LoL Pro Career has two systems with similar names. A temperament is an innate disposition decided once when the player is born and never changes, while a perk is a bonus you earn by repeating the same action. This article explains the difference between the two systems and how to use each.
The 6 Temperaments
Temperament is decided at random when you create a player and can’t be chosen. The rough probabilities are below.
| Temperament | Effect | Chance |
|---|---|---|
| Prodigy | Training efficiency ×1.25 until age 19 | 12% |
| Late Bloomer | Training efficiency ×1.35 at ages 22–28, aging starts 2 years later (age 29) | 12% |
| Grinder | All training efficiency +10% | 14% |
| Injury-Prone | Vulnerable to injury and burnout | 10% |
| Clutch | Strong in the playoffs | 10% |
| Average | No special effect | 42% |
Growth Tips by Temperament
- Prodigy: grows fast in the teens. Invest heavily in coaches and gear at 14–17 to clear the entry requirement early. After your 20s you’re the same as an average player, so plan to go for the World Championship before growth stops in your 20s.
- Late Bloomer: keeps growing until the mid-20s and ages late. Don’t worry if you join a pro team late in your teens; create an opportunity through training or an academy before the deadline (23). After joining you grow the most at 22–28, so concentrate coaches and gear in that window. It’s the temperament with the longest career.
- Grinder: +10% on all training makes it the safest, steadiest temperament. It multiplies with seasonal items (coach +20%), so efficiency is high every season.
- Injury-Prone: if you train with condition below 30, your injury chance rises to 30% instead of 12%. The wrist pain event cuts Mechanics by 4 instead of 2. Never let your condition fall below 30, and get a dedicated medical & psych team (30% protection per level) early.
- Clutch: has the edge in big matches, especially the playoffs. It suits piling up titles to raise your score. There are no limits on how to develop them, so grow them to fit the role.
- Average: the most common. No special advantage, but no weakness either, so just grow them following the role guide.
The 11 Perks
You earn a perk automatically by repeating the same action a certain number of times. Counts accumulate over your whole life and don’t reset when the season changes.
| Perk | How to unlock | Effect |
|---|---|---|
| Laning Master | Laning training ×24 | Laning training +12%, team strength +0.3 |
| Fight Architect | Teamfight training ×24 | Teamfight training +12%, team strength +0.3 |
| Map Leader | Vision & Macro training ×24 | Vision & Macro training +12%, team strength +0.3 |
| Machine Hands | Mechanics training ×24 | Mechanics training +12% |
| Iron Mind | Mental training ×24 | Mental training +12%, bad event protection +20 pp |
| Champion Scholar | Champion Pool training ×24 | Champion Pool training +12% |
| Ranked Addict | Solo queue grind ×30 | Stat gain +1 in solo queue |
| Pro Part-Timer | Part-time job ×12 | Part-time income +20% |
| Master Sleeper | Rest ×30 | Rest recovery +5 |
| Streamer Vibes | 3 related events | End-of-season income +5% |
| Captain’s Grace | 3 related events | Team strength +0.5 |
Tips for Earning Perks
- Your role’s key stat perk first: it’s the stat you train the most anyway, so it builds up naturally. If you train one stat 4 times a season, 6 seasons gets you to 24.
- The three perks with team strength +0.3 (Laning Master, Fight Architect, Map Leader) also affect team results. Combined with Captain’s Grace (team strength +0.5), team strength rises by up to 1.4.
- Part-time and rest perks as an amateur: you stop working part-time once you’re a pro, so you have to fill the part-time perk 12 times in your student years.
- Master Sleeper takes 30 rests, so it takes a long time. It suits Supports who rest a lot and Injury-Prone players.
Using Temperaments and Perks Together
When a Grinder ADC has the tier-3 mouse (+16%), a coach (+20%) and Machine Hands (+12%), Mechanics training efficiency becomes Grinder ×1.1 multiplied by the combined gear, coach and perk ×1.48 (1 + 0.16 + 0.2 + 0.12), roughly 1.6× the base. Conversely, for an Injury-Prone Support the priority is stabilizing condition with the medical team and Master Sleeper, and keeping Mental high so you don’t lose out in events. Read it together with the role guides to build a growth plan that fits your player.
More Strategy Articles
The basic rules are in the Game Guide, and the full list is on the Strategy page.