File:Summoner Experience points.png

Summoner Experience

Experience (XP XP) is linked to a summoner, and is earned through playing games and sometimes completing missions. Reaching certain amounts of experience increases the summoner's level, up to an infinite amount.

At each level up, players receive a reward, most commonly champion capsules which might contain up to 5 champion shards. Sometimes they might contain some detached Blue Essence BE as well.

A summoner level of 30 or higher is required to play ranked games.

Gaining experience


The amount of experience received for a game is determined by several rules:

  • Wins are worth more XP than losses.
  • Longer games are worth more XP.
  • Wins on PVP Summoner's Rift give approximately 5.767 base XP plus 6.626 XP per minute of game length.
  • The minimum time any game needs to last to be eligible for rewards (XP, Missions and anything that requires you to play, win or lose a game) is 7 minutes. [1]
  • Custom games are not eligible to earn experience.

Depending on all these factors, each game awards roughly between 50 and 300 XP, with average values around 200 XP.

Experience Formula

Experience gain on Summoner's Rift can be calculated based on the total number of seconds played during a given game, whether or not the game is won, and whether or not first win of the day is completed.

The following formulas are for experience gained from Summoner's Rift as of November 17, 2017: [2]

General formula:

Time: the total number of seconds elapsed in a game (e.g. 15:49 => 949 seconds).
Experience = (Time × (XP/s) + Base XP) (rounded to nearest integer)

If the game is won:

Experience = (Time × 0.11 + 6.6)

If the game is lost:

Experience = (Time × 0.09 + 5.4)

Co-op vs AI

The experience gained for Co-op vs. AI games is reduced for Summoners with level 10 or higher.[3]

  • Summoner Level 1-9: Bots grant 100% XP.
  • Summoner Level 10-19: Bots grant 90% XP.
  • Summoner Level 20-29: Bots grant 80% XP.
  • Summoner Level 30+: Bots grant 75% XP.

Experience table

Tested values for Summoner Level 30+.[4]

Intro level AI is eligible for Mission rewards (play/win a matchmade game) such as First Win of the Day.

Map Mode Won XP/s Base XP
Summoner's Rift icon.png Summoner's Rift AI Intro
AI Beginner
AI Intermediate
Win 0.0825 4.95
Loss 0.0675 4.05
(including Ranked)
Win 0.11 6.6
Loss 0.09 5.4
20px Twisted Treeline AI Beginner Win 0.0775 7.4
Loss ? ?
AI Intermediate Win ? ?
Loss ? ?
PvP Win ? ?
Loss ? ?
20px Howling Abyss PvP Win ? ?
Loss ? ?

Experience boosts

Experience boosts can be bought to increase the amount of experience gained. There is two types of boosts: boosts per win and boosts per duration.

First Win of the Day

A daily mission is available for all players. It rewards you with Blue Essence 50 and 400 XP when winning a matchmade game. After being completed the mission will be unavailable for 20 hours. Note: The mission will not become available if a game is being played. This means you must wait the entire 20 hours before starting a game in order to complete first win of the day.

Leveling up

Leveling up grants access to new game modes, summoner spells, and extras such as loot and champion masteries.

Estimating the required time to level up can be done by taking one's level and noting its position beyond a multiple of 25 (except for the first two progressions: 1 to 30, and 31 to 50). Example: Leveling from 51 to 52 is faster than leveling 74 to 75, but also quicker than a player at level 49, since you're positioned at the very first level of the count (51 to 75).

The following table describes the amount of XP required to level up and some of the game content unlocked when reaching each level. [5] [6]

Level XP For Next Level Cumulative XP Needed Content Unlocked Game Mode Unlocked
1 144 0
2 144 144 Ashe Ashe
3 192 288 Garen Garen Normal 5v5 Summoner's Rift (Blind Pick)
4 240 480 Brand Brand
Exhaust Exhaust
Barrier Barrier
5 336 720 Hextech Crafting and Loot
Basic Champion Capsule
Premium Chest
Co-op vs. AI 3v3 Twisted Treeline
6 432 1056 Mark Mark
Clarity Clarity
Basic Champion Capsule
ARAM 5v5 Howling Abyss
7 528 1488 Flash Flash
Teleport Teleport
Basic Champion Capsule
Normal 3v3 Twisted Treeline
8 624 2016 Basic Champion Capsule
Default rune pages
9 720 2640 Smite Smite
Ignite Ignite
Cleanse Cleanse
Basic Champion Capsule
Practice Tool
10 816 3360 90% XP given for Co-op vs. AI Bots
Glorious Champion Capsule
Normal 5v5 Summoner's Rift (Draft) (if you have at least 20 champions including the free to play ones)
Featured game mode
11 912 4176 Basic Champion Capsule
Custom rune pages

Keystone rune slot options
Free Champion Rotation

12 984 5088 Basic Champion Capsule (Blue Essence 450)
13 1056 6072 Basic Champion Capsule (Blue Essence 450)

Primary rune path options

14 1128 7128 Basic Champion Capsule (Blue Essence 500)
15 1344 8256 Basic Champion Capsule
First Win of the Day mission
Secondary rune path options
16 1440 9600 Basic Champion Capsule (Blue Essence 500)
17 1536 11040 Basic Champion Capsule (Blue Essence 500)
Inspiration icon.png Inspiration rune path
18 1680 12576 Basic Champion Capsule (Champion Shard(s))
19 1824 14256 Basic Champion Capsule
20 1968 16080 80% XP given for Co-op vs. AI Bots (65% after 180 minutes each day).
Random Summoner Icon
Basic Champion Capsule
21 2112 18048 Basic Champion Capsule (Blue Essence 600)
22 2208 20160 Basic Champion Capsule (Champion Shard and Blue Essence 50)
23 2448 22368 Basic Champion Capsule (Blue Essence 725)
24 2304 24816 Basic Champion Capsule (Blue Essence 750)
25 2496 27120 Random ward skin

Basic Champion Capsule

26 2496 29616 Basic Champion Capsule (Blue Essence 750)
27 2592 32112 Basic Champion Capsule
28 2688 34704 Basic Champion Capsule (Blue Essence 725)
29 3168 37392 Basic Champion Capsule
30 2688 40560 75% XP given for Co-op vs. AI Bots (55% after 180 minutes each day).
Glorious Champion Capsule

Summoner Icon Border (Profile)

Ranked Solo/Duo and Flex queues for 5v5 Summoner's Rift
Ranked Flex 3v3 Twisted Treeline
31 2688 43248 Basic Champion Capsule
32 2688 45936 Basic Champion Capsule
33 2784 48624 Basic Champion Capsule
34 2784 51408 Basic Champion Capsule
35 2784 54192 Basic Champion Capsule
36 2880 56976 Basic Champion Capsule
37 2880 59856 Basic Champion Capsule
38 2880 62736 Basic Champion Capsule
39 3072 65616 Basic Champion Capsule
40 3072 68688 "Legend 1" Emote 30px
Glorious Champion Capsule
Summoner Icon Border (Profile)
41 3168 71760 Basic Champion Capsule
42 3168 74928 Basic Champion Capsule
43 3264 78096 Basic Champion Capsule
44 3264 81360 Basic Champion Capsule
45 3360 84624 Basic Champion Capsule
46 3360 87984 Basic Champion Capsule
47 3456 91344 Basic Champion Capsule
48 3456 94800 Basic Champion Capsule
49 3456 98256 Basic Champion Capsule
50 2592 101712 "Legend 2" Emote 30px
Glorious Champion Capsule
Random Summoner Icon or Ward Skin

Summoner Icon Border (Profile)

51 2688 104304 Basic Champion Capsule
52 2688 106992 Basic Champion Capsule
53 2688 109680 Basic Champion Capsule
54 2688 112368 Basic Champion Capsule
55 2880 115056 Basic Champion Capsule
56 2880 117936 Basic Champion Capsule
57 2880 120816 Basic Champion Capsule
58 3072 123696 Basic Champion Capsule
59 3072 126768 Basic Champion Capsule
60 3072 129840 Glorious Champion Capsule
61 3264 132912 Basic Champion Capsule
62 3264 136176 Basic Champion Capsule
63 3264 139440 Basic Champion Capsule
64 3360 142704 Basic Champion Capsule
65 3360 146064 Basic Champion Capsule
66 3360 149424 Basic Champion Capsule
67 3456 152784 Basic Champion Capsule
68 3456 156240 Basic Champion Capsule
69 3456 159696 Basic Champion Capsule
70 3456 163152 Glorious Champion Capsule
71 3552 166608 Basic Champion Capsule
72 3552 170160 Basic Champion Capsule
73 3648 173712 Basic Champion Capsule
74 3648 177360 Basic Champion Capsule
75 2592 181008 "Legend 3" Emote 30px

Random Summoner Icon or Ward Skin
Summoner Icon Border (Profile)

76 2688 183696 Basic Champion Capsule
77 2688 186384 Basic Champion Capsule
78 2688 189072 Basic Champion Capsule
79 2688 191760 Basic Champion Capsule
80 2880 194448 Glorious Champion Capsule
81 2880 197328 Basic Champion Capsule
82 2880 200208 Basic Champion Capsule
83 3072 203088 Basic Champion Capsule
84 3072 206160 Basic Champion Capsule
85 3072 209232 Basic Champion Capsule
86 3264 212304 Basic Champion Capsule
87 3264 215568 Basic Champion Capsule
88 3264 218832 Basic Champion Capsule
89 3360 222096 Basic Champion Capsule
90 3360 225456 Glorious Champion Capsule
91 3360 228816 Basic Champion Capsule
92 3456 232176 Basic Champion Capsule
93 3456 235632 Basic Champion Capsule
94 3456 239088 Basic Champion Capsule
95 3456 242544 Basic Champion Capsule
96 3552 246000 Basic Champion Capsule
97 3552 249552 Basic Champion Capsule
98 3648 253104 Basic Champion Capsule
99 3648 256752 Basic Champion Capsule
100 2592 260400 "Legend 4" Emote 30px

Glorious Champion Capsule
Glorious Legend Ward Skin 30px
Summoner Icon Border (Profile)

101 2688 263088 Basic Champion Capsule
102 2688 265776 Basic Champion Capsule
103 2688 268464 Basic Champion Capsule
104 2688 271152 Basic Champion Capsule
105 2880 274032 Basic Champion Capsule
106 2880 ? Basic Champion Capsule
107 2880 ? Basic Champion Capsule
108 3072 ? Basic Champion Capsule
109 3072 ? Basic Champion Capsule
125 2592 ? "Legend 5" Emote 30px

Summoner Icon Border (Profile)

150 2592 ? "Legend 6" Emote 30px

One Rare Gems Gemstone
Glorious Champion Capsule
Summoner Icon Border (Profile)

175 2592 ? "Legend 7" Emote 30px

Summoner Icon Border (Profile)

200 2592 ? "Legend 8" Emote 30px

One Rare Gems Gemstone
Glorious Champion Capsule
Summoner Icon Border (Profile)

225 2592 ? "Legend 9" Emote 30px

Summoner Icon Border (Profile)

250 2592 ? "Legend 10" Emote 30px

One Rare Gems Gemstone
Glorious Champion Capsule
Summoner Icon Border (Profile)

275 2592 ? "Legend 11" Emote 30px

Summoner Icon Border (Profile)

300 2592 ? "Legend 12" Emote

One Rare Gems Gemstone
Glorious Champion Capsule
Summoner Icon Border (Profile)

325 2592 ? "Legend 13" Emote

Summoner Icon Border (Profile)

350 2592 ? "Legend 14" Emote

One Rare Gems Gemstone
Glorious Champion Capsule
Summoner Icon Border (Profile)

375 2592 ? "Legend 15" Emote

Summoner Icon Border (Profile)

400 2592 ? "Legend 16" Emote

One Rare Gems Gemstone
Glorious Champion Capsule
Summoner Icon Border (Profile)

425 2592 ? "Legend 17" Emote

Summoner Icon Border (Profile)

450 2592 ? "Legend 18" Emote

One Rare Gems Gemstone
Glorious Champion Capsule
Summoner Icon Border (Profile)

475 2592 ? "Legend 19" Emote

Summoner Icon Border (Profile)

500 2592 ? "Legend 20" Emote

One Rare Gems Gemstone
Glorious Champion Capsule
Summoner Icon Border (Profile)

525 2592 ?
550 2592 ? One Rare Gems Gemstone
575 2592 ?
600 2592 ? One Rare Gems Gemstone
600+ Repeats 500-600



Prior to V7.22, the level system comprised 30 levels, each represented by a number from 1 to 30. Higher numbers mean more experience. Summoners start their first game at level 1 and progress until they reach level 30 after a variable number of games (typically between 300 and 400). The level system is based on the concept of Experience Points (XP). Summoners accumulate XP by playing games. When they accumulate a certain amount of XP, they progress to the next level. The level progression finishes when the Summoner reaches level 30. Reaching this level is one of the requirements to participate in Ranked games (the others are owning 20 champions and taking part in a series of placement games).

The Visual Design of League Leveling

Hey guys, we’re Riot_Mort and SpicyMemeDreamz, here to talk about some of the key design elements behind League’s new leveling system.[7]

With the uncapped leveling system, our goal was to recognize and reward you for playing League regardless of your playstyle or skill level. We also wanted to give you the ability to progressively show off your dedication to the game in the years to come.


Since our intention was to build an uncapped leveling system that could grow with you, we had to think early about how the visual language could scale with those conventions. In plain speak, how do we make you look cooler as you level up? We looked at a lot of systems in other games (and in real life) to see how progression feels across them all, and found that there seems to always be a point where visual representations of progression go overboard. Whether it’s an adornment of stars or additional medals and materials tacking onto the sides, a visual representation of progression always runs the risk of looking the same (or unintelligible) after a certain point.

File:Experience Insights 02.jpg

Various sketch explorations looking to define the overall look of the progression system.


For League’s system, we looked for an expression of progression that would continually feel fresh for you, but also had clear points of distinction when you were comparing your progress against that of others. To accomplish that, we first examined our existing progressions systems. We wanted strong design elements we could leverage into something new, while still maintaining a sense of familiarity. It was also a big focus of ours to provide you with goals, or checkpoints, as you level, to give you that awesome feeling of accomplishment. Being able to reach meaningful thresholds allows everyone to feel like they’re working towards an achievable goal instead of grinding to infinity.

The newly-launched Honor System brought a uniform color tier progression to League that will eventually be used for all methods of progress and rarity. While this was a core element that was imperative for us to implement into our own system, it also came with a unique challenge based on the system we were building. With leveling being uncapped, it would make it nearly impossible to ever reach that highest tier color (as well as create a situation where you feel like you’re forever trapped in a single color).

File:Experience Insights 04.png

League’s universal color tier system, scaling left to right from lowest to highest.

Our solution was to still leverage the color tier system, but to build in a reset system where the colors would go back to the lowest color tier and scale back up at certain level milestones. This gave us room to scale up levels as high as we wanted while keeping the clear visual signifier of progression. To make sure you don’t stagnate too long in a current color tier, we set a reset to happen every 100 levels. With exception to our first level progression (which starts at level 30 and changes at at 50), you’ll progress every 25 levels.


Now that we had a clear way of showing tiers through colors, we still had to solve for how to make one level of green look better than the next. To solve that, we looked through the universe surrounding League of Legends to find visual elements that could accompany this color tier system and help differentiate one from another. We did many explorations that utilized elements from our game, Runeterra itself, and even skin line themes. Going through these explorations, we discovered we could dress up the surrounding areas of progression borders, as long as a few core principles stayed in place:

File:Experience Insights 05.jpg

Hextech Annie and other artwork from the region of Piltover heavily influenced our Hextech Magic theme, pulling a variety of elements to create this arc conductor device surrounding the border.

File:Experience Insights 06.jpg

We pulled a variety of reference from both champions and skin lines to develop our “fire magic” theme, with one of the main sources of inspiration being Infernal Diana.

  • Utilize volume, color values, and different materials to escalate higher tiers from lower ones
File:Experience Insights 07.jpg

Visual difference between the first green tier (level 30) and the second (level 125).

Follow similar shape language for core areas of the borders
  • To make sure you are always looking in the same place for your current progression, it’s best to keep a uniform area where progression starts and stops for each level. For higher tiers in a progression ladder, utilizing different shapes helps differentiate them from the rest.
File:Experience Insights 08.jpg

Start and end points for the progress meters, as well as level plate designs for higher and low tier levels.

Use themes to decorate, not obfuscate, the progression of a player
  • Though we wanted to make sure each of the progression themes looked fantastic, the focus is still on where you sit in your current level and how much you have to go until the next. Having these themes cover up or take away from that primary goal would eliminate the purpose of continuous leveling.

Since this progression is about you, we wanted to ensure that all elements of the system stayed as close to information about you as possible. This heavily influenced where and how we show leveling for yourself (and others) around the client.


At any given time, we want to make sure that you are aware of where you are in terms of progression. Bringing the level meter back to an always-visible section of the client was important to us — it gives you an easy-to-see visual element to help you decide if it’s worth getting one more game in to level-up. It’s always ideal if you can find information without having to try and track it down.


One of the things we agreed on pretty early was that you and your friends should be able to see each others’ level. Bringing level and current progression into the player hovercard gives you a quick way to check in on your friends, see how they’re doing, and compare your own level progress. That said, we also decided your level wasn’t important to any particular game, so from Champ Select until the Victory (hopefully) screen, we didn’t want your level shown. Level is a fun progression system, but is not a measure of your skill. That’s what ranked is for! You WILL have a way to show your progression off (if you want, and we’ll cover that in a sec), but it won’t be exposed by any in-game system.


Your current level and progress will be shown on your profile, with a border that evolves as you get to higher levels.


We wanted to make sure your progress is quickly visible whenever you finish a match. Bringing your progression into the end-of-game screen creates a destination during a core part of our game loop that lets you know how much you gained for that match and how close you are to reaching your next level.


For the icing on the cake, we wanted to give you the extra ability to show your level progression to others in the fields of battle. Since this system is meant to be an indicator of knowledge acquired and time played, it made sense to create a series of emotes for every major tier of the themes. So whenever you get a sweet outplay or want to show off how much time you’ve spent on the Rift, go ahead and smash that emote button.

We talked about a single emote that would upgrade as you leveled up. However we felt (and have seen with other things like the Honor Wards) that players favor a specific reward and like to keep using it, even if they’ve earned something else. If we removed that when you leveled-up, it wouldn’t be ideal. Instead, if you really love the Level 50 emote, you can have it and use it forever.


We hope everyone enjoys having a little extra progression in League. You might be struggling in ranked to make progress, but now you’ll always be moving forward in some way. We think that’s going to feel a lot better. As always though, we’re open to feedback. If you have any questions or comments, drop a note in the comments or pop by the boards!

See also


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