DATA DRAGON

Data Dragon is a web service that is meant to centralize League of Legends game data and assets, including champions, items, runes, masteries, summoner spells, and profile icons. You can download a gzipped tar file (.tar.gz) for each patch that contains all the assets for that patch. Updating Data Dragon after a patch requires a manual step, so it is not always updated immediately after a patch.


Example DATA DRAGON Patch 6.24.1
dragontail-6.24.1.tgz

REALMS & VERSIONS

Data Dragon versions aren't always equivalent to the League of Legends client version. You can find all valid Data Dragon versions and realms by using the following


DATA DRAGON
realms/na.json
versions.json

IMAGE & DATA URLS

The Data Dragon URLs frequently include a version and/or a language code. Version 6.24.1 is being used for the examples listed below, but if you want to view assets released in later versions you'll have to replace 6.24.1 in the URL with a more recent Data Dragon version. The en_US language code (English, United States) is being used for the examples below.


Images (version 6.24.1)

Data (version 6.24.1)

CHAMPION DATA

Champion Spell Text

Data Dragon provides the champion data that the client uses. Lore, tips, stats, spells, and even recommended items are all part of the data available for every champion. Champion spell tooltips often have placeholders for variables which are signified by double curly brackets. Below are some tips about interpreting these placeholders:

  • Tags of the format {{ eX }} are replaced by the corresponding item in the array given in the effectBurn field (e.g., {{ e1 }} would be spell["effectBurn"]["1"]). 

    /* Amumu's Bandage Toss */
    "sanitizedTooltip": "Throws a bandage to target location. If it hits an enemy unit, Amumu
    will pull himself to the enemy, stun them for 1 second, and deal {{ e1 }} (+{{ a1 }}) magic
    damage.",
    "effectBurn": [
        "",
        "80/130/180/230/280"
    ]
  • Tags of the format {{ aX }} or {{ fX }} are slightly more complicated. Their replacement values can be found in the vars field. First, find the object in the vars array whose key matches the variable (e.g., for a1, find the object in the vars array whose key field has the value a1). The value for this variable is the coeff field in that same object. 

    /* Amumu's Bandage Toss */
    "sanitizedTooltip": "Throws a bandage to target location. If it hits an enemy unit, Amumu
    will pull himself to the enemy, stun them for 1 second, and deal {{ e1 }} (+{{ a1 }}) magic
    damage.",
    "vars": [
        {
            "key": "a1",
            "link": "spelldamage",
            "coeff": [
                0.7
            ]
        }
    ]

Under a champions spells there are two fields effect and effectBurnEffect contains an array of an ability’s values per level where, in contrast, effectBurn contains a string of all the values at every level. (e.g., effect: [30,60,90,120,150] vs effectBurn: "30/60/90/120/150"). You might notice how the effect and effectBurn arrays have a null value in the 0 index. This is because those values are taken from designer-facing files where arrays are 1-based. JSON is 0-based so a null is inserted to make it easier to verify the JSON files are correct.

"effect": [
    null,
    [ 120, 150, 180, 210, 240 ],
    [ 50, 70, 90, 110, 130 ],
    [ 25, 35, 45, 55, 65 ],
    [ 0.2, 0.2, 0.2, 0.2, 0.2 ],
    [ 50, 60, 70, 80, 90 ]
],
"effectBurn": [
    "",
    "120/150/180/210/240",
    "50/70/90/110/130",
    "25/35/45/55/65",
    "0.2",
    "50/60/70/80/90"
]


Champion Spell Cost

In most cases when a spell costs mana or energy, you'll find those related costs under the cost and costBurn fields. When a spell costs health, the cost will be found in the effect and effectBurn fields. You should always be able to determine how to calculate the cost of a spell by looking at the resource field which should point you to the variable being used to display the cost of a spell.

/* Soraka's Astral Infusion */
"resource": "10% Max Health, {{ cost }} Mana",
"cost": [ 20, 25, 30, 35, 40 ],
"costBurn": "20/25/30/35/40"
/* Shen's Vorpal Blade */
"resource": "{{ cost }} Energy",
"cost": [ 60, 60, 60, 60, 60 ],
"costBurn": "60"
/* Dr. Mundo's Infected Cleaver */
"resource": "{{ e3 }} Health",
"cost": [ 0, 0, 0, 0, 0 ],
"costBurn": "0",
"effect": [
    null,
    [ 80, 130, 180, 230, 280 ],
    [ 15, 18, 21, 23, 25 ],
    [ 50, 60, 70, 80, 90 ],
    [ 40, 40, 40, 40, 40 ],
    [ 2, 2, 2, 2, 2 ]
],
"effectBurn": [
    "",
    "80/130/180/230/280",
    "15/18/21/23/25",
    "50/60/70/80/90",
    "40",
    "2"
]


ITEM DATA

Data Dragon also provides the same level of detail for every item in the game. Within Data Dragon you can find info such as the item’s description, purchase value, sell value, items it builds from, items it builds into, and stats granted from the item.

There is a field called effect which holds an array of variables used extra scripts. As an example, on Doran's shield you see the following data in the effect field, which corresponds to the 8 damage that is blocked from champion attacks: "effect":{"Effect1Amount":"8"}


STAT NAMING CONVENTIONS

A list of possible stats that you gain from items, runes, or masteries can also be found in Data Dragon. You can find a list of stats gained by the item, rune, or mastery by searching for the stats field. Below are some tips when it comes to understanding what a stat means and how they are calculated:

  • Mod stands for modifier.
  • "r" at the beginning of the stat means those stats can be found on runes.
  • Displaying flat vs. percentage vs. per 5 etc. is unfortunately case by case. For a given stat, though, it will always be the same. (e.g., PercentAttackSpeedMod you always multiply by 100 and display it as a percentage)
  • Stats are called flat if you add them together, and percent if you multiply them together.
  • Tenacity from an item does NOT stack but tenacity from a rune DOES stack.


LANGUAGES

Data Dragon provides data in languages supported by the client. Below is a list of the languages supported by Data Dragon which was retrieved from the languages Data Dragon file.


DATA DRAGON
languages.json


CODE LANGUAGE
cs_CZ Czech (Czech Republic)
el_GR Greek (Greece)
pl_PL Polish (Poland)
ro_RO Romanian (Romania)
hu_HU Hungarian (Hungary)
en_GB English (United Kingdom)
de_DE German (Germany)
es_ES Spanish (Spain)
it_IT Italian (Italy)
fr_FR French (France)
ja_JP Japanese (Japan)
ko_KR Korean (Korea)
es_MX Spanish (Mexico)
es_AR Spanish (Argentina)
pt_BR Portuguese (Brazil)
en_US English (United States)
en_AU English (Australia)
ru_RU Russian (Russia)
tr_TR Turkish (Turkey)
ms_MY Malay (Malaysia)
en_PH English (Republic of the Philippines)
en_SG English (Singapore)
th_TH Thai (Thailand)
vn_VN Vietnamese (Viet Nam)
id_ID Indonesian (Indonesia)
zh_MY Chinese (Malaysia)
zh_CN Chinese (China)
zh_TW Chinese (Taiwan)