Kraken Slayer
Deal bonus physical damage
Stats
- +45攻撃力
- +35%攻撃速度
- +4%移動速度
Effect
Bring It Down: Every third attack deals 150 - 210 bonus physical damage, or 120 - 168 for ranged champions. This damage is increased based on the target's missing Health. For every 1% Health the target is missing, damage increases by 0.75%, up to 75%.
Gold Efficiency
Stat value ÷ price- Price 2,900G (past this = over 100%)
- Added for overall (estimate)
- AD 451,875G45 × 41.67G
- Attack Speed 35%1,167G35% × 33.33G
- Move Speed 4%60G4% × 15G
- Bring It Down bonus damage (base only)1,172GLevel 1: 1,582, level 15: 933
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.
Full Calculation
- 1AD 45 × 41.67G= 1,875.15G
- 2Attack Speed 35% × 33.33G= 1,166.55G
- 3Move Speed 4% × 15G= 60.0G
- 4Total 3,101.7G ÷ 2,900G= 107%
- 5Overall (estimate): (stat value 3,102G + non-stat effects 1,172G) ÷ 2,900G= 147%
Non-stat effects (overall, estimate)
BasisBring It Down deals 150-210 (melee) / 120-168 (ranged, by level) bonus physical damage every 3rd attack; averaged to 135-189. The missing-HP amplification (up to +75%) is hard to approximate, so only the base is counted. The every-3rd-hit cadence is approximated at once per 8 seconds. 50% for combat-only
- 1135–189 ÷ 8s interval × 5 × 50% uptime = 42.19–59.06 per 5s. 42.19–59.06 ÷ median base regen 8–19 = 527–311%. 527–311 × 3G= 1,582–933G
- Match average: mean of levels 1–15 = 1,172G








