Hollow Radiance
AoE magic damage
Stats
- +400最大体力
- +40魔法防御
- +15スキルヘイスト
Effect
IMMOLATE: While in combat, deal Magic Damage equal to (20 ~ 30 + 1% Bonus Health) per second for 5s. Deals 125% Damage against monsters and 200% Damage against minions. DESOLATE: Killing a neutral monster or an enemy deals Magic Damage equal to (30 + 2% Bonus Health) in an area around them.
Gold Efficiency
Stat value ÷ price- Price 2,800G (past this = over 100%)
- Added for overall (estimate)
- Health 4001,332G400 × 3.33G
- Magic Resist 401,000G40 × 25G
- Ability Haste 15900G15 × 60G
- Immolate aura damage (per combat entry)97GLevel 1: 104, level 15: 96
- Desolate on-kill magic damage300GLevel 1: 352, level 15: 286
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.
One takedown per 90s
One kill or assist every 90 seconds (10 in a 15-minute match) is assumed. Uncapped stacks count half of that as the mid-match average.
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.
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.
Full Calculation
- 1Health 400 × 3.33G= 1,332.0G
- 2Magic Resist 40 × 25G= 1,000.0G
- 3Ability Haste 15 × 60G= 900.0G
- 4Total 3,232.0G ÷ 2,800G= 115%
- 5Overall (estimate): (stat value 3,232G + non-stat effects 397G) ÷ 2,800G= 130%
Non-stat effects (overall, estimate)
BasisImmolate deals 20-30 (+1% bonus HP) magic damage per second to nearby enemies for 5s on entering combat; the flat 5-second total (100-150) is used as a single value, and 1% bonus HP x 5s = 5% is a ratio counted against the reference build. Combat-entry frequency is approximated at the same 90s cadence as a takedown. 50% for combat-only
- 1100–150 ÷ 90s interval × 5 × 50% uptime = 2.78–4.17 per 5s. 2.78–4.17 ÷ median base regen 8–19 = 35–22%. 35–22 × 3G= 104–66G
- 2Ratio: reference build bonus health 0–1,400 × 5%= 0–70
- 3Same formula for 0–70= 0–30G
- 4Total 104–66G + 0–30G= 104–96G
BasisDesolate deals 30 + 2% bonus HP magic damage around a slain neutral monster or enemy; the 2% bonus HP term is a ratio counted against the reference build. This can also trigger on minion/monster kills so the real rate is likely higher, but with no stated cadence this uses the 8-second minimum as a rough approximation. 50% for combat-only
- 130 ÷ 8s interval × 5 × 50% uptime = 9.38 per 5s. 9.38 ÷ median base regen 8–19 = 117–49%. 117–49 × 3G= 352–148G
- 2Ratio: reference build bonus health 0–1,400 × 2%= 0–28
- 3Same formula for 0–28= 0–138G
- 4Total 352–148G + 0–138G= 352–286G
- Total 383–456G (level 1–15)
- Match average: mean of levels 1–15 = 397G









