Immortal Boots
Deal bonus damage, or increase healing and shielding
Stats
Effect
Balance of Power: Gain 12 Attack Damage or 20 Ability Power (Adaptive).
Conversion: Gain 5% Omnivamp, plus 0.5% Omnivamp per takedown participation, up to an additional 5%.
Now and Forever: While above 50% Health, deal 5% bonus damage. While below 50% Health, gain 12% increased Healing and Shielding.
Growth Form
Analysis
Gold efficiencyGold efficiency 73% (#108 of 109 Upgraded items). Among 7 items within ±200G: #7 with effects.
Value breakdownWhite line = price
Same price range
2,000G ± 200G · ○ stats only → ● with effectsStat value 1,450G ÷ price 2,000G
50% of the stat value comes from effects
- Price 2,000G (past this = over 100%)
- Added at max
- Added for overall (estimate)
- Move Speed 45720G45 × 16G
- AD 12 (adaptive)500G12 × 41.67G
- Omnivamp 5%230G5% × 46G
- Omnivamp 5%230G5% × 46G
- Heal & Shield Power 12%501G12% × 41.75G
- Now and Forever (damage amp above 50% HP)127GLevel 1: 52, level 15: 202
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.
Stat-granting effects count
Effects that grant stats (such as Overkill's +30% AP) are priced as stats, as Wild Rift Gold Efficiency does. Non-stat effects such as damage or healing aren't counted here (see the overall figure).
The higher of AD and AP
Adaptive bonuses count only whichever of AD or AP is worth more.
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).
Max = fully stacked
Max is the value at full stacks, level 15, or with the condition met. The rank uses the regular figure.
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
- 1Move Speed 45 × 16G= 720.0G
- 2AD 12 × 41.67G= 500.04G
- 3Omnivamp 5% × 46G= 230.0G
- 4Total 1,450.04G ÷ 2,000G= 73%
- 5Max adds: Omnivamp 5% × 46G= 230.0G
- 6Max adds: Heal & Shield Power 12% × 41.75G= 501.0G
- 7Max 2,181.04G ÷ 2,000G= 109%
- 8Overall (estimate): (stat value 1,450G + non-stat effects 127G) ÷ 2,000G= 79%
Non-stat effects (overall, estimate)
BasisBalance of Power and Conversion are already counted in the base gold efficiency. Now and Forever grants +5% damage while above 50% HP; priced as an equivalent increase to the wearer's own median max HP. The +12% heal/shield power below 50% HP is counted in gold efficiency's max column. 50% for combat-only
- 1shorter time to kill is valued as the same % more of your own health
- 2Median max health 630–2,422 × 5% = 31.5–121.1 health equivalent. 31.5–121.1 × 3.33G × 50% uptime= 52–202G
- Match average: mean of levels 1–15 = 127G






