Attack Speed Calculator LoL

Attack Speed Calculator LoL

Model League of Legends base attack speed, AS ratio, level growth, bonus speed, Lethal Tempo, caps, windup timing, on-hit procs, and DPS windows.

Tip: Bonus attack speed scales through the champion's attack speed ratio, so changing the ratio can matter as much as adding another speed item.
Tip: Use the Lethal Tempo cap bonus field for modes, runes, or custom rules that var attacks exceed the normal 2.50 AS cap.
🎯Champion Presets
Data note: Champion preset base AS and growth values use Riot Data Dragon patch 16.13.1. Damage, item bonuses, rune modifiers, and cap rules are editable for your match.
⚙️Attack Speed Inputs
Preset selection fills base AS, AS ratio, growth, range role, and a practical windup estimate.
Level growth uses the standard Riot stat growth curve through level 18.
The champion's listed attack speed before bonus AS.
Bonus AS scales by ratio: final AS before cap = base AS + ratio x bonus AS.
Champion attack speed growth from levels, before item and rune bonuses.
Add item, passive, and permanent bonus attack speed here.
Use for active steroids, ally buffs, spell windows, or stacked champion effects.
Editable rune/modifier bonus. Set to 0 when not stacked or not using the rune.
Normal Summoner's Rift planning usually uses 2.50 unless a rule modifies the cap.
Extra AS cap allowance from rune, mode, practice tool scenario, or custom rules.
Percent of attack time before the projectile or melee hit is expected to release.
Fight or trading window used for attack count, proc count, and DPS estimate.
Lower this for kiting, target switching, CC, travel time, or turret aggro resets.
Use post-mitigation average physical damage if you want realistic DPS.
Expected damage adds crit chance x extra crit multiplier.
Enter your expected crit damage, not bonus crit damage.
Use post-mitigation magic, true, or mixed on-hit damage per proc.
Use 1 for normal on-hit, more for multi-hit rules, less for partial uptime.
📌Calculator Specs
10
Champion presets
2.50+
Editable attack speed cap
16
Build and DPS inputs
4
Reference tables
🧮LoL Attack Speed Formulas
1. Level Growth
Growth bonus = growth x curve
The calculator uses the level stat curve: growth x (0.7025 + 0.0175 x level offset) x level offset.
2. Bonus Scaling
Raw AS = base + ratio x bonus
Base AS and attack speed ratio can differ, so bonus AS is not always a simple base multiplier.
3. Cap Check
Final AS = min(raw AS, cap)
Cap bonus is added after the base cap so Lethal Tempo or custom rules can be modeled cleanly.
4. DPS Window
DPS = damage / window seconds
Attacks, crit expectation, on-hit damage, proc count, uptime, and windup timing feed the damage window.
League of Legends Attack Speed Results
Final attack speed
-
attacks per second
Attacks in window
-
adjusted for uptime
On-hit proc count
-
expected procs
DPS estimate
-
damage per second
⚖️Attack Speed Comparison Grid
No Lethal Tempo
Final AS-
Attacks-
DPS-
Current Setup
Final AS-
Procs-
Windup-
Full Tempo Test
Final AS-
Attacks-
DPS-
Cap Pressure
Raw AS-
Wasted AS-
Status-
📚League Attack Speed References
Champion Preset Stats
ChampionBase ASAS growthPreset role
Jinx0.6251.0%Ramp carry
Caitlyn0.6814.0%Long range
Ashe0.6583.0%Utility ADC
Vayne0.6583.3%On-hit duel
Kog'Maw0.6652.65%Hypercarry
Kai'Sa0.6441.8%Hybrid carry
Yasuo0.6973.5%Melee crit
Yone0.6253.5%Melee tempo
Master Yi0.6792.5%On-hit melee
Tristana0.6561.5%Late carry
These presets use Riot Data Dragon patch 16.13.1 attack speed and attack speed per level fields. AS ratio is editable because live champion mechanics can differ by patch or mode.
Bonus Attack Speed Sources
SourceInput fieldTypical useWatchout
ItemsItem bonus ASPermanent build speedAdd all item percentages
Champion spellTemporary bonus ASBurst or trade windowMatch uptime to the spell
Lethal TempoLT modifierStacked rune speedSet cap bonus separately
Ally buffTemporary bonus ASEnchanter or aura timingUse realistic fight uptime
Mode modifierCap bonusArena or custom rulesCheck current mode rules
The calculator adds all bonus attack speed percentages first, then scales them by the attack speed ratio.
Cap and Windup Planning
Planning itemDefaultCalculator effectUse case
Normal AS cap2.50Limits final ASStandard planning
Cap bonus0.00Raises capLethal or mode tests
Windup 15%FastEarlier releaseSmooth kiting
Windup 20%AverageNormal releaseMost marksman tests
Windup 30%+HeavyLater releaseSlow or clunky attacks
Windup is an estimate for the release point inside each attack cycle. It affects the first-hit timing and kite feel, not the final AS cap.
DPS Window Examples
WindowBest forUptime ideaRead result as
2 secondsShort trade70-90%Burst autos only
5 secondsSkirmish75-95%Practical combat
8 secondsObjective fight85-100%Sustained carry DPS
12 secondsFront-to-back fight70-95%Positioning matters
20 secondsPractice tool test95-100%Near-theory output
Use shorter windows for lane trades and longer windows for Baron, dragon, or front-to-back teamfight estimates.
Attack Speed Formula Breakdown
StepFormulaWhat it meansResult field
Level bonusgrowth x curveBonus AS earned from champion levelBreakdown
Total bonuslevel + item + temp + LTAll bonus attack speed as one percentBreakdown
Raw ASbase + ratio x bonusAttack speed before the capComparison grid
Final ASmin(raw, cap)Attack speed after the selected capCard 1
Proc countattacks x procs per hitExpected on-hit triggers in the windowCard 3
DPSdamage / secondsExpected average damage per secondCard 4
This is a transparent planning model. Match your champion, item text, rune state, target armor/MR, and live patch mechanics before making final build decisions.

You might feel sluggish during teamfights when your attacks don’t line up with your skills. That’s because you’re building gear without knowing what Riot’s formula for attack speed are. The game doesn’t just throw bonus numbers at your base stat. Instead, it take your base stat, multiplies it by a champ-specific ratio, and finaly caps the result with a hard number. Those is the only stats that matter, so if you don’t understand this math, you’re burning gold on something that doesn’t add to your damage output.

After you input your champ and item build, the calculator (above) do all the work for you. Instead of guessing when you run into diminishing returns it highlights exactly where in your build your stats reaches their cap. For example, most players believe that adding Attack Speed will increase your damage output. That’s a false statement! After reaching 2.50 attacks per second, which is standard cap. Each additional point of bonus speed become entirely useless. You’ll be able to spot that limit beforehand, saving yourself from wasting your final gold on an item with zero value during this patch.

How Attack Speed Works in the Game

Understand the difference between attack speed ratio and base attack speed to help you build effectiveley. Even if two champions has roughly equal base stats, their scaling curve may be wildly different than expected. While one champion scales linearly with bonus speed, another’s lower ratio cause them to cap out early. When choosing between raw attack speed and critical strike chance, this distinction matter most. Because low-ratio champs don’t benefit as much from percentage-based bonuses, late-game flat damage and other stats becomes more appealing. To make the right tradeoff in mid-game item spikes, you’ll need to understand how your champion scales specificly.

But there’s more to it than that. It is how long it takes from when you press attack button until the missile comes flying out of your hand. You can adjust this in tool’s windup setting. That’s key to kiting mechanics. If an enemy engages you while you’re still winding up, the longer the windup, the less time you’ll have to react… Which means you need to be farther back or set up with defensive spells. On paper the raw damage numbers might look the same but it change everything about the feel of a duel.

But Lethal Tempo increase the hard cap. Stack the rune, and now your attack speed isn’t limited to 2.50, you can push beyond it. That’s a big change in how you think about long fights. With the toggle enabled on the calculator, you can switch it off and on again to observe what real difference Lethal Tempo makes to overall DPS and proc counts. Is it worth giving that up compared to other keystone options?

Don’t neglect your uptime. In live games, you’re never going to get perfect strings with autoshots and all that. You’ll be waiting on cooldowns, dodging here and there, switching targets. The uptime percent is a good way to adjust your numbers so that you’re getting a solid read on how much you can expect in the chaos of a teamfight. It also brings you back down from the idealized practice tool scenario to the muddy real world of live play where you’ll see that number get dirtier and dirtier.

Lastly, On-Hit effects depends entirely on how many attacks you can land. This means that, as long as it’s proc-based, your attack speed will be the key to getting as many procs as possible. However, this also means that, depending on your build, you might cap out too quickly. You can use the reference tables included with the tool to outline how different build type affect on-hit effects. From there you’ll be able to identify what champions falls off as they max out their attack speed, and which do best in hyper-carry builds.

Learning attack speed isn’t about numbers, it’s about knowing when to stop adding them. It’s about learning your limitations and stopping to chase stats for the sake of a number. When you learn the math, the numbers are out there, but your eyes don’t see them in the middle of a fight. This allows you to build with purpose instead of default habits. If you know your limit then you’ll be able to build all the way to your limit without exceeding it.

Attack Speed Calculator LoL

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