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[[File:Summoner_Experience_points.png|thumb|400px|Summoner Experience]]
'''Summoner Experience''' is the reward, together with [[Influence Points]], awarded to a summoner after completing a game. It ceases to be received after the Summoner's level is maxed out at 30. The received Experience Points are calculated at the end of each game; wins are worth more than losses, and the longer the game lasts, the more XP you gain.
 
  +
:''For the {{tip|League of Legends}} champion experience, see [[experience (champion)]]. For other uses of Experience, see [[Experience]].''<br>
  +
[[Summoners]] earn '''experience points''' (abbreviated as '''{{XP|XP}}''') by playing games of {{tip|League of Legends}} and by completing [[missions]] (when missions are available). When a summoner reaches a certain amount of experience points they increase their summoner's level.
   
  +
The level of a summoner determines whether they can access some features of the game. Most prominently, a summoner level of 30 or higher is required to play [[ranked games]].
== Increasing experience gain ==
 
* Summoner Experience gain can be increased by purchasing an [[Boost|XP Boost]] from the PVP.Net store. This will double the experience earned at the end of each match.
 
   
  +
Each time the player reaches a new level they receive a free reward. The most common rewards include:
== XP gains ==
 
  +
* A [[Hextech Crafting#Champion Capsule|Champion Capsule]], which can contain [[champion shard]]s and/or {{BE|[[Blue Essence]]}}, both of which can be used to unlock new [[champions]].
* There is both a minimum and a maximum amount of XP and IP a player can get from a game.
 
  +
* A themed border at certain milestones, shown in the [[Summoner profile|profile]] (including the friends list), lobby, and [[loading screen]] around the player's name. These themes range from [[Universe|Runeterra]] regions to skin lines and others.
* A 3v3 game that is won at or before 20 minutes awards 95 XP and 64 IP.
 
* Current (July 2011) formula for XP winning a Normal game at level 15-19 is roughly 3m+25, where m is the number of minutes the game lasts, capped at 198. Intermediate Bot games at level 10-14 use the same formula. At level 15-19, Intermediate Bot games subtract a 25% penalty from that formula, and give XP for only the first 180 minutes a day of play.
 
* A XP Boost is also available from purchasing it with Riot points at the store.
 
   
== Leveling up ==
+
== Gaining Experience ==
  +
[[File:Summoner_experience.png|right|150px]]
The following describes the amount of experience required to go from one level to the next:
 
  +
The amount of experience received for a game is determined by several rules:
{| class="wikitable" style="border-collapse:collapse; width:50%; text-align:center; margin:auto;"
 
  +
* Custom games are not eligible to earn experience.
  +
* 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.<ref>[https://support.riotgames.com/hc/en-us/articles/201752824-Reward-BE-XP-System-Breakdown Reward (BE/XP) System Breakdown]</ref>
  +
* Longer games are worth more experience.
  +
* [[Co-op vs. AI]] is eligible for Mission rewards (play/win a matchmade game) such as [[First Win of the Day]].
  +
* Wins are worth more experience than losses. Wins on PVP Summoner's Rift give approximately {{fd|5.767}} base XP plus {{fd|6.626}} XP per minute of game length.
  +
Based on these factors, each game awards roughly between 50 and 300 XP, with average values around 175 XP.
  +
=== Co-op vs AI ===
  +
The experience gained for [[Co-op vs. AI]] games is reduced for Summoners with level 10 or higher.<ref>[https://support.riotgames.com/hc/en-us/articles/201752824-Reward-BE-XP-System-Breakdown Reward (BE/XP) System Breakdown]</ref>
  +
* Summoner Level 1-9: Bots grant 100% XP.
  +
* Summoner Level 10-19: Bots grant 90% XP.
  +
* Summoner Level 20-29: Bots grant 80% XP (65% after 180 minutes each day)
  +
* Summoner Level 30+: Bots grant 75% XP (55% after 180 minutes each day)
  +
=== First Win of the Day ===
  +
{{main|First Win of the Day}}
  +
A daily [[Missions|mission]] is available starting at level 15. It rewards you with {{BE|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 while a game is being played. Only games started after the 20 hour mark count towards completing this mission.
  +
=== Experience boosts ===
  +
{{main|Boost}}
  +
'''Experience boosts''' can be bought to increase the amount of experience gained. There are two types of boosts: win boosts that add a flat amount of 216 XP per won game and duration boosts that double the base XP earned from a game. Both boosts can be used at the same time.
  +
== 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:<ref>[https://1drv.ms/x/s!AmQIYluJLTqWxSwknQY1HOfZEh54 Excel document about Experience]</ref>
  +
  +
{{sbc|Time}}: the total number of seconds elapsed in a game (e.g. 15:49 => 949 seconds).
  +
*General formula:
  +
**{{sbc|Experience}} = ({{sbc|Time}}{{times}}(XP/s) + Base XP) (rounded to nearest integer)
  +
*If the game is won:
  +
**{{sbc|Experience}} = ({{sbc|Time}}{{times}}{{fd|0.11}} + {{fd|6.6}})
  +
*If the game is lost:
  +
**{{sbc|Experience}} = ({{sbc|Time}}{{times}}{{fd|0.09}} + {{fd|5.4}})
  +
==== Experience Table ====
  +
Tested values for Summoner Level 30+.<ref>[https://docs.google.com/spreadsheets/d/1uCVPV4UNpP9yZ6trSE27isJSzY8aLAsJdEi_dONPdSA/ Sample Data Sheet WIP]</ref>
  +
{| class="wikitable"
 
|-
 
|-
  +
!Mode
!style="width:25%;"|To reach Level
 
  +
!Map
!style="width:25%;"|XP Needed
 
  +
!Result
!style="width:25%;"|Cumulative XP Needed
 
  +
!XP/s
!style="width:25%;"|Cumulative XP %
 
  +
!Base XP
  +
|-
  +
|rowspan="2"|PvP
  +
|rowspan="2"|{{tip|Summoner's Rift}}<br>{{tip|Howling Abyss}}
  +
| Win || {{fd|0.11}} || {{fd|6.6}}
  +
|-
  +
|Loss || {{fd|0.09}} || {{fd|5.4}}
  +
|-
  +
|rowspan="2"|Co-op vs AI
  +
|rowspan="2"|{{tip|Summoner's Rift}}
  +
| Win || {{fd|0.0825}} || {{fd|4.95}}
  +
|-
  +
|Loss || {{tt|{{fd|0.0675}}|Calculated based on PvP data.}} || {{tt|{{fd|4.05}}|Calculated based on PvP data.}}
  +
|}
  +
  +
== Leveling Up ==
  +
[[File:Journey NPE 02.jpg|thumb|Leveling rewards in Journey]]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.<ref>[https://support.riotgames.com/hc/en-us/articles/201751894-Unlocking-Game-Modes Unlocking Game Mode]</ref><ref>[https://web.archive.org/web/0/https://boards.na.leagueoflegends.com/en/c/developer-corner/BQed8FWz-leveling-and-rewards-improvements-to-milestone-emotes-capsules-fwotd Leveling and Rewards - Improvements to Milestone Emotes, Capsules, & FWotD]</ref>
  +
  +
=== Experience Required ===
  +
; Levels 1 to 30
  +
{| class="article-table" style="overflow-x: scroll; width: 710px;"
  +
! Current Level
  +
! 1
  +
! 2
  +
! 3
  +
! 4
  +
! 5
  +
! 6
  +
! 7
  +
! 8
  +
! 9
  +
! 10
  +
! 11
  +
! 12
  +
! 13
  +
! 14
  +
! 15
  +
! 16
  +
! 17
  +
! 18
  +
! 19
  +
! 20
  +
! 21
  +
! 22
  +
! 23
  +
! 24
  +
! 25
  +
! 26
  +
! 27
  +
! 28
  +
! 29
  +
|-
  +
! style="white-space:nowrap;" | XP for Next Level
  +
| 144
  +
| 144
  +
| 192
  +
| 240
  +
| 336
  +
| 432
  +
| 528
  +
| 624
  +
| 720
  +
| 816
  +
| 912
  +
| 984
  +
| 1056
  +
| 1128
  +
| 1344
  +
| 1440
  +
| 1536
  +
| 1680
  +
| 1824
  +
| 1968
  +
| 2112
  +
| 2208
  +
| 2304
  +
| 2304
  +
| 2496
  +
| 2496
  +
| 2592
  +
| 2688
  +
| 2688
  +
|-
  +
! style="white-space:nowrap;" | Total XP required
  +
| 0
  +
| 144
  +
| 288
  +
| 480
  +
| 720
  +
| 1056
  +
| 1488
  +
| 2016
  +
| 2640
  +
| 3360
  +
| 4176
  +
| 5088
  +
| 6072
  +
| 7128
  +
| 8256
  +
| 9600
  +
| 11040
  +
| 12576
  +
| 14256
  +
| 16080
  +
| 18048
  +
| 20160
  +
| 22368
  +
|24672
  +
| 26976
  +
| 29472
  +
| 31968
  +
| 34560
  +
| 37248
  +
|}
  +
  +
; Levels 30 to 50
  +
{| class="article-table"
  +
! Current Level
  +
! 30
  +
! 31
  +
! 32
  +
! 33
  +
! 34
  +
! 35
  +
! 36
  +
! 37
  +
! 38
  +
! 39
  +
! 40
  +
! 41
  +
! 42
  +
! 43
  +
! 44
  +
! 45
  +
! 46
  +
! 47
  +
! 48
  +
! 49
  +
|-
  +
! style="white-space:nowrap;" | XP for Next Level
  +
| 2688
  +
| 2688
  +
| 2688
  +
| 2784
  +
| 2784
  +
| 2784
  +
| 2880
  +
| 2880
  +
| 2880
  +
| 3072
  +
| 3072
  +
| 3168
  +
| 3168
  +
| 3264
  +
| 3264
  +
| 3360
  +
| 3360
  +
| 3456
  +
| 3456
  +
| 3456
  +
|}
  +
  +
;Every 25 levels thereafter
  +
{| class="article-table"
  +
! Current Level
  +
! 50
  +
! 51
  +
! 52
  +
! 53
  +
! 54
  +
! 55
  +
! 56
  +
! 57
  +
! 58
  +
! 59
  +
! 60
  +
! 61
  +
! 62
  +
! 63
  +
! 64
  +
! 65
  +
! 66
  +
! 67
  +
! 68
  +
! 69
  +
! 70
  +
! 71
  +
! 72
  +
! 73
  +
! 74
  +
|-
  +
! style="white-space:nowrap;" | XP for Next Level
  +
| 2592
  +
| 2688
  +
| 2688
  +
| 2688
  +
| 2688
  +
| 2880
  +
| 2880
  +
| 2880
  +
| 3072
  +
| 3072
  +
| 3072
  +
| 3264
  +
| 3264
  +
| 3264
  +
| 3360
  +
| 3360
  +
| 3360
  +
| 3456
  +
| 3456
  +
| 3456
  +
| 3456
  +
| 3552
  +
| 3552
  +
| 3648
  +
| 3648
  +
|}
  +
  +
=== Milestone Rewards ===
  +
''Source: [https://support.riotgames.com/hc/en-us/articles/201752824 support page]''
  +
{| class="article-table sticky-header nohpadding mw-collapsible"
  +
! Level
  +
! style="width: 350px" | Rewards
  +
! Unlocks
 
|-
 
|-
  +
| 1
 
|
 
|
  +
* [[File:Level 1 Summoner Icon Border.png|30px]] Summoner Icon Border ({{fi|Piltover}})
1
 
 
|
 
|
  +
* Access to [[Co-op vs. AI]] (5v5)
0
 
  +
* Access to {{si|Heal}} and {{si|Ghost}}
|
 
  +
* Access to the New Player Free Rotation
0
 
|
 
0.00%
 
 
|-
 
|-
  +
| 2
 
|
 
|
  +
* {{BE|450}}
2
 
 
|
 
|
  +
* Access to [[File:Practice Tool icon.png|20px|link=Practice Tool]] [[Practice Tool]]
90
 
  +
* Pick one champion: {{ci|Brand}}, {{ci|Darius}},{{ci|Lux}}, {{ci|Master Yi}}, or {{ci|Miss Fortune}}
 
|
 
|
90
 
|
 
0.2%
 
 
|-
 
|-
  +
| 3
 
|
 
|
  +
* {{BE|450}}
3
 
 
|
 
|
  +
* Access to {{tip|Classic 5v5}} (Blind Pick)
98
 
  +
* Access to {{tip|ARAM}}
  +
|-
  +
| 4
 
|
 
|
  +
* {{BE|450}}
188
 
 
|
 
|
  +
* Access to {{si|Exhaust}} and {{si|Barrier}}
0.5%
 
 
|-
 
|-
  +
| 5
 
|
 
|
  +
*[[File:Good Job, Buddy! Emote.png|30px|link=Emote]] Poro Pal [[Emote]]
4
 
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
  +
* {{BE|450}}
 
|
 
|
  +
* Access to [[Hextech Crafting]]
105
 
  +
|-
  +
| 6
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
293
 
  +
* {{BE|900}}
 
|
 
|
  +
* Access to {{si|Mark}} and {{si|Clarity}}
0.7%
 
 
|-
 
|-
  +
| 7
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
5
 
  +
*{{BE|900}}
 
|
 
|
  +
* Access to {{si|Flash}} and {{si|Teleport}}
113
 
  +
|-
  +
| 8
 
|
 
|
  +
* Random [[File:Mystery Ward Permanent Token.png|20px|link=Ward skins]] [[Ward skins|Ward Skin]] Permanent
406
 
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
  +
* {{BE|900}}
 
|
 
|
  +
* Access to the default [[Runes (Season 2018)|rune pages]], excluding "Inspiration: The Timeless".
1.0%
 
 
|-
 
|-
  +
| 9
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
6
 
  +
* {{BE|900}}
 
|
 
|
  +
* Access to {{si|Smite}}, {{si|Ignite}} and {{si|Cleanse}}
448
 
  +
|-
  +
| 10
 
|
 
|
  +
* New [[Runes (Season 2018)|rune pages]]
854
 
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
  +
* {{BE|900}}
 
|
 
|
  +
* 90% XP given for Co-op vs. AI Bots
2.1%
 
  +
* Access to custom rune pages
  +
* Access to {{tip|Classic 5v5}} (Draft) permitting you have at least 20 playable champions (including free to play)
  +
* Access to {{tip|Featured Game Modes}}
 
|-
 
|-
  +
| 11
 
|
 
|
  +
* Random {{BE|1350}} [[champion shard]]
7
 
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
  +
* {{BE|130}}
 
|
 
|
  +
* Access to the standard Free Champion Rotation
476
 
  +
|-
  +
| 12
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
1330
 
  +
* {{BE|450}}
 
|
 
|
3.2%
 
 
|-
 
|-
  +
| 13
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
8
 
  +
* {{BE|450}}
 
|
 
|
  +
|-
504
 
  +
| 14
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
1834
 
  +
* {{BE|500}}
 
|
 
|
4.6%
 
 
|-
 
|-
  +
| 15
 
|
 
|
  +
* Random {{BE|4800}} [[champion shard]]
9
 
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
 
|
 
|
  +
* Access to the [[First Win of the Day]] mission
532
 
  +
|-
  +
| 16
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
2366
 
  +
* {{BE|500}}
 
|
 
|
5.9%
 
 
|-
 
|-
  +
| 17
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
10
 
  +
* {{BE|500}}
 
|
 
|
  +
* Access to "Inspiration: The Timeless" preset rune page
560
 
  +
|-
  +
| 18
 
|
 
|
  +
* Two random {{BE|1350}} [[champion shard]]s
2926
 
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
 
|
 
|
7.3%
 
 
|-
 
|-
  +
| 19
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
11
 
  +
* {{BE|600}}
 
|
 
|
  +
|-
1050
 
  +
| 20
 
|
 
|
  +
* Random [[Summoner icon]] Permanent
3976
 
  +
* Random {{BE|4800}} [[champion shard]]
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
 
|
 
|
  +
* 80% XP given for Co-op vs. AI Bots, reduced further to 65% after 180 minutes of game time that day
9.9%
 
 
|-
 
|-
  +
| 21
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
12
 
  +
* {{BE|600}}
 
|
 
|
  +
|-
1100
 
  +
| 22
 
|
 
|
  +
* Random {{BE|3150}} [[champion shard]]
5076
 
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
  +
* {{BE|20}}
 
|
 
|
12.7%
 
 
|-
 
|-
  +
| 23
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
13
 
  +
* {{BE|725}}
 
|
 
|
  +
|-
1150
 
  +
| 24
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
6226
 
  +
* {{BE|725}}
 
|
 
|
15.5%
 
 
|-
 
|-
  +
| 25
 
|
 
|
  +
* Random [[File:Mystery Ward Permanent Token.png|20px|link=Ward skins]] [[Ward skins|Ward Skin]] Permanent
14
 
  +
* Random {{BE|4800}} [[champion shard]]
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
 
|
 
|
  +
|-
1200
 
  +
| 26
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
7426
 
  +
* {{BE|725}}
 
|
 
|
18.5%
 
 
|-
 
|-
  +
| 27
 
|
 
|
  +
* Random {{BE|3150}} [[champion shard]]
15
 
  +
* Random {{BE|450}} [[champion shard]]
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
 
|
 
|
  +
|-
1250
 
  +
| 28
 
|
 
|
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
8676
 
  +
* {{BE|725}}
 
|
 
|
21.7%
 
 
|-
 
|-
  +
| 29
 
|
 
|
  +
* Random {{BE|3150}} [[champion shard]]
16
 
  +
* Random {{BE|450}} [[champion shard]]
  +
* [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]]
 
|
 
|
  +
|-
1300
 
  +
| 30
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
9976
 
  +
* [[File:Level 30 Summoner Icon Border.png|30px]] Summoner Icon Border ({{fi|Zaun}})
 
|
 
|
  +
* 75% XP given for Co-op vs. AI Bots, reduced further to 55% after 180 minutes of game time that day
24.9%
 
  +
* Access to [[Ranked game|Ranked]] queues (5v5)
 
|-
 
|-
  +
| colspan="3" | Hereafter you will receive one [[File:Basic Champion Capsule.png|20px|link=Champion Capsule]] [[Champion Capsule]] with every level, excepting at other milestones.
  +
|-
  +
| 40
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
17
 
  +
* [[File:Level 40 Prestige Emote.png|30px|link=Emotes]] "Legend 1" [[Emote]]
 
|
 
|
  +
|-
1350
 
  +
| 50
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
11326
 
  +
* One random [[Summoner icon]] or [[Ward skin]]
  +
* [[File:Level 50 Prestige Emote.png|30px|link=Emotes]] "Legend 2" [[Emote]]
  +
* [[File:Level 50 Summoner Icon Border.png|30px]] Summoner Icon Border ({{univ|Hextech}})
 
|
 
|
28.3%
 
 
|-
 
|-
  +
| colspan="3" | Hereafter you will receive one [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]] every 10th level (60, 70, etc...).
  +
|-
  +
| 75
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
18
 
  +
* One random [[Summoner icon]] or [[Ward skin]]
  +
* [[File:Level 75 Prestige Emote.png|30px|link=Emotes]] "Legend 3" [[Emote]]
  +
* [[File:Level 75 Summoner Icon Border.png|30px]] Summoner Icon Border (Fire)
 
|
 
|
  +
|-
1400
 
  +
| 100
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
12726
 
  +
* [[File:Glorious Legend Ward.png|30px|link=Ward skins]] Glorious Legend Ward Skin
  +
* [[File:Level 100 Prestige Emote.png|30px|link=Emotes]] "Legend 4" [[Emote]]
  +
* [[File:Level 100 Summoner Icon Border.png|30px]] Summoner Icon Border ({{univ|Arclight}})
 
|
 
|
31.8%
 
 
|-
 
|-
  +
| 125
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
19
 
  +
* [[File:Level 125 Prestige Emote.png|30px|link=Emotes]] "Legend 5" [[Emote]]
  +
* [[File:Level 125 Summoner Icon Border.png|30px]] Summoner Icon Border (Infused)
 
|
 
|
  +
|-
1450
 
  +
| 150
 
|
 
|
  +
* {{ME|10}}
14176
 
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
  +
* [[File:Level 150 Prestige Emote.png|30px|link=Emotes]] "Legend 6" [[Emote]]
  +
* [[File:Level 150 Summoner Icon Border.png|30px]] Summoner Icon Border ({{fi|Shadow Isles}})
 
|
 
|
35.4%
 
 
|-
 
|-
  +
| 175
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
20
 
  +
* [[File:Level 175 Prestige Emote.png|30px|link=Emotes]] "Legend 7" [[Emote]]
  +
* [[File:Level 175 Summoner Icon Border.png|30px]] Summoner Icon Border ({{fi|Shurima}})
 
|
 
|
  +
|-
1500
 
  +
| 200
 
|
 
|
  +
* {{ME|10}}
15676
 
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
  +
* [[File:Level 200 Prestige Emote.png|30px|link=Emotes]] "Legend 8" [[Emote]]
  +
* [[File:Level 200 Summoner Icon Border.png|30px]] Summoner Icon Border ({{fi|Targon|Lunari}})
 
|
 
|
39.1%
 
 
|-
 
|-
  +
| 225
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
21
 
  +
* [[File:Level 225 Prestige Emote.png|30px|link=Emotes]] "Legend 9" [[Emote]]
  +
* [[File:Level 225 Summoner Icon Border.png|30px]] Summoner Icon Border ({{univ|Warring Kingdoms}})
 
|
 
|
  +
|-
2131
 
  +
| 250
 
|
 
|
  +
* {{ME|10}}
17807
 
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
  +
* [[File:Level 250 Prestige Emote.png|30px|link=Emotes]] "Legend 10" [[Emote]]
  +
* [[File:Level 250 Summoner Icon Border.png|30px]] Summoner Icon Border ({{fi|Freljord}})
 
|
 
|
44.4%
 
 
|-
 
|-
  +
| 275
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
22
 
  +
* [[File:Level 275 Prestige Emote.png|30px|link=Emotes]] "Legend 11" [[Emote]]
  +
* [[File:Level 275 Summoner Icon Border.png|30px]] Summoner Icon Border ({{univ|Battlecast}})
 
|
 
|
  +
|-
2200
 
  +
| 300
 
|
 
|
  +
* {{ME|10}}
20007
 
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
  +
* [[File:Level 300 Prestige Emote.png|30px|link=Emotes]] "Legend 12" [[Emote]]
  +
* [[File:Level 300 Summoner Icon Border.png|30px]] Summoner Icon Border ({{fi|Ionia}})
 
|
 
|
49.9%
 
 
|-
 
|-
  +
| 325
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
23
 
  +
* [[File:Level 325 Prestige Emote.png|30px|link=Emotes]] "Legend 13" [[Emote]]
  +
* [[File:Level 325 Summoner Icon Border.png|30px]] Summoner Icon Border ({{fi|Bilgewater}})
 
|
 
|
  +
|-
2269
 
  +
| 350
 
|
 
|
  +
* {{ME|10}}
22276
 
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
  +
* [[File:Level 350 Prestige Emote.png|30px|link=Emotes]] "Legend 14" [[Emote]]
  +
* [[File:Level 350 Summoner Icon Border.png|30px]] Summoner Icon Border (Runic)
 
|
 
|
55.6%
 
 
|-
 
|-
  +
| 375
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
24
 
  +
* [[File:Level 375 Prestige Emote.png|30px|link=Emotes]] "Legend 15" [[Emote]]
  +
* [[File:Level 375 Summoner Icon Border.png|30px]] Summoner Icon Border ({{fi|Noxus}})
 
|
 
|
  +
|-
2338
 
  +
| 400
 
|
 
|
  +
* {{ME|10}}
24614
 
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
  +
* [[File:Level 400 Prestige Emote.png|30px|link=Emotes]] "Legend 16" [[Emote]]
  +
* [[File:Level 400 Summoner Icon Border.png|30px]] Summoner Icon Border ([[Celestial]])
 
|
 
|
61.4%
 
 
|-
 
|-
  +
| 425
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
25
 
  +
* [[File:Level 425 Prestige Emote.png|30px|link=Emotes]] "Legend 17" [[Emote]]
  +
* [[File:Level 425 Summoner Icon Border.png|30px]] Summoner Icon Border ({{univ|Elderwood}})
 
|
 
|
  +
|-
2406
 
  +
| 450
 
|
 
|
  +
* {{ME|10}}
27020
 
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
  +
* [[File:Level 450 Prestige Emote.png|30px|link=Emotes]] "Legend 18" [[Emote]]
  +
* [[File:Level 450 Summoner Icon Border.png|30px]] Summoner Icon Border ({{fi|The Void}})
 
|
 
|
67.4%
 
 
|-
 
|-
  +
| 475
 
|
 
|
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
26
 
  +
* [[File:Level 475 Prestige Emote.png|30px|link=Emotes]] "Legend 19" [[Emote]]
  +
* [[File:Level 475 Summoner Icon Border.png|30px]] Summoner Icon Border ({{univ|Blood Moon}})
 
|
 
|
  +
|-
2475
 
  +
| 500
 
|
 
|
  +
* {{ME|10}}
29495
 
  +
* [[File:Glorious Champion Capsule.png|20px|link=Glorious Champion Capsule]] [[Glorious Champion Capsule]]
  +
* [[File:Level 500 Prestige Emote.png|30px|link=Emotes]] "Legend 20" [[Emote]]
  +
* [[File:Level 500 Summoner Icon Border.png|30px]] Summoner Icon Border (Eternus)
 
|
 
|
73.6%
 
 
|-
 
|-
  +
| colspan="3" | Hereafter you will receive {{ME|10}} every 50th level (550, 600, 650, ...).
  +
|}
  +
  +
== New Accounts ==
  +
[[File:Journey NPE 01.jpg|thumb|Journey section of Home tab.]]
  +
New accounts have access to the Journey tab, which contains [[Bundle (League of Legends)|bundles]], Awakening [[Missions (League of Legends)|missions]], Level Up Rewards, and Daily Play Rewards.
  +
*The bundles are starter packs for each role that contain 3 champions with skins, 14-day XP boost, a rune page and a summoner icon.
  +
*The Awakening mission series gives a [[Masterwork Chest]] & [[Hextech Key|Key]] when all are completed.
  +
*Level Up Rewards displays the milestone rewards provided for each level, up to level 10.
  +
*Daily Play Rewards give rewards for playing at least once a day on 7 different days.
  +
**This is a series of rewards that is separate from [[First Win of the Day]].
  +
**The days played do not need to be consecutive.
  +
Once the player has surpassed level 10 and has completed all Daily Play Rewards, they will lose access to the Journey tab and their default launch screen will be changed to Overview. The Awakening missions will still reward a Masterwork Chest & Key upon completion, however this is no longer visibly tracked.
  +
  +
===Awakening Missions===
  +
Each mission will reward {{BE|800}} and varying amounts of {{XP|XP}} when completed. A Masterwork Chest & Key is rewarded for completing all missions.
  +
{| class="article-table"
  +
|-
  +
!Missions
  +
|-
  +
{{Collapse cell|Awakening|
  +
; [[File:Lil' Sprout profileicon.png|30px]] Like a Champ
  +
* {{sbc|Objective:}} Cast your champion skills.
  +
** Cast your champion skills 30 times.
  +
** Cast your ultimate skill 20 times.
  +
* {{sbc|Reward:}} {{XP|150}} and {{BE|800}}
  +
  +
; [[File:Lil' Sprout profileicon.png|30px]] Wards Save Lives
  +
* {{sbc|Objective:}} Place and destroy wards
  +
** Place 10 wards (any)
  +
** Place 3 control wards
  +
** Destroy 5 enemy wards (any)
  +
* {{sbc|Reward:}} {{XP|600}} and {{BE|800}}
  +
  +
; [[File:Lil' Sprout profileicon.png|30px]] Put Up A Fight
  +
* {{sbc|Objective:}} Deal damage and destroy your enemies
  +
** Deal 10,000 damage to enemy champions
  +
** Get 30 kills and/or assists
  +
* {{sbc|Reward:}} {{XP|150}} and {{BE|800}}
  +
  +
; [[File:Lil' Sprout profileicon.png|30px]] Deal The Heal
  +
* {{sbc|Objective:}} Heal yourself or others
  +
** Heal 10,000 damage (self or others)
  +
** Consume red Health Potions 10 times
  +
* {{sbc|Reward:}} {{XP|600}} and {{BE|800}}
  +
  +
; [[File:Lil' Sprout profileicon.png|30px]] Into The Jungle
  +
* {{sbc|Objective:}} Destroy jungle objectives with your team
  +
** Kill 10 dragons as a team
  +
** Kill Rift Herald 3 times as a team
  +
** Kill Baron 2 times as a team
  +
* {{sbc|Reward:}} {{XP|300}} and {{BE|800}}
  +
  +
; [[File:Lil' Sprout profileicon.png|30px]] Spell It Out
  +
* {{sbc|Objective:}} Use your summoner spells
  +
** Use Flash 10 times
  +
** Use your summoner spells (any) 30 times
  +
* {{sbc|Reward:}} {{XP|300}} and {{BE|800}}
  +
  +
; [[File:Lil' Sprout profileicon.png|30px]] Structural Damage
  +
* {{sbc|Objective:}} Destroy building objectives with your team
  +
**Destroy 15 towers as a team
  +
**Destroy 6 inhibitors as a team
  +
* {{sbc|Reward:}} {{XP|300}} and {{BE|800}}
  +
  +
; [[File:Lil' Sprout profileicon.png|30px]] Go For The Gold
  +
* {{sbc|Objective:}} Spend 25,000 gold in-game
  +
**Spend 25,000 gold
  +
* {{sbc|Reward:}} {{XP|150}} and {{BE|800}}
  +
}}
  +
|}
  +
  +
===Daily Play Rewards===
  +
Rewards are given after the first game is played.
  +
{| class="article-table nohpadding"
  +
! Day
  +
! Rewards
  +
|-
  +
|1
 
|
 
|
  +
* Pick one {{tip|Marksman}} champion: {{ci|Caitlyn}}, {{ci|Ezreal}}, or {{ci|Tristana}}.
27
 
  +
* [[File:Hextech Crafting Chest.png|30px|link=Hextech Crafting]] Hextech Chest.
  +
|-
  +
|2
 
|
 
|
  +
* Pick one {{tip|Fighter}} champion: {{ci|Garen}}, {{ci|Illaoi}}, or {{ci|Riven}}.
2544
 
  +
* [[File:Hextech Crafting Key fragment.png|30px|link=Hextech Crafting]] 3 Key fragments.
|
 
  +
|-
32039
 
  +
|3
 
|
 
|
  +
* Pick one {{tip|Mage}} champion: {{ci|Seraphine}}, {{ci|Morgana}}, or {{ci|Ziggs}}.
79.9%
 
  +
* [[File:XP boost.png|30px|link=Boost]] 3-day XP boost.
  +
* [[File:Hextech Crafting Chest.png|30px|link=Hextech Crafting]] Hextech Chest.
 
|-
 
|-
  +
|4
 
|
 
|
  +
* Pick one {{tip|Support}} champion: {{ci|Nami}}, {{ci|Sona}}, or {{ci|Thresh}}.
28
 
  +
* [[File:Hextech Crafting Key.png|30px|link=Hextech Crafting]] Hextech Key.
|
 
2613
 
|
 
34652
 
|
 
86.5%
 
 
|-
 
|-
  +
|5
 
|
 
|
  +
* Pick one {{tip|Assassin}} champion: {{ci|Ekko}}, {{ci|Fizz}}, or {{ci|Talon}}.
29
 
  +
* [[File:Hextech Crafting Chest.png|30px|link=Hextech Crafting]] Hextech Chest.
|
 
2681
 
|
 
37333
 
|
 
93.1%
 
 
|-
 
|-
  +
|6
 
|
 
|
  +
* {{BE|6300}}.
30
 
|
 
2750
 
|
 
40083
 
|
 
100.0%
 
 
|-
 
|-
  +
|7
  +
|
  +
* {{csl|Miss Fortune|Waterloo}} skin shard.
  +
* {{OE|500}}.
 
|}
 
|}
   
  +
{{clr}}
Assuming an average XP gain to be about 110 XP per game, one can reach summoner level 30 within 365 [[normal game]]s. XP [[boost]]s will decrease the required game count while [[custom game]]s and beginner [[Co-op vs. AI]] games played past level 9 will increase it. There is also a daily cap on how much you can gain in custom games and Co-op games.
 
  +
  +
== Trivia ==
  +
<tabber>
  +
Hide=
  +
|-|
  +
Development=
  +
=== Historical ===
  +
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 ===
  +
[[File:Experience Insights 01.jpg|center|640px]]
  +
Hey guys, we're Riot_Mort and SpicyMemeDreamz, here to talk about some of the key design elements behind League's new leveling system.<ref>[https://nexus.leagueoflegends.com/en-us/2017/12/dev-the-visual-design-of-league-leveling/ Visual Design of League Leveling]</ref>
  +
  +
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.
  +
  +
;UNCAPPING LEAGUE'S LEVELING
  +
  +
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|thumb|center|640px|<center>Various sketch explorations looking to define the overall look of the progression system.</center>]]
  +
;LEVERAGING CURRENT SYSTEMS
  +
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.
  +
  +
[[File:Experience Insights 03.png|center|640px]]
  +
  +
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|thumb|center|640px|<center>League's universal color tier system, scaling left to right from lowest to highest.</center>]]
  +
  +
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.
  +
  +
;USING THEMES AS PROGRESSION INDICATORS
  +
  +
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|thumb|center|640px|<center>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.</center>]]
  +
  +
[[File:Experience Insights 06.jpg|thumb|center|640px|<center>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.</center>]]
  +
;MAKE EACH BORDER LOOK BETTER THAN THE LAST
  +
  +
* Utilize volume, color values, and different materials to escalate higher tiers from lower ones
  +
[[File:Experience Insights 07.jpg|thumb|center|640px|<center>Visual difference between the first green tier (level 30) and the second (level 125).</center>]]
  +
: 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|thumb|center|640px|<center>Start and end points for the progress meters, as well as level plate designs for higher and low tier levels.</center>]]
  +
: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.
  +
  +
;WHERE IT LIVES
  +
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.
  +
;ALWAYS VISIBLE
  +
[[File:Experience Insights 09.jpg|center|640px]]
  +
  +
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.
  +
  +
;AT A GLANCE
  +
[[File:Experience Insights 10.jpg|center|640px]]
  +
  +
One of the things we agreed on pretty early was that you and your friends should be able to see each other's 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.
  +
  +
;ON YOUR PROFILE
  +
  +
[[File:Experience Insights 11.jpg|center|640px]]
  +
[[File:Experience Insights 12.png|center|640px]]
  +
  +
Your current level and progress will be shown on your profile, with a border that evolves as you get to higher levels.
  +
  +
;AFTER A MATCH
  +
[[File:Experience_Insights_13.jpg|center|640px]]
  +
[[File:Experience Insights 14.png|center|640px]]
  +
  +
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.
  +
  +
;IN GAME
  +
  +
[[File:Experience Insights 15.jpg|center|640px]]
  +
  +
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.
  +
  +
;WHAT COMES NEXT
  +
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!
  +
</tabber>
   
== See Also ==
+
== Media ==
  +
<tabber>
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Gallery=
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<gallery position="center" spacing="small" captionalign="center">
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LoL UI concept 01.jpg|UI concept 1 (by Riot Artist [[Samuel Thompson]])
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LoL UI concept 02.jpg|UI concept 2 (by Riot Artist [[Samuel Thompson]])
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LoL UI concept 03.jpg|UI concept 3 (by Riot Artist [[Samuel Thompson]])
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LoL UI concept 04.jpg|UI concept 4 (by Riot Artist [[Samuel Thompson]])
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LoL UI concept 05.jpg|UI concept 5 (by Riot Artist [[Samuel Thompson]])
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LoL UI concept 06.jpg|UI concept 6 (by Riot Artist [[Samuel Thompson]])
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Prestige Emote concept 01.jpg|Prestige Emote Concept (by Riot Artist [[Servando Lupini]])
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</gallery>
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</tabber>
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== See also ==
 
* [[Experience (champion)]]
 
* [[Experience (champion)]]
   
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== References ==
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{{reflist|2}}
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[[de:Erfahrung (Beschwörer)]]
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[[es:Experiencia (invocador)]]
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[[pl:Doświadczenie (Przywoływacz)]]
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[[ru:Опыт (Призыватель)]]
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[[zh:Experience (summoner)]]
 
[[Category:Summoner]]
 
[[Category:Summoner]]
[[Category:PVP.net]]
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[[Category:League of Legends]]
[[Category:Summoner Points]]
 

Latest revision as of 21:05, 12 April 2024

Summoner Experience points

Summoner Experience

For the League of Legends champion experience, see experience (champion). For other uses of Experience, see Experience.

Summoners earn experience points (abbreviated as XP XP) by playing games of League of Legends and by completing missions (when missions are available). When a summoner reaches a certain amount of experience points they increase their summoner's level.

The level of a summoner determines whether they can access some features of the game. Most prominently, a summoner level of 30 or higher is required to play ranked games.

Each time the player reaches a new level they receive a free reward. The most common rewards include:

Gaining Experience

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

  • Custom games are not eligible to earn experience.
  • 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]
  • Longer games are worth more experience.
  • Co-op vs. AI is eligible for Mission rewards (play/win a matchmade game) such as First Win of the Day.
  • Wins are worth more experience than losses. Wins on PVP Summoner's Rift give approximately 5.767 base XP plus 6.626 XP per minute of game length.

Based on these factors, each game awards roughly between 50 and 300 XP, with average values around 175 XP.

Co-op vs AI

The experience gained for Co-op vs. AI games is reduced for Summoners with level 10 or higher.[2]

  • Summoner Level 1-9: Bots grant 100% XP.
  • Summoner Level 10-19: Bots grant 90% XP.
  • Summoner Level 20-29: Bots grant 80% XP (65% after 180 minutes each day)
  • Summoner Level 30+: Bots grant 75% XP (55% after 180 minutes each day)

First Win of the Day

A daily mission is available starting at level 15. It rewards you with 50 BE 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 while a game is being played. Only games started after the 20 hour mark count towards completing this mission.

Experience boosts

Experience boosts can be bought to increase the amount of experience gained. There are two types of boosts: win boosts that add a flat amount of 216 XP per won game and duration boosts that double the base XP earned from a game. Both boosts can be used at the same time.

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:[3]

Time: the total number of seconds elapsed in a game (e.g. 15:49 => 949 seconds).

  • General formula:
    • 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)

Experience Table

Tested values for Summoner Level 30+.[4]

Mode Map Result XP/s Base XP
PvP Summoner's Rift
Howling Abyss
Win 0.11 6.6
Loss 0.09 5.4
Co-op vs AI Summoner's Rift Win 0.0825 4.95
Loss 0.0675 4.05

Leveling Up

Journey NPE 02

Leveling rewards in Journey

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]

Experience Required

Levels 1 to 30
Current Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
XP for Next Level 144 144 192 240 336 432 528 624 720 816 912 984 1056 1128 1344 1440 1536 1680 1824 1968 2112 2208 2304 2304 2496 2496 2592 2688 2688
Total XP required 0 144 288 480 720 1056 1488 2016 2640 3360 4176 5088 6072 7128 8256 9600 11040 12576 14256 16080 18048 20160 22368 24672 26976 29472 31968 34560 37248
Levels 30 to 50
Current Level 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49
XP for Next Level 2688 2688 2688 2784 2784 2784 2880 2880 2880 3072 3072 3168 3168 3264 3264 3360 3360 3456 3456 3456
Every 25 levels thereafter
Current Level 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74
XP for Next Level 2592 2688 2688 2688 2688 2880 2880 2880 3072 3072 3072 3264 3264 3264 3360 3360 3360 3456 3456 3456 3456 3552 3552 3648 3648

Milestone Rewards

Source: support page

Level Rewards Unlocks
1
2
  • 450 BE 450
3
  • 450 BE 450
4
  • 450 BE 450
5
6
7
8
  • Access to the default rune pages, excluding "Inspiration: The Timeless".
9
10
  • 90% XP given for Co-op vs. AI Bots
  • Access to custom rune pages
  • Access to Classic 5v5 (Draft) permitting you have at least 20 playable champions (including free to play)
  • Access to Featured Game Modes
11
  • Access to the standard Free Champion Rotation
12
13
14
15
16
17
  • Access to "Inspiration: The Timeless" preset rune page
18
19
20
  • 80% XP given for Co-op vs. AI Bots, reduced further to 65% after 180 minutes of game time that day
21
22
23
24
25
26
27
28
29
30
  • 75% XP given for Co-op vs. AI Bots, reduced further to 55% after 180 minutes of game time that day
  • Access to Ranked queues (5v5)
Hereafter you will receive one Champion Capsule with every level, excepting at other milestones.
40
50
Hereafter you will receive one Glorious Champion Capsule every 10th level (60, 70, etc...).
75
100
125
150
175
200
225
250
275
300
325
350
375
400
425
450
475
500
Hereafter you will receive 10 Mythic Essence 10 every 50th level (550, 600, 650, ...).

New Accounts

Journey NPE 01

Journey section of Home tab.

New accounts have access to the Journey tab, which contains bundles, Awakening missions, Level Up Rewards, and Daily Play Rewards.

  • The bundles are starter packs for each role that contain 3 champions with skins, 14-day XP boost, a rune page and a summoner icon.
  • The Awakening mission series gives a Masterwork Chest & Key when all are completed.
  • Level Up Rewards displays the milestone rewards provided for each level, up to level 10.
  • Daily Play Rewards give rewards for playing at least once a day on 7 different days.
    • This is a series of rewards that is separate from First Win of the Day.
    • The days played do not need to be consecutive.

Once the player has surpassed level 10 and has completed all Daily Play Rewards, they will lose access to the Journey tab and their default launch screen will be changed to Overview. The Awakening missions will still reward a Masterwork Chest & Key upon completion, however this is no longer visibly tracked.

Awakening Missions

Each mission will reward 800 BE 800 and varying amounts of XP XP when completed. A Masterwork Chest & Key is rewarded for completing all missions.

Missions
Awakening
Like a Champ
  • Objective: Cast your champion skills.
    • Cast your champion skills 30 times.
    • Cast your ultimate skill 20 times.
  • Reward: XP 150 and 800 BE 800
Wards Save Lives
  • Objective: Place and destroy wards
    • Place 10 wards (any)
    • Place 3 control wards
    • Destroy 5 enemy wards (any)
  • Reward: XP 600 and 800 BE 800
Put Up A Fight
  • Objective: Deal damage and destroy your enemies
    • Deal 10,000 damage to enemy champions
    • Get 30 kills and/or assists
  • Reward: XP 150 and 800 BE 800
Deal The Heal
  • Objective: Heal yourself or others
    • Heal 10,000 damage (self or others)
    • Consume red Health Potions 10 times
  • Reward: XP 600 and 800 BE 800
Into The Jungle
  • Objective: Destroy jungle objectives with your team
    • Kill 10 dragons as a team
    • Kill Rift Herald 3 times as a team
    • Kill Baron 2 times as a team
  • Reward: XP 300 and 800 BE 800
Spell It Out
  • Objective: Use your summoner spells
    • Use Flash 10 times
    • Use your summoner spells (any) 30 times
  • Reward: XP 300 and 800 BE 800
Structural Damage
  • Objective: Destroy building objectives with your team
    • Destroy 15 towers as a team
    • Destroy 6 inhibitors as a team
  • Reward: XP 300 and 800 BE 800
Go For The Gold
  • Objective: Spend 25,000 gold in-game
    • Spend 25,000 gold
  • Reward: XP 150 and 800 BE 800

Daily Play Rewards

Rewards are given after the first game is played.

Day Rewards
1
2
3
4
5
6
  • 6300 BE 6300.
7


Trivia

Historical

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.

UNCAPPING LEAGUE'S LEVELING

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.

Experience Insights 02

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

LEVERAGING CURRENT SYSTEMS

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).

Experience Insights 04

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.

USING THEMES AS PROGRESSION INDICATORS

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:

Experience Insights 05

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.

Experience Insights 06

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.

MAKE EACH BORDER LOOK BETTER THAN THE LAST
  • Utilize volume, color values, and different materials to escalate higher tiers from lower ones
Experience Insights 07

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.
Experience Insights 08

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.
WHERE IT LIVES

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.

ALWAYS VISIBLE

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.

AT A GLANCE

One of the things we agreed on pretty early was that you and your friends should be able to see each other's 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.

ON YOUR PROFILE

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

AFTER A MATCH

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.

IN GAME

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.

WHAT COMES NEXT
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!

Media

See also

References