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ゴアドリンカー
PhysicalUpgraded

Goredrinker

GOREDRINKER
Ability hastePhysicalHealthHealSustain

Damage nearby enemies and heal

Price3,100 G Gold Eff132%

Stats

  • +350最大体力
  • +40攻撃力
  • +15スキルヘイスト

Effect

Goredrink (Passive): Gain 8% Omnivamp.

Deal damage in an area

Thirsting Slash (Active): Deal 175% base as physical damage to nearby enemies. Restore Health equal to 20% plus 10% missing for each enemy champion hit. (12s cooldown) This enchant turns your boots into a deadly blade: on activation, you deal burst AOE damage to all nearby enemies and instantly heal yourself based on your missing health. Perfect for bruisers and tanks who need to dive in, deal area damage, and stay in the fight thanks to the immediate sustain

Gold Efficiency

Stat value ÷ price
Stat value4,100G÷Price3,100G=Gold efficiency132%
Overall* est.159%
Upgraded27 / 109
Where It Sits Among Its TierThe bright bar is this item; bar height = number of items
55%118%172%
BreakdownValue per stat

9% of the stat value comes from effects

Base
4,100G
Overall
4,938G
  • Price 3,100G (past this = over 100%)
  • Added for overall (estimate)
  • AD 401,667G40 × 41.67G
  • Health 3501,166G350 × 3.33G
  • Ability Haste 15900G15 × 60G
  • Omnivamp 8%368G8% × 46G
  • Thirsting Slash bonus damage693GLevel 1: 793, level 15: 630
  • Thirsting Slash self-heal145GLevel 1: 91, level 15: 190
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.

Stat-granting effects count

Effects that grant stats (such as Overkill's +30% AP) are priced as stats, as Wild Rift Gold Efficiency does. Non-stat effects such as damage or healing aren't counted here (see the overall figure).

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.

Damage valued like healing

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

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 40 × 41.67G= 1,666.8G
  2. 2Health 350 × 3.33G= 1,165.5G
  3. 3Ability Haste 15 × 60G= 900.0G
  4. 4Omnivamp 8% × 46G= 368.0G
  5. 5Total 4,100.3G ÷ 3,100G= 132%
  6. 6Overall (estimate): (stat value 4,100G + non-stat effects 838G) ÷ 3,100G= 159%

Non-stat effects (overall, estimate)

Thirsting Slash bonus damage 101.5–191.62793〜630G

BasisThe always-on 8% omnivamp is already counted in the base gold efficiency. Thirsting Slash deals 175% base AD physical damage to nearby enemies (12s interval); the CN text explicitly says base AD, so base AD is the correct basis. 50% for combat-only

  1. 1101.5–191.62 ÷ 12s interval × 5 × 50% uptime = 21.15–39.92 per 5s. 21.15–39.92 ÷ median base regen 8–19 = 264–210%. 264–210 × 3G= 793–630G
Thirsting Slash self-heal 11.6–21.991〜190G

BasisThe same proc heals 20% (total) AD + 10% of missing HP per champion hit; the CN wording is total AD, so the base-AD share uses the median and the bonus-AD share is a ratio counted against the reference build. The missing-HP portion is dropped. Same interval/uptime

  1. 111.6–21.9 ÷ 12s interval × 5 × 50% uptime = 2.42–4.56 per 5s. 2.42–4.56 ÷ median base regen 8–19 = 30–24%. 30–24 × 3G= 91–72G
  2. 2Ratio: reference build bonus AD 0–180 × 20%= 0–36
  3. 3Same formula for 0–36= 0–118G
  4. 4Total 91–72G + 0–118G= 91–190G
  • Total 821–884G (level 1–15)
  • Match average: mean of levels 1–15 = 838G

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