Daily Challenge explained
Daily Challenge explained — November 8, 2026
The November 8, 2026 Daily (Context Journey format) asked 23 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:1c69d234d46dc486+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 64% of them finished the main journey.
23 explained lessons from 18 question families: Early game 6, Mid game 8, Late game 9. 3 more challenges have no single answer to explain.
Chapters
- Early game6
- Mid game8
- Late game9
Topics
- map and systems8
- champions8
- items6
- role quests4
Modes
- Quiz18
- Stat Check3
- CC Lab1
- Chronoscope1
- Order Forge1
- Perfect Timing1
- Reconstruct1
What players chose
What players chose, from about 55 official runs.
The most common wrong answers
- 50Answer29%
- 5561%
- Other answers11%
- 2:15Answer39%
- 2:3052%
- Other answers4%
- No answer in time6%
- 30 seconds49%
- 20 secondsAnswer35%
- Other answers16%
- Best known: “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?” 94% of about 35 players answered 1000.Read question 14
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 | 16% | 0% | about 40 |
| Stat Check | scored per card | 34% | 10% | about 35 |
| Order Forge | exact order or nothing | 18% | 5% | about 40 |
| Quiz | one answer per question | 46% | 3% | about 55 |
| Reconstruct | exact recipe or nothing | 80% | 2% | about 40 |
| Chronoscope | exact checkpoint or nothing | 13% | 17% | about 55 |
Daily vs Daily
Questions that came up before, side by side. Different days have different players, and some had seen the question already.
Questions asked before
- October 2711% right · about 45 players
- November 523% right · about 30 players
- November 8 (this Daily)12% right · about 50 players
- November 288% right · about 75 players
- November 785% right · about 25 players
- November 8 (this Daily)94% right · about 35 players
- November 546% right · about 25 players
- November 758% right · about 40 players
- November 8 (this Daily)53% right · about 40 players
Kinds of question that keep coming back
- Ability cost by rank questions came up on 9 of the Dailies in the 14 days before this one. Across them, 24% of about 650 first answers were right (different questions of the same kind, all in Quiz mode).
- Resistance mitigation percent questions came up on 9 of the Dailies in the 14 days before this one. Across them, 31% of about 530 first answers were right (different questions of the same kind, all in Quiz mode).
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.
Mechanics Lab
Try it yourself
Each lab starts from one of the day's questions and shows every number the formula gives at that point.
Magic resist lab
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.
Answer: 51% Read question 23
Starting at 55 magic resist and buying Spirit Visage, the question moved to 105 magic resist. One purchase, four different numbers:
Damage taken as a share of raw damage. Dashed line: 55 magic resist, where the question started. Gold line: the magic resist you picked.
- Damage taken
- 48.8% of raw
- was 64.5% at 55
- Blocked by magic resist
- 51.2%
- What the question asked
- Gain in percentage points
- +15.7 points
- Less damage taken
- 24.4% less
- Effective health
- +32.3%
- 205% of your health bar, against this damage type
damage taken = raw damage × 100 / (100 + magic resist) (Mogzy damage engine). Each extra point of magic resist adds the same 1% of effective health, which is why the percent blocked grows more slowly as magic resist rises.
Ability haste lab
Sona R - Crescendo has a rank 1 cooldown of 140 seconds. With Echoes of Helia, what is its cooldown?
Answer: 116.7 seconds Read question 10
Sona R (Crescendo): 140 s base cooldown, 20 ability haste in the question. The solid line is the real cooldown; the dashed line is what you get if you read haste as a flat percent off.
Cooldown in seconds. Solid line: the real cooldown. Dashed line: the flat-percent misread.
- Real cooldown
- 116.7 s
- What the question asked
- Cooldown cut
- 16.7%
- If haste were a percent
- 112 s
- the common mistake
cooldown = base × 100 / (100 + ability haste), rounded to the nearest 0.1 s (Mogzy cooldown engine). 100 haste halves a cooldown; it never reaches zero.
4 ideas from the November 8 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.
Base magic resist at level 1 Higher wins
- Zed29
- ZeriAnswer33
Difference: 4
Bars start at 0.
Base magic resist by level
- Zed
- Zeri (answer)
The vertical axis starts at 25.52, not 0.
Base magic resist by champion level Level Zed Zeri 1 29 33 2 30.48 33.79 3 32.02 34.62 4 33.64 35.49 5 35.33 36.4 6 37.1 37.34 7 38.93 38.33 8 40.84 39.35 9 42.82 40.41 10 44.87 41.51 11 46.99 42.65 12 49.18 43.83 13 51.45 45.05 14 53.78 46.3 15 56.19 47.59 16 58.67 48.92 17 61.23 50.29 18 63.85 51.7 Base magic resist at level 1: Zed 29, Zeri 33. Zeri is the answer (higher wins, difference 4). On this day's Daily
At level 1, which champion has more base magic resist: Zed or Zeri?
Answer: Zeri
Zed has 29 and Zeri has 33 base magic resist at level 1, so Zeri is higher.
Remember: Compare base stats at the level the question gives, before any items or runes.
Idea 2
Rebuild an item recipe
Item recipe ShadowflameTotal cost 3,200 goldBuilt from
- AnswerHextech AlternatorCost 1,100 gold
- AnswerNeedlessly Large RodCost 1,200 gold
- Combine cost900 gold
Shadowflame costs 3,200 gold; components: Hextech Alternator (1,100) is the answer, Needlessly Large Rod (1,200) is the answer; combine cost 900. On this day's Daily
Rebuild the recipe: Shadowflame
Answer: Hextech Alternator + Needlessly Large Rod
Shadowflame (3200 gold) = Hextech Alternator + Needlessly Large Rod + 900 gold combine cost
Worked out from the recorded question data.
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 Sona R (Crescendo), rank 1
140 sBase cooldown×100 / (100 + 20)20 ability haste=116.7 sFinal cooldownFormula: base × 100 / (100 + haste). Exact value 116.67 s, shown as nearest 0.1 s.
Haste sources
- Echoes of Helia+20
- Total ability haste20
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 Sona R at rank 1: 140 s base cooldown with 20 ability haste becomes 116.7 s. On this day's Daily
Sona R - Crescendo has a rank 1 cooldown of 140 seconds. With Echoes of Helia, what is its cooldown?
Answer: 116.7 seconds
Sona R - Crescendo has a cooldown of 140 seconds at rank 1. Echoes of Helia grants 20 Ability Haste, so this ability uses 20 haste in total. Ability Haste divides the cooldown: 140 seconds x 100 / (100 + 20) = 116.7 seconds.
- 140 × 100 / (100 + 20) = 116.7 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
Stat check
Hp at level 18 Higher wins
- MorganaAnswer2,398 HP
- Tahm Kench2,391 HP
Difference: 7 HP
Bars start at 0.
Hp by level
- Morgana (answer)
- Tahm Kench
The vertical axis starts at 453.2, not 0.
Hp by champion level Level Morgana Tahm Kench 1 630 640 2 704.88 714.16 3 783.4 791.92 4 865.56 873.29 5 951.36 958.27 6 1,040.8 1,046.85 7 1,133.88 1,139.04 8 1,230.6 1,234.83 9 1,330.96 1,334.22 10 1,434.96 1,437.22 11 1,542.6 1,543.83 12 1,653.88 1,654.04 13 1,768.8 1,767.85 14 1,887.36 1,885.27 15 2,009.56 2,006.3 16 2,135.4 2,130.93 17 2,264.88 2,259.16 18 2,398 2,391 Hp at level 18: Morgana 2,398 HP, Tahm Kench 2,391 HP. Morgana is the answer (higher wins, difference 7 HP). On this day's Daily
Which champion has more Health? (level 18) Morgana or Tahm Kench?
Answer: Morgana
Morgana has 2,398 HP and Tahm Kench has 2,391 HP at level 18, so Morgana is higher.
Worked out from the recorded question data.
Every question from this Daily
The complete archive: all 23 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
(6 questions)
Camp respawn timers · question 1How long does the Krug Camp take to respawn?Answer: 2:15
Lesson 1
Camp respawn timers
The question as asked
How long does the Krug Camp take to respawn?
- A.6:00
- B.5:00
- C.2:15(correct answer)
- D.2:30
The explanation
The Krug Camp respawns 2:15 after it is cleared (patch 26.15). The clock starts on the death of the last living monster in the camp, not the large monster. Once the large monster dies, remaining lesser monsters are marked for death and die automatically after 10 seconds out of combat with champions.
Source: Mogzy mechanics reference · patch 26.15
Compare champion stats · question 2At level 1, which champion has more base magic resist: Zed or Zeri?Answer: Zeri
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 base magic resist: Zed or Zeri?
- A.Zed
- B.Zeri(correct answer)
The explanation
Zed has 29 and Zeri has 33 base magic resist at level 1, so Zeri is higher.
Base magic resist at level 1 Higher wins
- Zed29
- ZeriAnswer33
Difference: 4
Bars start at 0.
Base magic resist by level
- Zed
- Zeri (answer)
The vertical axis starts at 25.52, not 0.
Base magic resist by champion level Level Zed Zeri 1 29 33 2 30.48 33.79 3 32.02 34.62 4 33.64 35.49 5 35.33 36.4 6 37.1 37.34 7 38.93 38.33 8 40.84 39.35 9 42.82 40.41 10 44.87 41.51 11 46.99 42.65 12 49.18 43.83 13 51.45 45.05 14 53.78 46.3 15 56.19 47.59 16 58.67 48.92 17 61.23 50.29 18 63.85 51.7 Base magic resist at level 1: Zed 29, Zeri 33. Zeri is the answer (higher wins, difference 4). Remember: Compare base stats at the level the question gives, before any items or runes.
Source: Mogzy certified game data
Smite timing · question 3You are holding two Smite charges and you cast one. What is the shortest time before you can cast Smite again?Answer: 15 seconds
Lesson 3
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
Ability cooldown flat · question 4What is the cooldown of Zyra E - Grasping Roots?Answer: 11 seconds
Lesson 4
Ability cooldown flat
The question as asked
What is the cooldown of Zyra E - Grasping Roots?
- A.14 seconds
- B.11 seconds(correct answer)
- C.17 seconds
- D.13 seconds
The explanation
Zyra E - Grasping Roots has a cooldown of 11 seconds at every rank.
Source: Mogzy certified game data
Role quest · question 5Through what level does Support's stronger out-of-Bot-lane minion XP and gold penalty apply?Answer: Through level 5
Lesson 5
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
Map mechanics · question 6How often does a melee minion's attack damage increase?Answer: Every 90 seconds
Lesson 6
Map mechanics
The question as asked
How often does a melee minion's attack damage increase?
- A.Every 180 seconds
- B.Every 45 seconds
- C.Every 90 seconds(correct answer)
- D.Every 30 seconds
The explanation
A melee minion's attack damage goes up every 90 seconds of game time, regardless of wave number. It is flat until 8:00 and rises on that same cadence from then on. (patch 26.15).
Source: Mogzy mechanics reference · patch 26.15
Mid game
(8 questions)
Ability cost by rank · question 7How much mana does Volibear W - Frenzied Maul cost at rank 4?Answer: 35
Lesson 7
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 Volibear W - Frenzied Maul cost at rank 4?
- A.40
- B.35(correct answer)
- C.30
- D.45
The explanation
Volibear W - Frenzied Maul costs 35 mana at rank 4 (20 / 25 / 30 / 35 / 40 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
Vision support quest · question 8How much gold do you save on one Control Ward after completing your Support Role Quest?Answer: 35 gold
Lesson 8
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
Rebuild an item recipe · question 9Rebuild the recipe: ShadowflameAnswer: Hextech Alternator + Needlessly Large Rod
Lesson 9
Rebuild an item recipe
The question as asked
Rebuild the recipe: Shadowflame
Correct answer: Hextech Alternator + Needlessly Large Rod
The explanation
Shadowflame (3200 gold) = Hextech Alternator + Needlessly Large Rod + 900 gold combine cost
Worked out from the recorded question data.
Item recipe ShadowflameTotal cost 3,200 goldBuilt from
- AnswerHextech AlternatorCost 1,100 gold
- AnswerNeedlessly Large RodCost 1,200 gold
- Combine cost900 gold
Shadowflame costs 3,200 gold; components: Hextech Alternator (1,100) is the answer, Needlessly Large Rod (1,200) is the answer; combine cost 900. Source: League of Legends Wiki item data · revision 4092074
Cooldown under items · question 10Sona R - Crescendo has a rank 1 cooldown of 140 seconds. With Echoes of Helia, what is its cooldown?Answer: 116.7 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
Sona R - Crescendo has a rank 1 cooldown of 140 seconds. With Echoes of Helia, what is its cooldown?
- A.100 seconds
- B.116.7 seconds(correct answer)
- C.112 seconds
- D.107.7 seconds
The explanation
Sona R - Crescendo has a cooldown of 140 seconds at rank 1. Echoes of Helia grants 20 Ability Haste, so this ability uses 20 haste in total. Ability Haste divides the cooldown: 140 seconds x 100 / (100 + 20) = 116.7 seconds.
- 140 × 100 / (100 + 20) = 116.7 s
- Why not 112 seconds? Reads ability haste as a percentage cut instead of dividing the cooldown.
How ability haste shortens a cooldown Sona R (Crescendo), rank 1
140 sBase cooldown×100 / (100 + 20)20 ability haste=116.7 sFinal cooldownFormula: base × 100 / (100 + haste). Exact value 116.67 s, shown as nearest 0.1 s.
Haste sources
- Echoes of Helia+20
- Total ability haste20
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 Sona R at rank 1: 140 s base cooldown with 20 ability haste becomes 116.7 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 11What flat stats does Abyssal Mask give?Answer: Ability Haste, Health, Magic Resist
Lesson 11
Item stat lines
The question as asked
What flat stats does Abyssal Mask give?
- A.Attack Damage, Health, Move Speed
- B.Ability Haste, Health, Magic Resist(correct answer)
- C.Ability Haste, Attack Damage, Life Steal
- D.Attack Damage, Attack Speed, Critical Strike Chance
The explanation
Abyssal Mask gives Ability Haste, Health, Magic Resist.
Source: League of Legends Wiki item data
Order by value · question 12Order these items by Attack DamageAnswer: Endless Hunger > Death's Dance > Black Cleaver > Stridebreaker
Lesson 12
Order by value
The question as asked
Order these items by Attack Damage
- A.Black Cleaver
- B.Death's Dance
- C.Endless Hunger
- D.Stridebreaker
Correct answer: Endless Hunger > Death's Dance > Black Cleaver > Stridebreaker
The explanation
Attack Damage, Highest to Lowest: Endless Hunger 65 AD, Death's Dance 60 AD, Black Cleaver 45 AD, Stridebreaker 40 AD
Worked out from the recorded question data.
Attack Damage Higher wins
- Endless HungerAnswer65 AD
- Death's Dance60 AD
- Black Cleaver45 AD
- Stridebreaker40 AD
Bars start at 0.
Attack Damage: Endless Hunger 65 AD, Death's Dance 60 AD, Black Cleaver 45 AD, Stridebreaker 40 AD. Endless Hunger is the answer (higher wins). Source: Mogzy certified game data
Role quest · question 13Immortal Path — Now and Forever: below 50% maximum health, gain [ ? ]% increased healing, shielding and regeneration.Answer: 12
Lesson 13
Role quest
The question as asked
Immortal Path — Now and Forever: below 50% maximum health, gain [ ? ]% increased healing, shielding and regeneration.
- A.15
- B.10
- C.20
- D.12(correct answer)
The explanation
Now and Forever gives 12% increased healing, shielding and health regeneration while below 50% of your maximum health, and 4% increased damage while above it. Immortal Path also gives 45 Move Speed and 4% Omnivamp.
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
(9 questions)
Item stats · question 15How much Ability Power does Shurelya's Battlesong give?Answer: 50
Lesson 15
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 Power does Shurelya's Battlesong give?
- A.100
- B.70
- C.50(correct answer)
- D.55
The explanation
Shurelya's Battlesong gives 50 Ability Power.
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 16How often do minion waves spawn after 30:00?Answer: 20 seconds
Lesson 16
Map mechanics
The question as asked
How often do minion waves spawn after 30:00?
- A.25 seconds
- B.30 seconds
- C.90 seconds
- D.20 seconds(correct answer)
The explanation
Waves spawn every 30 seconds before 14:00, every 25 from 14:00 and every 20 from 30:00 (patch 26.15).
Source: Mogzy mechanics reference · patch 26.15
Cooldown under items · question 17Mel E - Solar Snare has a rank 1 cooldown of 11 seconds. With Luden's Echo, what is its cooldown?Answer: 10 seconds
Lesson 17
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
Mel E - Solar Snare has a rank 1 cooldown of 11 seconds. With Luden's Echo, what is its cooldown?
- A.9.2 seconds
- B.10 seconds(correct answer)
- C.9.9 seconds
- D.9.5 seconds
The explanation
Mel E - Solar Snare has a cooldown of 11 seconds at rank 1. Luden's Echo grants 10 Ability Haste, so this ability uses 10 haste in total. Ability Haste divides the cooldown: 11 seconds x 100 / (100 + 10) = 10 seconds.
- 11 × 100 / (100 + 10) = 10 s
- Why not 9.2 seconds? The cooldown with a different first item.
- Why not 9.9 seconds? Reads ability haste as a percentage cut instead of dividing the cooldown.
How ability haste shortens a cooldown Mel E (Solar Snare), rank 1
11 sBase cooldown×100 / (100 + 10)10 ability haste=10 sFinal cooldownFormula: base × 100 / (100 + haste). Shown as nearest 0.1 s.
Haste sources
- Luden's Echo+10
- Total ability haste10
Cooldown by ability haste Ability haste Cooldown (s) 0 11 10 10 20 9.2 30 8.5 40 7.9 50 7.3 60 6.9 70 6.5 80 6.1 90 5.8 100 5.5 110 5.2 120 5 130 4.8 140 4.6 150 4.4 Mel E at rank 1: 11 s base cooldown with 10 ability haste becomes 10 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 18How much mana does Tahm Kench W - Abyssal Dive cost at rank 5?Answer: 120
Lesson 18
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 Tahm Kench W - Abyssal Dive cost at rank 5?
- A.115
- B.120(correct answer)
- C.105
- D.125
The explanation
Tahm Kench W - Abyssal Dive costs 120 mana at rank 5 (60 / 75 / 90 / 105 / 120 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 19Which champion has more Health? (level 18) Morgana or Tahm Kench?Answer: Morgana
Lesson 19
Stat check
The question as asked
Which champion has more Health? (level 18) Morgana or Tahm Kench?
- A.Morgana(correct answer)
- B.Tahm Kench
The explanation
Morgana has 2,398 HP and Tahm Kench has 2,391 HP at level 18, so Morgana is higher.
Worked out from the recorded question data.
Hp at level 18 Higher wins
- MorganaAnswer2,398 HP
- Tahm Kench2,391 HP
Difference: 7 HP
Bars start at 0.
Hp by level
- Morgana (answer)
- Tahm Kench
The vertical axis starts at 453.2, not 0.
Hp by champion level Level Morgana Tahm Kench 1 630 640 2 704.88 714.16 3 783.4 791.92 4 865.56 873.29 5 951.36 958.27 6 1,040.8 1,046.85 7 1,133.88 1,139.04 8 1,230.6 1,234.83 9 1,330.96 1,334.22 10 1,434.96 1,437.22 11 1,542.6 1,543.83 12 1,653.88 1,654.04 13 1,768.8 1,767.85 14 1,887.36 1,885.27 15 2,009.56 2,006.3 16 2,135.4 2,130.93 17 2,264.88 2,259.16 18 2,398 2,391 Hp at level 18: Morgana 2,398 HP, Tahm Kench 2,391 HP. Morgana is the answer (higher wins, difference 7 HP). Stat check · question 20Which champion has more Health? (level 1) Hecarim or Tahm Kench?Answer: Tahm Kench
Lesson 20
Stat check
The question as asked
Which champion has more Health? (level 1) Hecarim or Tahm Kench?
- A.Hecarim
- B.Tahm Kench(correct answer)
The explanation
Tahm Kench has 640 HP and Hecarim has 625 HP at level 1, so Tahm Kench is higher.
Worked out from the recorded question data.
Hp at level 1 Higher wins
- Hecarim625 HP
- Tahm KenchAnswer640 HP
Difference: 15 HP
Bars start at 0.
Hp by level
- Hecarim
- Tahm Kench (answer)
The vertical axis starts at 444.8, not 0.
Hp by champion level Level Hecarim Tahm Kench 1 625 640 2 701.32 714.16 3 781.35 791.92 4 865.09 873.29 5 952.54 958.27 6 1,043.7 1,046.85 7 1,138.57 1,139.04 8 1,237.15 1,234.83 9 1,339.44 1,334.22 10 1,445.44 1,437.22 11 1,555.15 1,543.83 12 1,668.57 1,654.04 13 1,785.7 1,767.85 14 1,906.54 1,885.27 15 2,031.09 2,006.3 16 2,159.35 2,130.93 17 2,291.32 2,259.16 18 2,427 2,391 Hp at level 1: Hecarim 625 HP, Tahm Kench 640 HP. Tahm Kench is the answer (higher wins, difference 15 HP). Stat check · question 21Which champion has more Health? (level 6) Fizz or Tahm Kench?Answer: Fizz
Lesson 21
Stat check
The question as asked
Which champion has more Health? (level 6) Fizz or Tahm Kench?
- A.Fizz(correct answer)
- B.Tahm Kench
The explanation
Fizz has 1,059 HP and Tahm Kench has 1,047 HP at level 6, so Fizz is higher.
Worked out from the recorded question data.
Hp at level 6 Higher wins
- FizzAnswer1,059 HP
- Tahm Kench1,047 HP
Difference: 12 HP
Bars start at 0.
Hp by level
- Fizz (answer)
- Tahm Kench
The vertical axis starts at 459.8, not 0.
Hp by champion level Level Fizz Tahm Kench 1 640 640 2 716.32 714.16 3 796.35 791.92 4 880.09 873.29 5 967.54 958.27 6 1,058.7 1,046.85 7 1,153.57 1,139.04 8 1,252.15 1,234.83 9 1,354.44 1,334.22 10 1,460.44 1,437.22 11 1,570.15 1,543.83 12 1,683.57 1,654.04 13 1,800.7 1,767.85 14 1,921.54 1,885.27 15 2,046.09 2,006.3 16 2,174.35 2,130.93 17 2,306.32 2,259.16 18 2,442 2,391 Hp at level 6: Fizz 1,059 HP, Tahm Kench 1,047 HP. Fizz is the answer (higher wins, difference 12 HP). Role quest · question 22What is the maximum champion level unlocked by completing the Top role quest?Answer: 20
Lesson 22
Role quest
The question as asked
What is the maximum champion level unlocked by completing the Top role quest?
- A.21
- B.19
- C.20(correct answer)
- D.18
The explanation
Completing the Top role quest raises the level cap from 18 to 20.
Source: Mogzy mechanics reference · patch 26.20
Resistance mitigation percent · question 23A 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 23
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
Not explained here
These parts of the day are not explained on this page, for the reason given with each one.
- scrub level lead (scrub): Chronoscope scenario round 'level_lead:solo:lead:wave:you-full.opp-w5-melee3' replays a missed-XP history; only the standard wave-XP rounds are mapped
- perfect timing effect duration (perfect timing): no read-only resolver for ref 'perfect_timing_effect:neeko_e.first_target:r2' (module perfect_timing)
- cc lab heavy build (cc lab): no read-only resolver for ref 'cc_lab:5ab75af166a7' (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.