Hullbreaker
Boosts split-pushing
Stats
- +400最大体力
- +50攻撃力
- +5%移動速度
Effect
Set Sail: +5% Movement Speed.
Skipper: Every 4th attack against champions and epic monsters deals bonus physical damage equal to 160% base Attack Damage + 5% bonus Health (ranged champions deal 40% of this damage), increased to 240% base Attack Damage + 9% bonus Health against structures (ranged champions deal 40% of this damage).
Boarding Party: Nearby allied siege and super minions gain 20-130 Armor (25% for ranged champions) and 10-120 Magic Resist (25% for ranged champions), scaling with level.
Gold Efficiency
Stat value ÷ price- Price 3,100G (past this = over 100%)
- Added for overall (estimate)
- AD 502,084G50 × 41.67G
- Health 4001,332G400 × 3.33G
- Move Speed 5%75G5% × 15G
- Skipper bonus damage (base only)799GLevel 1: 761, level 15: 847
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.
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.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Melee/ranged average
Effects that differ for melee and ranged champions use the average of the two, since no specific champion is assumed.
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
- 1AD 50 × 41.67G= 2,083.5G
- 2Health 400 × 3.33G= 1,332.0G
- 3Move Speed 5% × 15G= 75.0G
- 4Total 3,490.5G ÷ 3,100G= 113%
- 5Overall (estimate): (stat value 3,490G + non-stat effects 799G) ÷ 3,100G= 138%
Non-stat effects (overall, estimate)
BasisThe +5% MS (Set Sail) is already a real stat and isn't counted. Skipper deals 160% base AD + 5% bonus HP bonus physical damage every 4th AA against a champion/epic monster (ranged deals 40% of that). Averaged across melee (160%) and ranged (64%) to 112%. The 5% bonus HP term (from the EN text; the CN text drops the word, '+5%额外') is averaged the same way to 3.5%, a ratio counted against the reference build. The every-4th-hit cadence is approximated at once per 8 seconds. 50% for combat-only
- 164.96–122.64 ÷ 8s interval × 5 × 50% uptime = 20.3–38.33 per 5s. 20.3–38.33 ÷ median base regen 8–19 = 254–202%. 254–202 × 3G= 761–605G
- 2Ratio: reference build bonus health 0–1,400 × 3.5%= 0–49
- 3Same formula for 0–49= 0–242G
- 4Total 761–605G + 0–242G= 761–847G
- Match average: mean of levels 1–15 = 799G







