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デッドマンプレート
DefenseUpgraded

Dead Man's Plate

DEAD MAN'S PLATE
MobilityHealthArmorOn-hitSlow

Gain MS

Price2,800 G Gold Eff106%

Stats

  • +350最大体力
  • +70物理防御
  • +4%移動速度

Effect

Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.

Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slow by 75% for 1 second.

Gold Efficiency

Stat value ÷ price
Stat value2,976G÷Price2,800G=Gold efficiency106%
Max129%
Overall* est.151%
Upgraded80 / 109
Where It Sits Among Its TierThe bright bar is this item; bar height = number of items
55%118%172%
BreakdownValue per stat
Base
2,976G
Max
3,616G
Overall
4,220G
  • Price 2,800G (past this = over 100%)
  • Added at max
  • Added for overall (estimate)
  • Armor 701,750G70 × 25G
  • Health 3501,166G350 × 3.33G
  • Move Speed 4%60G4% × 15G
  • Move Speed 40640G40 × 16G
  • Crushing Blow bonus damage743GLevel 1: 1,172, level 15: 493
  • Crushing Blow slow at max stacks501GLevel 1: 361, level 15: 641
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).

Max = fully stacked

Max is the value at full stacks, level 15, or with the condition met. The rank uses the regular figure.

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.

At most once per 8s

Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.

Damage valued like healing

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

Survival factor

Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.

Move speed % as flat

Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.

Champion median

Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.

Full Calculation
  1. 1Armor 70 × 25G= 1,750.0G
  2. 2Health 350 × 3.33G= 1,165.5G
  3. 3Move Speed 4% × 15G= 60.0G
  4. 4Total 2,975.5G ÷ 2,800G= 106%
  5. 5Max adds: Move Speed 40 × 16G= 640.0G
  6. 6Max 3,615.5G ÷ 2,800G= 129%
  7. 7Overall (estimate): (stat value 2,976G + non-stat effects 1,244G) ÷ 2,800G= 151%

Non-stat effects (overall, estimate)

Crushing Blow bonus damage 1001,172〜493G

BasisCrushing Blow deals up to 100 bonus magic damage scaling with consumed Momentum stacks; this uses the max value of 100 (full stacks). Since stacks build via movement then get consumed on attack, it's counted once per 8 seconds at minimum. 50% for combat-only

  1. 1100 ÷ 8s interval × 5 × 50% uptime = 31.25 per 5s. 31.25 ÷ median base regen 8–19 = 391–164%. 391–164 × 3G= 1,172–493G
Crushing Blow slow at max stacks (1s)361〜641G

BasisAt max Momentum, a melee attack slows the target 75% for 1s; this is counted as the wearer's own move speed. Same interval/uptime

  1. 175% × 56G (1% of median base move speed 350 × 16G) × 1s ÷ 8s interval × 50%= 263G
  2. 2Survival: +4.69% speed is counted as +4.69% effective health
  3. 3Median max health × 4.69% × health price= 98–378G
  4. 4Total 361–641G
  • Total 1,134–1,533G (level 1–15)
  • Match average: mean of levels 1–15 = 1,244G

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