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The Growth Formula at a Glance: Age, Potential, Condition

A breakdown of how much a stat rises per training session

The stat gain from a single training session looks different every time, but it is determined by the product of a few factors. Once you know this structure, you can judge what is most efficient at each stage. The rough formula is as follows.

Stat gain ≈ base (2.2–4.4) × age factor × infrastructure × potential headroom × condition modifier × (1 + bonuses)
Decimals are rounded, and a gain below 0.5 doesn’t raise the stat.

1. Age factor: the younger, the more you gain

AgeFactorMeaning
Ages 12–130.8Your body hasn’t grown yet, so efficiency is low.
Ages 14–171.6The golden age, with the best efficiency.
Ages 18–201.0Baseline efficiency.
Ages 21–240.85Growth slows down.
Ages 25–280.65Close to maintenance.
Age 29 and up0.5A time to protect what you have rather than raise it through training.

Prodigies get a 1.25× multiplier on the factor until age 19, and Late Bloomers get 1.35× from 22 to 28. That’s why Prodigies grow the most in their teens and Late Bloomers in their mid-20s.

2. Potential headroom: slower the closer you get to the limit

Training becomes less effective as a stat approaches your potential minus 3. Once you hit that limit, training barely raises it. (This factor also includes a 0.6× adjustment to tune the game’s overall growth speed.) On top of that, there are walls at high levels: at 80 or above gains are 0.6×, and at 90 or above they are 0.3×. So stats rise fast early on, slow down noticeably from the 80s, and take a very long time in the 90s. Put the other way, it’s more efficient to raise low stats first. Raising your lowest stat is often better for OVR than raising an already high one further.

3. Condition modifier

  • Condition 55 or above: no modifier (1.0×)
  • Condition 30–54: growth reduced by 20% (0.8×)
  • Condition below 30: growth halved (0.5×), and there is a risk of injury if your condition is below 30 after training

Injuries happen with about a 12% chance (30% for Injury-Prone players) when you train with low condition; a random stat drops by 1 and your condition falls to 15. Having a dedicated medical & psych team reduces this chance by 30% per level.

4. Bonuses: extra efficiency that multiplies in

  • 1:1 Personal Coach (seasonal item): all training +20%
  • Dedicated Analyst (seasonal item): Vision & Macro and Champion Pool training +30%
  • Gear: keyboard (Laning, Teamfights), mouse (Mechanics), monitor (Vision & Macro), PC (all training). The bonus grows with each tier.
  • Grinder temperament: all training +10%
  • Perks: train the same stat 24 times and that stat’s training efficiency gets +12% (Laning Master, Map Leader, Champion Scholar and so on)

These bonuses are added together and applied as a single multiplier. For example, a coach (+20%), gear (+10%) and a perk (+12%) together make roughly 1.4×. Seasonal items disappear when the season ends, so it’s efficient to spend them heavily in your teens, when growth is greatest.

5. Growth outside training: end-of-season adjustment

When the season ends, all stats change a little automatically. Until age 20 they rise by 0–2, until 25 by 0–1, and after 26 Mechanics slowly declines. From 27 the decline begins in earnest, and very high stats of 90 or more fall even harder. Vision & Macro and Mental decline less with age, making them the core that carries your late career.

Summary: How Should You Train?

  1. From ages 14 to 17, keep your condition at 55 or above and train as much as you can.
  2. Prioritize your lowest stat and your role’s key stats.
  3. Spend seasonal items like the coach and analyst during your growth years.
  4. After 25, invest in slowing the decline (medical team, rehab, keeping Vision and Mental up) rather than raising stats through training.

More Strategy Articles

The basic rules are in the Game Guide, and the full list is on the Strategy page.