Mantle of the Twelfth Hour
At low HP, gain max Health and Move Speed
Stats
- +600最大体力
- +20スキルヘイスト
Effect
Lifeline: When you drop below 30% max Health, immediately gain 200 - 300 bonus Health for 5 seconds, and heal over 5 seconds for 200 - 400 + 120% bonus Armor + 120% bonus Magic Resistance + 15% bonus Health. During this time, gain 10% size, 10% bonus Movement Speed, and 20% Tenacity. (70 second cooldown)
Gold Efficiency
Stat value ÷ price- Price 2,550G (past this = over 100%)
- Added at max
- Added for overall (estimate)
- Health 6001,998G600 × 3.33G
- Ability Haste 201,200G20 × 60G
- Move Speed 10%150G10% × 15G
- Tenacity 20%207G20% × 10.33G
- Lifeline max HP increase833GLevel 1: 666, level 15: 999
- Lifeline heal1,873GLevel 1: 666, level 15: 3,310
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).
Max = fully stacked
Max is the value at full stacks, level 15, or with the condition met. The rank uses the regular figure.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
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
- 1Health 600 × 3.33G= 1,998.0G
- 2Ability Haste 20 × 60G= 1,200.0G
- 3Total 3,198.0G ÷ 2,550G= 125%
- 4Max adds: Move Speed 10% × 15G= 150.0G
- 5Max adds: Tenacity 20% × 10.33G= 206.6G
- 6Max 3,554.6G ÷ 2,550G= 139%
- 7Overall (estimate): (stat value 3,198G + non-stat effects 2,705G) ÷ 2,550G= 231%
Non-stat effects (overall, estimate)
BasisDropping below 30% HP grants +200-300 bonus HP for 5s (70s interval). The temporary HP is priced like a shield, as extra health held per fight. The +20% tenacity and +10% bonus move speed (5s) are in the max column
- 1valued as extra health in every fight; 10 fights in a 15-minute match (one per 90s). 900s match ÷ 70s interval = 12.86 uses, capped at 10 fights → 10. 200–300 × 3.33G health price × 10 ÷ 10 fights= 666–999G
BasisThe same trigger heals 200-400 (by level) over 5s. The 120% bonus armor / 120% bonus MR / 15% bonus HP parts are ratios counted against the reference build. With an interval of 20s or more, it's priced as extra health held per fight (same as Redemption's heal)
- 1valued as extra health in every fight; 10 fights in a 15-minute match (one per 90s). 900s match ÷ 70s interval = 12.86 uses, capped at 10 fights → 10. 200–400 × 3.33G health price × 10 ÷ 10 fights= 666–1,332G
- 2Ratio: reference build bonus armor 0–160 × 120%= 0–192
- 3Same formula for 0–192= 0–639G
- 4Ratio: reference build bonus magic resist 0–160 × 120%= 0–192
- 5Same formula for 0–192= 0–639G
- 6Ratio: reference build bonus health 0–1,400 × 15%= 0–210
- 7Same formula for 0–210= 0–700G
- 8Total 666–1,332G + 0–1,978G= 666–3,310G
- Total 1,332–4,309G (level 1–15)
- Match average: mean of levels 1–15 = 2,705G







