 gold) = Chain Vest + Ruby Crystal + Winged Moonplate + 900 gold combine cost
Worked out from the recorded question data.
Item recipe Dead Man's PlateTotal cost 2,900 goldBuilt from
- AnswerChain VestCost 800 gold
- AnswerRuby CrystalCost 400 gold
- AnswerWinged MoonplateCost 800 gold
- Combine cost900 gold
Dead Man's Plate costs 2,900 gold; components: Chain Vest (800) is the answer, Ruby Crystal (400) is the answer, Winged Moonplate (800) is the answer; combine cost 900. Source: League of Legends Wiki item data · revision 4092074
Resistance mitigation percent · question 24A 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 24
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
Not explained here
These parts of the day are not explained on this page, for the reason given with each one.
- stat drop resistance total (stat drop): no read-only resolver for ref 'stat_drop_resistance:total:haf889dc98b8f:rbf0696a65b20' (module stat_drop)
- perfect timing ability cooldown (perfect timing): no read-only resolver for ref 'perfect_timing:Kassadin:Q:r4' (module perfect_timing)
Keep learning
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