Horizon Focus
Bonus damage vs marked targets
Stats
- +80魔力
- +25スキルヘイスト
Effect
Hypershot: Damaging an enemy champion with an ability from at least 600 units away reveals them for 8 seconds and increases the damage you deal to them by 10%.
Focus: When Hypershot triggers, every other enemy champion within 1200 units of the target is revealed for 3 seconds. (12s cooldown)
Gold Efficiency
Stat value ÷ price- Price 2,700G (past this = over 100%)
- Added for overall (estimate)
- AP 802,000G80 × 25G
- Ability Haste 251,500G25 × 60G
- Hypershot damage amp203GLevel 1: 84, level 15: 323
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 80 × 25G= 2,000.0G
- 2Ability Haste 25 × 60G= 1,500.0G
- 3Total 3,500.0G ÷ 2,700G= 130%
- 4Overall (estimate): (stat value 3,500G + non-stat effects 203G) ÷ 2,700G= 137%
Non-stat effects (overall, estimate)
BasisHypershot grants +10% damage to a champion hit from 600+ units away for 8s; priced as an equivalent increase to the wearer's own median max HP. Rounded down to 8% since landing long-range hits repeatedly isn't guaranteed. 50% for combat-only
- 1shorter time to kill is valued as the same % more of your own health
- 2Median max health 630–2,422 × 8% = 50.4–193.76 health equivalent. 50.4–193.76 × 3.33G × 50% uptime= 84–323G
- Match average: mean of levels 1–15 = 203G






