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League of Legends DPS Calculator

Calculate your exact League of Legends Auto-Attack DPS. Factor in Attack Damage, Attack Speed, Critical Strike Chance, On-Hit effects, and enemy Armor to find your true sustained damage output as a Marksman or Bruiser.

Understanding the Inputs

Total AD: Your combined Attack Damage. Attack Speed: Your attacks per second (capped at 2.50). Crit Chance: Your percentage to strike critically (0 to 100). Crit DMG Multiplier: By default 175%, raised to 215%+ with Infinity Edge. Total Flat On-Hit Dmg: Any item/ability damage that applies per auto. Enemy Armor: Defense stat of the target. Flat Lethality & % Armor Pen: Your mitigation bypass stats.

Total AD: Your full Attack Damage from your character stat page.
Attack Speed: Maxes at 2.5 usually. Represents number of hits dealt per second.
Crit Chance: A 50% rate means half your attacks will apply the Crit DMG Multiplier.
Crit DMG Multiplier: By default 175% in modern League patches.
Flat On-Hit: Additional fixed numbers applied per auto, avoiding the Critical formula.
Enemy Armor & Pen: Defines what percentage of your final parsed Hit actually deals health damage.

Formula Used

Raw Auto Attack Damage = Total AD × [1 + (Crit Chance% × (Crit Damage Multiplier - 1))] + Total On-Hit Damage Attacks Per Second = Base Attack Speed × (1 + Bonus Attack Speed%) Maximum Attack Speed is capped at 2.5 (unless Lethal Tempo or specific champion passives bypass it). Effective Armor = (Enemy Armor × (1 - % Armor Penetration)) - Lethality Mitigation Multiplier = 100 / (100 + Effective Armor) Mitigated Hit Damage = Raw Auto Attack Damage × Mitigation Multiplier Total DPS = Mitigated Hit Damage × Attacks Per Second

By extracting the average Raw Hit over a statistical distribution of Critical Strikes, and scaling it completely by Attack Speed, you achieve the real "Standing Still" DPS potential of your auto-attacks.

Interpreting Your Result

Elite DPS (S): > 1,200 sustained DPS. Excellent (A): 800 - 1,200 DPS. Good (B): 500 - 800 DPS. Decent (C): 300 - 500 DPS. Poor (D): < 300 DPS. To improve this, optimize the multiplicative triad: AD, Attack Speed, and Critical Strike.

✓ Do's

  • Combine Attack Damage, Attack Speed, and Crit Chance. They multiply each other.
  • Include % Armor Penetration against targets with more than 100 Armor.
  • Input average On-Hit damage if calculating mixed-damage ADCs like Kai'Sa.
  • Remember that Infinity Edge requires a base amount of AD and Crit to be worth purchasing.
  • Always check the enemy defense stat input; DPS drastically shifts against Rammus versus Sona.

✗ Don'ts

  • Don't build raw AD without Attack Speed or Crit if you are trying to maximize DPS.
  • Don't forget Attack Speed caps at 2.5 for most champions.
  • Don't assume On-Hit effects Critically Strike. Only a few abilities in the game allow On-Hit crits.
  • Don't ignore the opponent's Attack Speed slows (Frozen Heart) when theorycrafting real DPS.
  • Don't buy Infinity Edge as a first item; you lack the Crit Chance to proc its passive consistently.

How It Works

The League of Legends DPS (Damage Per Second) Calculator is critical for AD Carries and auto-attack reliant champions (like Master Yi, Tryndamere, or Jinx). Unlike burst damage, DPS measures sustained output over time. This tool factors in your Attack Speed limits, the probability and multiplier of your Critical Strikes, flat On-Hit damage (like Wit's End or Kraken Slayer), and mitigates it against the exact Armor of your target. Use it to finally settle the debate between building Kraken Slayer vs Phantom Dancer vs Infinity Edge.

Understanding the Inputs

Total AD: Your combined Attack Damage. Attack Speed: Your attacks per second (capped at 2.50). Crit Chance: Your percentage to strike critically (0 to 100). Crit DMG Multiplier: By default 175%, raised to 215%+ with Infinity Edge. Total Flat On-Hit Dmg: Any item/ability damage that applies per auto. Enemy Armor: Defense stat of the target. Flat Lethality & % Armor Pen: Your mitigation bypass stats.

Formula Used

Raw Auto Attack Damage = Total AD × [1 + (Crit Chance% × (Crit Damage Multiplier - 1))] + Total On-Hit Damage Attacks Per Second = Base Attack Speed × (1 + Bonus Attack Speed%) Maximum Attack Speed is capped at 2.5 (unless Lethal Tempo or specific champion passives bypass it). Effective Armor = (Enemy Armor × (1 - % Armor Penetration)) - Lethality Mitigation Multiplier = 100 / (100 + Effective Armor) Mitigated Hit Damage = Raw Auto Attack Damage × Mitigation Multiplier Total DPS = Mitigated Hit Damage × Attacks Per Second

Real Calculation Examples

  • 1Jinx (300 AD, 1.8 AS, 75% Crit, 175% Crit Dmg, 0 On-Hit, 30% Armor Pen) vs 150 Armor Tank: Avg Raw Hit = 300 * [1 + (0.75 * 0.75)] = 468.75. Eff Armor = 105. Mitigated Hit ≈ 228. DPS ≈ 228 * 1.8 = 410.
  • 2Kog'Maw (180 AD, 2.3 AS, 0% Crit, 120 On-Hit Magic/Physical mix, 0% Pen) vs 80 Armor/MR: Avg Raw Hit = 180 + 120 = 300. Mitigated Hit (simplifying mixed res) ≈ 166. DPS ≈ 166 * 2.3 = 381.
  • 3Master Yi (250 AD, 2.0 AS, 50% Crit, 215% Crit Dmg with IE, 60 On-Hit True Damage) vs 100 Armor: Avg Raw Hit = 250 * [1 + (0.50 * 1.15)] = 393.75 + 60 True. Mitigated Phys Hit ≈ 196. Total Mitigated Hit ≈ 256. DPS ≈ 256 * 2.0 = 512.

Related Calculators

The Comprehensive Guide

League of Legends DPS Calculator: Mastering Sustained Damage Output

In League of Legends, there are champions who blow up a target in half a second, and there are champions who output relentless, unstoppable streams of damage over the course of a 15-second teamfight. The League of Legends DPS Calculator is designed for the latter. For AD Carries, auto-attack Bruisers, and on-hit duelists, DPS (Damage Per Second) is the ultimate metric of success. This guide explores the deep math behind auto-attack formulas, critical strikes, and how to optimize your gold efficiency to shred any frontline.

Understanding the League of Legends DPS Formula

To calculate sustained damage, we cannot look at a single hit. We must examine the average damage of every hit and multiply it by how fast those hits are occurring.

Raw Average Hit = Total AD × [1 + (Crit Chance% × (Crit Damage Multiplier - 1))] + On-Hit Damage

Mitigated Hit = Raw Average Hit × (100 / (100 + Effective Enemy Armor))

Total DPS = Mitigated Hit × Attacks Per Second

This formula requires balancing a multiplicative triad. If you invest all your gold into Attack Damage but have 0.8 Attack Speed, your DPS will be miserable. If you invest all into Attack Speed but have 80 AD, you are firing a machine gun loaded with blanks.

The Multiplicative Triad: AD, Attack Speed, and Crit

1. Attack Damage (AD)

The foundation of all physical right-clicks. AD is reliable. AD also scales your abilities. However, on its own, AD scales linearly. Buying an Infinity Edge and a Bloodthirster gives you a ton of raw AD, but without Attack Speed or a massive Crit Chance pool to multiply it, the gold value stagnates.

2. Attack Speed (AS)

Attack speed dictates how many times your champion attacks per second. The base attack speed varies per champion (usually hovering around 0.625 to 0.658), and bonus attack speed from items acts as a percentage multiplier on that base. Attack Speed is hard-capped at 2.50 attacks per second, meaning you cannot normally exceed 2.5 hits per second regardless of how many Daggers you buy.

3. Critical Strike Chance & Damage

Critical strikes add pure multiplicative scaling to the late game. A standard critical hit deals 175% of your normal AD. With an item like Infinity Edge, this can exceed 215%. When you buy a Zeal item (Crit Chance + Attack Speed), you are increasing both the frequency of your attacks AND the average multiplier of your hits. This is why 4-item ADCs are the strongest consistent DPS source in the game.

Crit Builds vs. On-Hit Builds

The eternal debate: Should I build Kraken Slayer/Infinity Edge or Blade of the Ruined King/Guinsoo's Rageblade? Our League of Legends DPS Calculator settles this by isolating their distinct damage curves.

On-Hit Builds: Rely on fast, flat damage procs applied on every auto (Wit's End, BotRK). They spike extraordinarily hard at 1 and 2 items. They do not rely on a critical chance roll, meaning their damage is 100% consistent. They are mathematically superior at the 15 to 25-minute mark. Example champions: Vayne, Kog'Maw, Varus, Kalista.

Crit Builds: Rely on multiplying huge chunks of AD. At 1 and 2 items, Crit builds feel weak because a 25% or 50% chance to deal 175% damage is unreliable and generally results in lower average DPS than On-Hit stats. But at 3 items (Infinity Edge completion) and 4 items (75%-100% Crit Chance), the math flips exponentially. Crit builds utterly obliterate On-Hit builds in late-game 6-item scenarios. Example champions: Caitlyn, Jinx, Aphelios, Tristana.

Mitigation and Armor Penetration

A staggering amount of ADCs lose games because they fail to respect the mitigation math. Every champion gains base armor per level. By level 18, even a squishy mage will have around 70 Armor, mitigating roughly 40% of physical damage.

A tank like Ornn or Malphite can easily exceed 300 Armor, mitigating 75% of your damage. Against this, flat Lethality is completely useless (a 300 Armor tank losing 18 armor to Lethality still has 282 Armor, mitigating 73.8% of damage). You MUST build Percentage Armor Penetration (Lord Dominik's Regards or Mortal Reminder). Getting 30% Armor Pen against a 300 Armor target removes 90 Armor instantly, increasing your Mitigated DPS output against them by almost 30%.

The Reality of Plated Steelcaps and Warden's Mail

In real games, theoretical DPS is hampered by specific anti-auto-attack defensive items that the calculator doesn't show visually but whose effects you must understand:

  • Plated Steelcaps: Takes the final mitigated auto-attack damage and arbitrarily removes another straight 12%. This single item breaks the linear scaling of your auto-attacks drastically.
  • Warden's Mail / Randuin's Omen: Reduces incoming basic attack damage by a flat amount (Rock Solid passive), which heavily counters On-Hit champions who rely on multiple weak, fast attacks rather than large, critical chunks.
  • Frozen Heart: Projects a 20% Attack Speed slow aura. This guts the "Attacks Per Second" variable in your formula, dropping Total DPS immediately.

Industry Benchmarks for ADCs

  • The 800 DPS Threshold: By 30 minutes, your build must output at least 800 Mitigated DPS against a 100 Armor target in this calculator. If your build cannot achieve this, your team will likely lack the damage necessary to kill objectives like Baron Nashor or burn through frontlines.
  • 1:1 Gold Value on Attack Speed: Never buy Attack Speed items if your AD is sitting below 150. Attack speed is a multiplier. Multiplying a tiny base number yields tiny DPS gains.
  • Kiting Limits: Most professional players struggle to flawlessly kite (orb-walk) beyond 2.0 Attack Speed. If the calculator shows you at 2.50 AS, recognize that your real-world DPS will drop unless you have perfect mechanics or are standing perfectly still.

Strategic DPS Itemization Pivot Points

1. The Executioner's Tax. If the enemy team has an Aatrox, Soraka, or Sylas, you will be forced to buy Mortal Reminder instead of Lord Dominik's. Recognize that while the Anti-Heal is necessary, your raw mathematical armor penetration values on paper will slightly decrease. You are trading raw DPS for Effective Enemy Health Reduction.

2. Defensive Swaps. A dead ADC deals 0 DPS. Swapping your 6th item from a Bloodthirster to a Guardian Angel lowers your theoretical calculator DPS by hundreds of points, but guarantees you live to actually apply it during a teamfight.

3. Leveraging Lethal Tempo. If you take runic paths that uncap your attack speed limit, On-Hit builds scale drastically further into the late game than they would under the normal 2.5 AS cap constraint. Attack speeds of 3.5+ turn On-Hit modifiers into monstrous shredded DPS.

Conclusion: DPS is an Equation

The League of Legends DPS Calculator strips away the noise of the game and reveals the bare mechanics of sustained damage. There is no guesswork in how to kill a 5000 HP Cho'Gath with 300 Armor—there is only the math. Balance your Attack Damage pool, accelerate your Attack Speed, amplify it with Critical Strikes, and bypass their defenses with percentage Penetration. By inputting your exact stats into this tool, you secure the mathematical advantage required to hyper-carry your ranked games.

Frequently Asked Questions

Usage of This Calculator

Who Should Use This?

Marksman mains (ADCs) trying to find the optimal 3-item spike path, Top lane Bruiser duelists comparing Trinity Force against Blade of the Ruined King, and professional analysts breaking down teamfight theoretically time-to-kill against tank frontlines.

Limitations

Assumes 100% uptime attacking a stationary target. It does not calculate ability-weaving (like Lucian or Ezreal), meaning it strictly outputs right-click damage. It also does not factor in cooldown-based On-Hit procs like Sheen effectively, assuming instead flat averages.

Real-World Examples

Case Study A: The 3-Item Crit Spike

Scenario: Aphelios at 3 items: Kraken Slayer, Phantom Dancer, Infinity Edge. Stats: 240 AD, 1.5 AS, 75% Crit, 215% Crit DMG, 0 Armor Pen. Target has 100 Armor.

Outcome: Average Raw Hit = 240 * [1 + (0.75 * 1.15)] = 447. Mitigated Hit = 447 * (100 / 200) = 223.5. DPS = 335. If he swaps PD for LDR, his AS drops, but his mitigation bypass skyrockets, severely out-DPSing the PD build against 150+ armor targets.

Case Study B: The On-Hit Shredder

Scenario: Kog'Maw with Blade of the Ruined King and Guinsoo's Rageblade. Stats: 150 AD, 2.2 AS, 0% Crit, ~110 On-Hit Dmg. Target has 100 Armor.

Outcome: Average Raw Hit = 150 + 110 = 260. Mitigated Hit = 260 * (100 / 200) = 130. DPS = 130 * 2.2 = 286. While lower per hit, the extreme Attack Speed allows Kog'Maw to trigger % HP shred from BotRK and his W rapidly, demonstrating how On-Hit outpaces Crit in the early-mid game.

Summary

The League of Legends DPS Calculator is the gold standard for defining Marksman output. By charting the interaction between Attack Damage, Attack Speed, and Critical Strikes, you can definitively prove which item build melts the enemy frontline the fastest. Stop arguing about build paths and start running the numbers.