Haunting Guise
Damage dealt ramps up in combat
Stats
- +200最大体力
- +30魔力
Effect
Boosts in-combat damage Madness: Every 1 second(s) in combat with enemy champions, deal 2% bonus damage, up to 6%
Gold Efficiency
Stat value ÷ price- Price 1,300G (past this = over 100%)
- Added for overall (estimate)
- AP 30750G30 × 25G
- Health 200666G200 × 3.33G
- Madness damage amp153GLevel 1: 63, level 15: 242
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.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Full Calculation
- 1AP 30 × 25G= 750.0G
- 2Health 200 × 3.33G= 666.0G
- 3Total 1,416.0G ÷ 1,300G= 109%
- 4Overall (estimate): (stat value 1,416G + non-stat effects 153G) ÷ 1,300G= 121%
Non-stat effects (overall, estimate)
BasisMadness grants +2% damage per second in combat with a champion, capping at +6% after 3s; priced as an equivalent increase to the wearer's own median max HP. 50% for combat-only
- 1shorter time to kill is valued as the same % more of your own health
- 2Median max health 630–2,422 × 6% = 37.8–145.32 health equivalent. 37.8–145.32 × 3.33G × 50% uptime= 63–242G
- Match average: mean of levels 1–15 = 153G





