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赤月の刃
PhysicalUpgraded

Eclipse

ECLIPSE
Ability hastePhysicalShield

Gain shield, deal bonus damage

Price2,900 G Gold Eff135%

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
Stat value3,909G÷Price2,900G=Gold efficiency135%
Overall* est.169%
Upgraded23 / 109
Where It Sits Among Its TierThe bright bar is this item; bar height = number of items
55%118%172%
BreakdownValue per stat
Base
3,909G
Overall
4,892G
  • 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
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.

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
  1. 1AD 65 × 41.67G= 2,708.55G
  2. 2Ability Haste 20 × 60G= 1,200.0G
  3. 3Total 3,908.55G ÷ 2,900G= 135%
  4. 4Overall (estimate): (stat value 3,909G + non-stat effects 983G) ÷ 2,900G= 169%

Non-stat effects (overall, estimate)

Ever Rising Moon bonus damage 33.08–127.16388〜627G

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

  1. 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
Ever Rising Moon shield: 110366〜540G

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

  1. 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
  2. 2Ratio: reference build bonus AD 0–180 × 29%= 0–52.2
  3. 3Same formula for 0–52.2= 0–174G
  4. 4Total 366G + 0–174G= 366–540G
  • Total 754–1,168G (level 1–15)
  • Match average: mean of levels 1–15 = 983G

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