Ivern is ranged and you're melee: you'll take free damage on minion last-hits. Focus on wave control.
🔴 Live In-Game Update
Once the game starts, mark how the enemy is actually building; situational item advice recalculates instantly. For a text-free, big-icon view during the match:
🎮 Game Mode
Items the enemy bought
· 🟢 Auto-sync from the LoL client is active
Team mode: items are scored against the WHOLE enemy team
♟ Counter Move — based on the enemy's real items
The model now computes with the real stats of the enemy items you marked, instead of a generic assumption. The items giving the highest duel gain on your next purchase:
🗡 Core Item Build — for Kha'Zix, against the Ivern matchup (patch 16.14.1)
Ivern deals magic damage; magic resist reduces magic damage by the formula. Your survival time 39.5s → 57.2s (duel advantage 5.24 → 9.13).
Serpent's Fang 2500 gold
Ivern has shields in their kit. Your time to kill the enemy 7.6s → 5.9s (duel advantage 5.24 → 8.52).
Berserker's Greaves BOOTS PICK
All boots were tested in the duel model; this gave the highest advantage (5.24 → 6.71, survival 39.5s → 45.8s).
🎯 Skill Order — computed from DPS gain per rank
(reference: 30 AP / 120 AD)
Level-up priority:
Q > W > E
(R always at 6 / 11 / 16)
1
Q
2
W
3
Q
4
E
5
Q
6
R
7
Q
8
W
9
Q
10
W
11
R
12
W
13
W
14
E
15
E
16
R
17
E
18
E
Q — Taste Their Fear
DPS gain per rank: 36.5 / 6.2 / 6.2 / 6.2 / 6.2
(total 61.3)
W — Void Spike
DPS gain per rank: 16.1 / 3.3 / 3.3 / 3.3 / 3.3
(total 29.3)
E — Leap
DPS gain per rank: 4.5 / 2.4 / 3.0 / 3.9 / 5.2
(total 19.0)
R — Void Assault
DPS gain per rank: 0.0 / 0.0 / 0.0
(total 0.0)
📐 Mathematical Proof
All advice is derived from the duel simulation below. Both sides are assumed to have spent equal gold for their level according to their own profile.
Level
Gold
Your DPS
Enemy DPS
Your EHP
Enemy EHP
Kill (s)
Die (s)
Advantage
6
4000
96
89
1831
1952
20.4
20.5
1.01
11
9000
153
110
3125
3444
22.5
28.3
1.26
16
14500
227
130
4597
5130
22.6
35.3
1.56
THE MODEL'S FORMULAS AND ASSUMPTIONS
Stat growth: stat(L) = base + growth×(L-1)×(0.7025 + 0.0175×(L-1)) — Riot's official formula.
Damage multiplier: 100 / (100 + resistance). Penetration stats are subtracted before resistance.
DPS = auto-attack DPS (AD × attack speed × crit multiplier) + ability rotation DPS (base damage + ratio×stat ÷ cooldown) — ability data is read from the current patch.
Duel advantage = your time-to-die ÷ your time-to-kill the enemy. Above 1: you win the duel.
Enemy model: the enemy spends gold equal to yours on stats fitting their own profile (fair duel). Healing counts as +22% effective HP; Grievous Wounds cuts it by 60%.
Item efficiency = stat value ÷ price. Stat values are derived from the table on the right (this patch's basic items); since passive effects aren't included, efficiency is a lower bound.
Range (kite) factor: a melee champion can apply 75% of its DPS to a ranged enemy.
Item selection target: score = min(die, 1.25×kill) ÷ kill + 0.6×(10 ÷ kill). That is: first survive enough to win the duel; defense beyond that is waste, gains come from kill speed.
Ratio matching: attack items must include the stat your ability ratios depend on (an AP champion isn't offered a pure AD/crit item); defensive items are open to everyone, their value set by the duel.
Ability numbers (base damage + ratios, rank by rank) come from the community source Meraki Analytics; Riot doesn't publish these in official data, so this source is used. If unavailable, a generic rotation is assumed (150 base + 0.55×AP + 0.4×AD, 8s cooldown).
If the enemy's real items are marked, the model uses those items' exact stats instead of a generic gold spread.
The RUNE PAGE is chosen entirely by math: the keystone is picked from the archetype pool by duel score (with a small priority to the meta standard); minor runes by a 'duel effect + utility' score per row, and the secondary tree is the one whose best two minor runes sum highest. Rune values are derived from Riot's descriptions; utilities invisible in a duel (ult cooldown/mana) are scored separately.
GAME STYLE (dengeli): 'tank' rewards absolute survival time (defense/EHP items rise), 'damage' rewards kill speed, 'balanced' both. Tank champions default to 'tank'; changeable at the top. Defense type is chosen by the enemy's damage (armor vs AD, magic resist vs AP).
Item passives are partly modeled: max-HP burn (Liandry, Blackfire), damage amplification (Riftmaker, Shadowflame), on-hit magic (Nashor). So items with strong passives are ranked by real effect, not just flat stats. Some items' numbers are template-hidden in Riot's data (like Nashor, Demonic), so that part may be missing.
TEAM MODE: in a live game, item score is computed weighted against the whole enemy team, not one enemy — the lane opponent 40%, the other 4 enemies share the remaining 60% equally. Each enemy is modeled with their real items; the armor/magic-resist decision is set by the team's damage split.
STAT GOLD VALUES (derived from this patch)
Stat
Gold
Source Item
Ability Haste
50.0
Glowing Mote
1% Crit Chance
40.0
Cloak of Agility
1% Life Steal
37.5
default
Lethality
35.0
Serrated Dirk (residual)
Attack Damage
32.5
B. F. Sword
1% Attack Speed
25.0
Dagger
Armor
20.0
Cloth Armor
Magic Resist
18.9
Negatron Cloak
Ability Power
18.5
Needlessly Large Rod
Move Speed
12.0
Boots
Health
2.6
Giant's Belt
Mana
1.0
Sapphire Crystal
✨ Rune Page
Domination (Primary)
Hail of Blades
Gain a large amount of Attack Speed and bonus true damage for the first 3 attacks made against enemy champions.
Sudden Impact
Sixth Sense
Ultimate Hunter
Sorcery (Secondary)
Gathering Storm
Absolute Focus
Stat Shards
◆Adaptive Force
◆Adaptive Force
◆Health
The keystone Hail of Blades was chosen from the archetype pool by duel score; minor runes by effect + utility score.
⚡ Summoner Spells
Ivern is ranged so the lane will be rough; use Teleport to recover losses under tower.