Game rules
The numbers the game runs on, read out of its own files: what a level costs, what a round pays, what a champion sells for, how the rounds and augments are laid out and which encounter you are likely to get.
From Riot’s own game client, version 18.3.0, files dated 2026-09-25. Nothing on this page is measured from matches.
Levels
The experience each level takes; 4 gold buys 4 XP, and every round gives 2 XP on its own. The level cap is 10.
| Level | XP from the level before | XP from level 1 |
|---|---|---|
| 2 | 2 | 2 |
| 3 | 2 | 4 |
| 4 | 6 | 10 |
| 5 | 10 | 20 |
| 6 | 20 | 40 |
| 7 | 36 | 76 |
| 8 | 56 | 132 |
| 9 | 68 | 200 |
| 10 | 68 | 268 |
Gold
Every round pays 5 gold once the game is under way; the first rounds pay less (the game’s own table: 0, 0, 2, 2, 3, 4, then 5).
Interest: 1 gold for every 10 you hold at the end of a round, up to 5. The game works this out in its code rather than from a table, so this is the long-standing rule and not a number read from the files.
Win streaks and loss streaks pay the same bonus, on top of the round’s income.
| Streak | Bonus gold |
|---|---|
| 2–4 in a row | +1 |
| 5 in a row | +2 |
| 6 or more in a row | +3 |
Selling
What a champion sells for at each star level. A one-star sells for what it cost; above that, anything but a 1-cost gives one gold back less than its copies cost.
| Cost | ★ | ★★ | ★★★ |
|---|---|---|---|
| 1 | 1 | 3 | 9 |
| 2 | 2 | 5 | 17 |
| 3 | 3 | 8 | 26 |
| 4 | 4 | 11 | 35 |
| 5 | 5 | 14 | 44 |
Star levels
A two-star has 1.8× the health of a one-star and a three-star 3.24×. Attack damage and ability numbers rise by each champion’s own table instead; every champion page prints them.
Rounds
What each round of a stage is, as the game lays it out. Stage 1 is 4 rounds and every later stage 7, which is why the round after 1-4 is 2-1.
Augment tiers
Each game deals its three augment picks in one of these tier patterns, drawn by weight from the game’s own table, so 48% of games are dealt at least one Prismatic. That is before the game’s encounter: 6 encounters set a pick’s tier outright (Golden Finale, Golden Gala, Golden Prelude, Prismatic Finisher, Prismatic Opener, Prismatic Party).
| Pick | Silver | Gold | Prismatic |
|---|---|---|---|
| 2-1 | 26% | 65% | 9% |
| 3-2 | 32% | 50% | 18% |
| 4-2 | 6% | 68% | 27% |
All 18 patterns
| Pattern | Games |
|---|---|
| Gold → Gold → Gold | 20.2% |
| Gold → Silver → Gold | 16.5% |
| Gold → Gold → Prismatic | 11.0% |
| Silver → Gold → Gold | 11.0% |
| Gold → Prismatic → Gold | 9.2% |
| Gold → Prismatic → Silver | 5.5% |
| Silver → Gold → Prismatic | 4.6% |
| Silver → Silver → Gold | 4.6% |
| Silver → Silver → Prismatic | 4.6% |
| Prismatic → Silver → Gold | 3.7% |
| Gold → Silver → Prismatic | 1.8% |
| Prismatic → Gold → Gold | 1.8% |
| Gold → Prismatic → Prismatic | 0.9% |
| Prismatic → Gold → Prismatic | 0.9% |
| Prismatic → Prismatic → Gold | 0.9% |
| Prismatic → Prismatic → Prismatic | 0.9% |
| Prismatic → Silver → Prismatic | 0.9% |
| Silver → Prismatic → Prismatic | 0.9% |
Encounters
One of these opens every game, drawn by weight from the game’s own table — “No Encounter” is one of them. The percentage is its share of the weights, which is its chance of being drawn.
Start with a random 2-cost champion this game.
Start with a completed item anvil.
Start with 2 component anvils.
The final two players gain 70 gold for an epic final fight.
All augments offered this game will be gold tier.
Start with 5 random 1-cost units.
Start with a 2-star champion this game.
Start with a random 3-cost champion this game.
Each level costs 2 XP less.
Every stage, gain a random amount of gold. All players gain the same amount.
The last augment offered this game will be gold tier.
The first augment offered this game will be gold tier.
The last augment offered this game will be prismatic tier.
The first augment offered this game will be prismatic tier.
Gain +1 Augment rerolls this game.
All players start with 2 completed item anvils.
There is no encounter this game.
At the start of every stage, gain free Shop rerolls.
Start with 3 random emblems.
All augments offered this game will be prismatic tier.
Roles
How a champion gains mana and what its class gives it, in the game’s own words, with the champions of each.
Attacks grant 5 Mana. Gain Mana from taking damage. More likely to be targeted.
Alistar, Amumu, Elise, Fiddlesticks, Hecarim, Kobuko, Leona, Lillia, Malphite, Maokai, Ornn, Rakan, Rek'Sai, Sejuani, Sentinel, Shen, Taric
Attacks grant 7 Mana. Gain 2 Mana Regen.
Ahri, Alune, Cassiopeia, Gromp, Ivern, Karma, LeBlanc, Lux, Pebbles, Soraka, Teemo, Veigar, Zyra
Attacks grant 7 Mana. Gain 2 Mana Regen.
Ashe, Cinderling, Ezreal, Kog'Maw, Sivir, Varus, Yunara
Attacks grant 10 Mana. Gain 5-30% Attack Speed (based on Stage).
Akali, Brambleback, Camille, Elder Dragon, Rengar, Warwick
Attacks grant 5 Mana. Gain Mana from taking damage. More likely to be targeted.
Krug, Rammus, Scuttlecrab, Sett, Vi, Yorick
Attacks grant 10 Mana.
Aphelios, Draven, Mama Beak, Tristana, Xayah
Specialists generate resources in a unique way.
Caitlyn, Gnar, Master Yi
Attacks grant 10 Mana. Take 15% less damage from all enemies except the current target.
Kennen, Kha'Zix
Attacks grant 10 Mana. Gain 5-30% Attack Speed (based on Stage).
Diana, Morgana
Attacks grant 10 Mana.
Azir, Nidalee
Attacks grant 10 Mana. Take 15% less damage from all enemies except the current target.
Murkwolf
Specialists generate resources in a unique way.
Kayle