- +200最大体力
- +40魔力
- +20スキルヘイスト
- +50%マナ自動回復
Echoes of Helia
Stores damage dealt and turns it into ally healing
Soul Siphon: 30% of pre-mitigation damage dealt to enemy champions is stored as Soul Fragments, with a maximum of 80 - 250 based on level. When you heal or shield an allied champion other than yourself, all Soul Fragments are consumed to heal that target for an equal amount.
- Price 2,400G (past this = over 100%)
- Added for overall (estimate)
- Ability Haste 201,200G20 × 60G
- AP 401,000G40 × 25G
- Health 200666G200 × 3.33G
- Mana Regen 50%200G50% × 4G
- Soul Siphon ally heal1,126GLevel 1: 938, level 15: 1,234
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.
Full Calculation
- 1Ability Haste 20 × 60G= 1,200.0G
- 2AP 40 × 25G= 1,000.0G
- 3Health 200 × 3.33G= 666.0G
- 4Mana Regen 50% × 4G= 200.0G
- 5Total 3,066.0G ÷ 2,400G= 128%
- 6Overall (estimate): (stat value 3,066G + non-stat effects 1,126G) ÷ 2,400G= 175%
Non-stat effects (overall, estimate)
BasisSoul Siphon stores 30% of pre-mitigation damage dealt to enemy champions as Soul Fragments (cap 80-250) and heals an ally other than yourself for the stored amount when you heal or shield them. The cap is assumed full, so 80-250 is used. Healing or shielding an ally is assumed once per 8 seconds (same as Ardent Censer). Only the ally is healed, so the target is one ally. 50% for combat-only
- 180–250 ÷ 8s interval × 5 × 50% uptime × 1 = 25–78.12 per 5s. 25–78.12 ÷ median base regen 8–19 = 313–411%. 313–411 × 3G= 938–1,234G
- Match average: mean of levels 1–15 = 1,126G









