Not Yet Implemented: Infernal Cinder, Blood Rose, and Soul Bonuses, Dynamic Levels for Self and Enemy Items, Dynamic Grievous Wounds, Dynamic Tenacity Proficiency, Accurate Tower Damage Scenarios.
Graves
Upgrade Boots
Ignore Item Cost
Doesn't consider the cost of an item during the calculations. Similar to ultimate build, but applies to the normal build.
Mid Game Phase Level
This is the level when Mid Game starts. Note that this also changes enemy champion levels for Mid Game
Late Game Phase Level
This is the level when Late Game starts. Note that this also changes enemy champion levels for Late Game
Enemy Current HP
This is the current percentage of all enemies' average health.
Player Current HP
This is the current percentage of your health.
Deep Scan
Improved Builds (takes more time)
This option decreases the threshold for an item to be removed from calculations for inefficiency. As a result, more builds are tested for more accuracy.
Recalculate Build
Deep Scan Coefficient
Increasing this number will tell the optimizer to go through more builds, but will also MAJORLY increase build time and load. Going over 3 is not recommended if you expect your build time to be under 30s.
Deep Scan Inferiority pass
Increasing this number will make the criterium for inferior items stricter, removing them from possible item choices before even trying to create a build.
Experimental
Settings in this section are highly experimental, and should generally not be changed.
Average Cost per Item
Consider this as m in the formula y=mx+b. The level of your champion is y at x items. Raising this value causes higher levels for each item slot, while lowering it causes lower levels at each item slot. If this is lowered too much, level 18 might not be achieved, even in the ultimate build.
Build Biases per Item
1
2
3
4
5
6
7
Early Gold Buffer
Consider this as b in the formula y=mx+b. The level of your champion is y at x items. If Average Cost Per Item is unchanged, 550 - 1200 results in level 9,11,13,15,17,18. Values lower or higher result in some item slots having lower or higher levels assigned to them.