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Lucian
the Purifier
VS
Top
FAVORED · 2.16
Seraphine
Est.: AP damage

⚔ Matchup Notes

🔴 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

🗡 Core Item Build — for Lucian, against the Seraphine matchup (patch 16.14.1)

Game style: 🛡 Full Tank ⚖ Balanced ⚔ Full Damage (default for Lucian: ⚖ balanced)
1
Infinity Edge
3500 gold
DPS 91 → 154
Advantage 1.02 → 1.73
Efficiency ≥%98
2
Berserker's Greaves
1100 gold
DPS 154 → 174
Advantage 1.4 → 1.58
Efficiency ≥%106
3
Mortal Reminder
3000 gold
DPS 174 → 253
Advantage 1.15 → 1.86
Efficiency ≥%71
4
Yun Tal Wildarrows
3100 gold
DPS 253 → 379
Advantage 1.4 → 2.11
Efficiency ≥%85
5
Lord Dominik's Regards
3300 gold
DPS 379 → 557
Advantage 1.64 → 2.41
Efficiency ≥%65
6
Serylda's Grudge
3000 gold
DPS 557 → 803
Advantage 1.9 → 2.74
Efficiency ≥%74

🛡 Situational Items vs the Enemy

Mortal Reminder 3000 gold
Seraphine has healing in their kit; Grievous Wounds cuts it by 60%. Your time to kill the enemy 4.5s → 3.7s (duel advantage 5.06 → 6.12).
Maw of Malmortius 3100 gold
Seraphine deals magic damage; magic resist reduces magic damage by the formula. Your survival time 22.6s → 27.0s (duel advantage 5.06 → 7.61).
Immortal Shieldbow 3000 gold
Seraphine has shields in their kit. Your time to kill the enemy 4.5s → 3.4s (duel advantage 5.06 → 6.74).
Berserker's Greaves BOOTS PICK
All boots were tested in the duel model; this gave the highest advantage (5.06 → 5.65, survival 22.6s → 22.6s).

🎯 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
W
5
Q
6
R
7
Q
8
W
9
Q
10
W
11
R
12
W
13
E
14
E
15
E
16
R
17
E
18
E
Q — Piercing Light
DPS gain per rank: 17.4 / 5.9 / 7.6 / 10.2 / 14.2 (total 55.3)
W — Ardent Blaze
DPS gain per rank: 7.3 / 3.3 / 3.8 / 4.5 / 5.4 (total 24.3)
E — Relentless Pursuit
DPS gain per rank: 0.0 / 0.0 / 0.0 / 0.0 / 0.0 (total 0.0)
R — The Culling
DPS gain per rank: 7.1 / 4.0 / 2.8 (total 13.9)

📐 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.

LevelGoldYour DPSEnemy DPSYour EHPEnemy EHP Kill (s)Die (s)Advantage
64000 15876 19842235 14.126.3 1.86
119000 25589 33903997 15.738.3 2.45
1614500 389101 49905988 15.449.2 3.19

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)

StatGoldSource Item
Ability Haste50.0 Glowing Mote
1% Crit Chance40.0 Cloak of Agility
1% Life Steal37.5 default
Lethality35.0 Serrated Dirk (residual)
Attack Damage32.5 B. F. Sword
1% Attack Speed25.0 Dagger
Armor20.0 Cloth Armor
Magic Resist18.9 Negatron Cloak
Ability Power18.5 Needlessly Large Rod
Move Speed12.0 Boots
Health2.6 Giant's Belt
Mana1.0 Sapphire Crystal

✨ Rune Page

Precision (Primary)

Press the Attack
Hitting an enemy champion 3 consecutive times deals bonus damage and amplifies your damage until you leave combat with champions.
Triumph
Legend: Alacrity
Coup de Grace

Sorcery (Secondary)

Gathering Storm
Absolute Focus

Stat Shards

Attack Speed
Adaptive Force
Health

The keystone Press the Attack was chosen from the archetype pool by duel score; minor runes by effect + utility score.

⚡ Summoner Spells

In the top lane Teleport recovers lost waves and creates plays for the bot lane.