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モレロノミコン
MagicUpgraded

Morellonomicon

MORELLONOMICON
Ability hasteMagicHealthHealing cut

Magic damage applies Grievous Wounds

Price2,650 G Gold Eff142%

Stats

  • +300最大体力
  • +75魔力
  • +15スキルヘイスト

Effect

UNIQUE - AFFLICTION: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.

Gold Efficiency

Stat value ÷ price
Stat value3,774G÷Price2,650G=Gold efficiency142%
Overall* est.173%
Upgraded15 / 109
Where It Sits Among Its TierThe bright bar is this item; bar height = number of items
55%118%172%
BreakdownValue per stat
Base
3,774G
Overall
4,597G
  • Price 2,650G (past this = over 100%)
  • Added for overall (estimate)
  • AP 751,875G75 × 25G
  • Health 300999G300 × 3.33G
  • Ability Haste 15900G15 × 60G
  • Grievous Wounds application823GLevel 1: 591, level 15: 956
How This Is CountedTap for details
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.

Damage valued like healing

Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.

Full Calculation
  1. 1AP 75 × 25G= 1,875.0G
  2. 2Health 300 × 3.33G= 999.0G
  3. 3Ability Haste 15 × 60G= 900.0G
  4. 4Total 3,774.0G ÷ 2,650G= 142%
  5. 5Overall (estimate): (stat value 3,774G + non-stat effects 823G) ÷ 2,650G= 173%

Non-stat effects (overall, estimate)

Grievous Wounds application 31.5–121.1591〜956G

BasisAffliction applies 50% Grievous Wounds for 3s on magic damage; priced like Ignite, assuming the target would regen 10% max HP over 5s, so the negated 10%*50%=5% is counted as damage. Treated as roughly always-on in combat as a time-based repeating effect. 50% for combat-only

  1. 131.5–121.1 ÷ 5s interval × 5 × 50% uptime = 15.75–60.55 per 5s. 15.75–60.55 ÷ median base regen 8–19 = 197–319%. 197–319 × 3G= 591–956G
  • Match average: mean of levels 1–15 = 823G

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