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バミシンダー
DefenseMid-tier

Bami's Cinder

BAMI'S CINDER
Ability hasteHealthImmolate

Continuously Burn nearby enemies in combat

Price1,200 G Gold Eff94%

Stats

  • +250最大体力
  • +5スキルヘイスト

Effect

Cinders: Deal 10-20 magic damage per second to nearby enemies. Minions and monsters take 115% of that damage instead.

Gold Efficiency

Stat value ÷ price
Stat value1,132G÷Price1,200G=Gold efficiency94%
Overall* est.165%
Mid-tier38 / 50
Where It Sits Among Its TierThe bright bar is this item; bar height = number of items
48%108%182%
BreakdownValue per stat
Base
1,132G
Overall
1,977G
  • Price 1,200G (past this = over 100%)
  • Added for overall (estimate)
  • Health 250832G250 × 3.33G
  • Ability Haste 5300G5 × 60G
  • Cinders AoE burn damage845GLevel 1: 938, level 15: 789
How This Is CountedTap for details
Unit prices from Wild Rift Gold Efficiency

Per-stat prices follow the coefficients of Wild Rift Gold Efficiency (changchiyou). Gold efficiency = total stat value ÷ price.

Overall = estimate incl. non-stat effects

The overall figure adds non-stat effects such as damage, healing and slows, priced as rough gold equivalents, on top of gold efficiency. It's an estimate, so it's shown apart from gold efficiency (which follows Wild Rift Gold Efficiency).

Combat only: 50%

Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.

Damage valued like healing

Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.

Full Calculation
  1. 1Health 250 × 3.33G= 832.5G
  2. 2Ability Haste 5 × 60G= 300.0G
  3. 3Total 1,132.5G ÷ 1,200G= 94%
  4. 4Overall (estimate): (stat value 1,132G + non-stat effects 845G) ÷ 1,200G= 165%

Non-stat effects (overall, estimate)

Cinders AoE burn damage 10–20938〜789G

BasisCinders is an always-on aura dealing 10-20 magic damage per second to nearby enemies. Since it isn't triggered by an attack, it's counted at its natural 1-second interval as a time-based repeating effect rather than an attack-based one. Damage is priced the same as healing. 50% for combat-only

  1. 110–20 ÷ 1s interval × 5 × 50% uptime = 25–50 per 5s. 25–50 ÷ median base regen 8–19 = 313–263%. 313–263 × 3G= 938–789G
  • Match average: mean of levels 1–15 = 845G