Eclipse
Gain shield, deal bonus damage
Stats
- +65攻撃力
- +20スキルヘイスト
Effect
Ever Rising Moon: Hitting the same enemy champion with 2 separate attacks or abilities within 1.8 seconds deals bonus physical damage equal to 7% of the target's maximum Health (3.5% for ranged champions), and grants you a shield equal to 150 + 40% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2 seconds. (6s cooldown)
Gold Efficiency
Stat value ÷ price- Price 2,900G (past this = over 100%)
- Added for overall (estimate)
- AD 652,709G65 × 41.67G
- Ability Haste 201,200G20 × 60G
- Ever Rising Moon bonus damage540GLevel 1: 388, level 15: 627
- Ever Rising Moon shield443GLevel 1: 366, level 15: 540
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.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Ratios use a reference build
Build-dependent ratios such as 10% bonus AD are counted against a reference build (an assumption): 0 / 1 / 2 / 4 finished items at levels 1 / 5 / 10 / 15 (linear in between), each worth the median of the finished items that have that stat (AD 45 / AP 70 / health 350 / armor 40 / magic resist 40). Effects with ratios of two or more types (AD / AP / tank: health, armor, magic resist) count only the highest type (items use their own type), since four finished items can't be four of each type. In the Build Lab's combat power, the ratios use your actual build instead.
Full Calculation
- 1AD 65 × 41.67G= 2,708.55G
- 2Ability Haste 20 × 60G= 1,200.0G
- 3Total 3,908.55G ÷ 2,900G= 135%
- 4Overall (estimate): (stat value 3,909G + non-stat effects 983G) ÷ 2,900G= 169%
Non-stat effects (overall, estimate)
BasisEver Rising Moon deals bonus physical damage equal to 7% (3.5% ranged) of the target's max HP after 2 hits within 1.8s; averaged to 5.25%. The stated cooldown is 6s, but as an attack-triggered effect it's counted once per 8 seconds at minimum. 50% for combat-only
- 133.08–127.16 ÷ 8s interval × 5 × 50% uptime = 10.34–39.74 per 5s. 10.34–39.74 ÷ median base regen 8–19 = 129–209%. 129–209 × 3G= 388–627G
BasisThe same proc grants a 150 + 40% bonus AD (70 + 18% ranged) shield for 2s; uses the melee/ranged base average of 110, and the bonus-AD part as the melee/ranged average 29%, a ratio counted against the reference build. The stated cooldown is 6s, but as an attack-triggered effect it's counted once per 8 seconds at minimum
- 1valued as extra health in every fight; 10 fights in a 15-minute match (one per 90s). 900s match ÷ 8s interval = 112.5 uses, capped at 10 fights → 10. 110 × 3.33G health price × 10 ÷ 10 fights= 366G
- 2Ratio: reference build bonus AD 0–180 × 29%= 0–52.2
- 3Same formula for 0–52.2= 0–174G
- 4Total 366G + 0–174G= 366–540G
- Total 754–1,168G (level 1–15)
- Match average: mean of levels 1–15 = 983G






