Current data patch 16.16.1

How lolbuilder evaluates builds

lolbuilder is a theorycrafting model, not a match history popularity list. It combines champion-aware priorities, item stats and modeled effects, inventory rules, and shop costs to compare legal build choices.

Two optimization modes

Complete builds

Full Build mode compares completed inventories under the selected champion, role, item-count, boots, and focus configuration.

Spend available gold

Spend Gold mode starts from the current inventory and wallet. It searches legal component and completed-item purchases, accounts for recipe costs and owned components, and reports the remaining wallet.

Champion-aware scoring

Champion abilities and scaling formulas contribute to stat priorities. The selected build focus and optional boosted stats alter those priorities. The optimizer evaluates several objectives rather than collapsing every concern into one unexplained number.

Modeled item value

Base item stats are valued consistently, then supported passives and actives contribute modeled power under their documented conditions. Item pages mark partial coverage where source text is retained but an effect cannot be represented by the current model.

Purchase and inventory legality

Recommendations respect item recipes, owned components, role-specific slots, required starter or boots slots, inventory capacity, unique conflicts, and other validation rules used by the planner. Purchase paths show how a result can be reached rather than assuming every completed item is bought atomically.

What results mean

A recommendation is conditional on the selected champion, role, level, build focus, inventory, gold, and configuration. It is not a claim that the same item has the highest match win rate or is universally optimal.

Limitations

  • Some ability and item effects are only partially represented; detail pages expose those coverage notes.
  • Model outputs depend on hand-authored priorities and supported source formulas.
  • The optimizer does not reproduce player execution, team composition, opponent behavior, or every in-game state.
  • Patch data can change; shared builds created on another patch may produce different numbers.