Combat Scenarios

Explanation of Combat Scenario Variables

Distinctive Auto Attacks

The amount of auto attacks you can get in without any extra attack speed from items. Note that auto attack resets like Jax W are not counted in this, as those are counted as their own abilities.

Continuous Autoattacks

The amount of seconds in the combo where you could auto attack if you had more attack speed. This can easily be thought of as the Combat Duration take away the amount of time taken up by casting abilities and your Distinctive Autoattacks.

Ability Casts

The amount of times you use your abilities in your combo. Sometimes you won‘t always be able to use your abilities in the combo, so decimals may be used. EG; 1.5 casts means that you will be able to cast it once in a combo, and twice in the next combo. Some abilities might have tooltips on their images, such as Aatrox Q having the words "3 Hits, MaxDmg" on them. This means that a 1 in that ability will mean you will hit all 3 Qs in the critical area. You‘ll have to play around with decimals in this too.

Burst Attack

If this is enabled, then AH is ignored for the scenario. If it‘s disabled, then that means you use the combo a lot for trading, clearing minions etc., and want it to be affected by AH.

Active Items

If this is enabled, then any usable items will be added to the damage of the combo. Note that Tiamat isn‘t used in this, because it has a 10 second cooldown, and this is only affected by 45+ second cooldowns.

Multi Target

The amount of targets you use this combo against. There are decimals because sometimes you won‘t be able to use the combo against 3 people, and might only use it against 2. For things like Runaan‘s Hurricane and the Hydra items to come up more frequently, as well as aura items, this will need to be increased.

Ranged Poke

Is the attack a ranged attack? Things like Tiamat, Thornmail, Abyssal Mask, and Sunfire Cape will not affect the damage of this scenario. Examples include generally being a ranged carry, or just throwing your Q as a Katarina or Kassadin.

Attack Turret

If this is enabled, the scenario is calculated towards damaging turrets. Things like lethality, magic penetration, attack speed, ability power, and Sheen will be more likely to appear due to them damaging the turret more, whilst things like armour shred (Black Cleaver), % armour and magic penetration, and on-hit effects will be less likely to appear due to them not affecting turrets. (Note that on-hit affects might appear due to them intrinsicly being a part of some attack speed items).

Combat Duration

The length of the combo. If the combo takes 3 seconds for all of your abilities to go off, and 3 seconds of weaving auto attacks in between your abilities, then the duration will be 6 seconds.

Value

How much do you use this combo during a game phase (early mid or late) compared to the other combos? The total must add up to 100%. For example, during the early game on Riven you might use the E-AA-QW combo 40% of the time, the AA-Q-AA-Q-AA-Q combo 40% of the time, and the E-R1-AA-WQ-R2 combo 20% of the time. Altogether this will add up to 100%, and the build will be more oriented (early game) towards maximising your first 2 combos.

Early Game, Mid Game, and Late Game

Early Game dictates the first item you get, Mid Game the next 2, and Late Game the remaining 3, as well as the Ultimate Build.