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ガーディアンエンジェル
PhysicalUpgraded

Guardian Angel

GUARDIAN ANGEL
PhysicalHealthArmorRevive

Revive on death

Price3,200 G Gold Eff90%

Stats

  • +45攻撃力
  • +40物理防御

Effect

UNIQUE - RESURRECT: Upon taking lethal damage, resurrects and restores 50% of base health and 100% of maximum mana after 4 seconds of stasis. (180 second cooldown)

Gold Efficiency

Stat value ÷ price
Stat value2,875G÷Price3,200G=Gold efficiency90%
Overall* est.113%
Upgraded102 / 109
Where It Sits Among Its TierThe bright bar is this item; bar height = number of items
55%118%172%
BreakdownValue per stat
Base
2,875G
Overall
3,625G
  • Price 3,200G (past this = over 100%)
  • Added for overall (estimate)
  • AD 451,875G45 × 41.67G
  • Armor 401,000G40 × 25G
  • Resurrect750GLevel 1: 750, level 15: 750
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).

Six risky moments

Summoner spells are saved for risky moments, so at most 6 uses in a 15-minute match are counted.

One death = 300G

Avoiding a death saves the 300 gold base kill bounty (official patch notes 4.2). Half the match total is counted as the mid-match average.

Full Calculation
  1. 1AD 45 × 41.67G= 1,875.15G
  2. 2Armor 40 × 25G= 1,000.0G
  3. 3Total 2,875.15G ÷ 3,200G= 90%
  4. 4Overall (estimate): (stat value 2,875G + non-stat effects 750G) ÷ 3,200G= 113%

Non-stat effects (overall, estimate)

Resurrect: assumes 100% of uses avoid a death750G

BasisResurrects with 50% base HP + 100% mana after a 4s stasis on lethal damage (180s interval; CN/JA/EN all agree on 180s). This guarantees preventing one death rather than a chance-based escape, so the probability is 100%. A death is priced as the 300-gold base kill bounty; capped at 6 risky situations in 15 minutes

  1. 1900s match ÷ 180s interval= 5 uses
  2. 2Capped at 6 risky moments: 5. 5 × 100% × 300G per death= 1,500G
  3. 3Half as the mid-match average= 750G

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