Thanks for doing this.
There is a mistake on the chart that you should correct. Trance is Magic Attack, not Magic Defense.
On the section on combining runes please consider adding the following two paragraphs:
You can combine Runes by dragging one rune to another. When combining two Runes it does make a difference which one you drag to the other one. If when you drag a Rune to another one and the result is not what you want then cancel and try dragging the other way and see if it achieves the desired result.
Be careful of using the Combine All button since you have no control of the Rune that you will end up with.
Also you may also want to add the following that I got from the wiki with an appropriate section heading:
- HP: Health Points, how much damage your hero can suffer before dying.
- Physical Attack: Pretty self Explanatory, how much physical damage your hero does.
- Physical Defense: How much mitigation your champion has against physical attacks.
- Skill Attack: How much damage is caused my your hero's specific skill.
- Skill Defense: How much mitigation your champion has against other skills
- Magic Attack: How much magical damage your hero deals.
- Magic Defense: How much mitigation your champion has against magic attacks.
- Critical: The chance your hero has to inflict a critical attack. (I'm guessing this is 2x damage, but I'm not 100% sure)
- Resilience: The defense your hero has AGAINST Criticals. A hero with high resilience is LESS likely to be DEALT a critcal strike
- Dodge: The chance your hero has to dodge an attack from an enemy
- Hit Rating: The chance your hero has to accurately hit an enemy. A hero with high hit is LESS likely to be DODGED by the enemy.
- Block: The chance your hero has to block an enemy attack (Blocks are usually coupled with a counterattack as well)
- Break: The chance your hero has to ignore the enemy's block. A hero with high break is LESS likely to be BLOCKED by an enemy.