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ディヴァインサンダラー
PhysicalUpgraded

Divine Sunderer

DIVINE SUNDERER
Ability hastePhysicalHealthOn-hitHeal

Damage scales with target HP

Price3,400 G Gold Eff116%

Stats

  • +425最大体力
  • +25攻撃力
  • +25スキルヘイスト

Effect

UNIQUE PASSIVE - SPELLBLADE: After using an ability, your next attack within 10 seconds will deal 10% of target's maximum health as bonus physical damage (7% if the attack is ranged). If the target is a champion, heal for 6% of the target's maximum health (2.5% if the attack is ranged). (1.5 second Cooldown) Damage is reduced vs structures.

Gold Efficiency

Stat value ÷ price
Stat value3,957G÷Price3,400G=Gold efficiency116%
Overall* est.155%
Upgraded59 / 109
Where It Sits Among Its TierThe bright bar is this item; bar height = number of items
55%118%172%
BreakdownValue per stat
Base
3,957G
Overall
5,269G
  • Price 3,400G (past this = over 100%)
  • Added for overall (estimate)
  • Ability Haste 251,500G25 × 60G
  • Health 4251,415G425 × 3.33G
  • AD 251,042G25 × 41.67G
  • Spellblade bonus physical damage874GLevel 1: 628, level 15: 1,016
  • Spellblade self-heal437GLevel 1: 314, level 15: 508
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.

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.

Melee/ranged average

Effects that differ for melee and ranged champions use the average of the two, since no specific champion is assumed.

Full Calculation
  1. 1Ability Haste 25 × 60G= 1,500.0G
  2. 2Health 425 × 3.33G= 1,415.25G
  3. 3AD 25 × 41.67G= 1,041.75G
  4. 4Total 3,957.0G ÷ 3,400G= 116%
  5. 5Overall (estimate): (stat value 3,957G + non-stat effects 1,312G) ÷ 3,400G= 155%

Non-stat effects (overall, estimate)

Spellblade bonus physical damage 53.55–205.87628〜1,016G

BasisSpellblade deals bonus physical damage equal to 10% (7% ranged) of the target's max HP on the next AA within 10s of a cast; averaged across melee/ranged to 8.5%. The stated cooldown is 1.5s, but as an attack-triggered effect it's counted once per 8 seconds at minimum. 50% for combat-only

  1. 153.55–205.87 ÷ 8s interval × 5 × 50% uptime = 16.73–64.33 per 5s. 16.73–64.33 ÷ median base regen 8–19 = 209–339%. 209–339 × 3G= 628–1,016G
Spellblade self-heal 26.77–102.94314〜508G

BasisThe same proc heals 6% (2.5% ranged) of the target champion's max HP; averaged to 4.25%. Same interval/uptime as above

  1. 126.77–102.94 ÷ 8s interval × 5 × 50% uptime = 8.37–32.17 per 5s. 8.37–32.17 ÷ median base regen 8–19 = 105–169%. 105–169 × 3G= 314–508G
  • Total 941–1,524G (level 1–15)
  • Match average: mean of levels 1–15 = 1,312G

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