Hextech Rocketbelt
Short dash
Stats
Effect
Protobelt (Active): Dash forward and unleash a cone of magic bolts, dealing 100 + 10% Ability Power magic damage to enemies hit. (30 second Cooldown)
If a champion or monster is hit by more than one missile, each additional missile only deals 10% damage.
Growth Form
Analysis
Gold efficiencyGold efficiency 140% (#19 of 109 Upgraded items). Among 15 items within ±200G: #5 with effects.
Value breakdownWhite line = price
Same price range
2,700G ± 200G · ○ stats only → ● with effectsStat value 3,782G ÷ price 2,700G
- Price 2,700G (past this = over 100%)
- Added for overall (estimate)
- AP 701,750G70 × 25G
- Ability Haste 201,200G20 × 60G
- Health 250832G250 × 3.33G
- Proto Rocket damage (base only)219GLevel 1: 313, level 15: 168
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.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
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
- 1AP 70 × 25G= 1,750.0G
- 2Ability Haste 20 × 60G= 1,200.0G
- 3Health 250 × 3.33G= 832.5G
- 4Total 3,782.5G ÷ 2,700G= 140%
- 5Overall (estimate): (stat value 3,782G + non-stat effects 219G) ÷ 2,700G= 148%
Non-stat effects (overall, estimate)
BasisProtobelt dashes and deals 100 + 10% AP magic damage (30s interval); the 10% AP portion is a ratio counted against the reference build. The dash's own mobility value (a stat-like effect) isn't counted here either. 50% for combat-only
- 1100 ÷ 30s interval × 5 × 50% uptime = 8.33 per 5s. 8.33 ÷ median base regen 8–19 = 104–44%. 104–44 × 3G= 313–132G
- 2Ratio: reference build AP 0–280 × 10%= 0–28
- 3Same formula for 0–28= 0–36G
- 4Total 313–132G + 0–36G= 313–168G
- Match average: mean of levels 1–15 = 219G








