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モータルリマインダー
PhysicalUpgraded

Mortal Reminder

MORTAL REMINDER
CritArmor penPhysicalHealing cut

Armor Pen and Grievous Wounds

Price3,000 G Gold Eff157%

Stats

  • +35攻撃力
  • +25%クリティカル率
  • +30%物理防御貫通率

Effect

Sepsis: Physical damage dealt to enemy champions applies 50% Grievous Wounds for 3 seconds.

Gold Efficiency

Stat value ÷ price
Stat value4,709G÷Price3,000G=Gold efficiency157%
Overall* est.184%
Upgraded4 / 109
Where It Sits Among Its TierThe bright bar is this item; bar height = number of items
55%118%172%
BreakdownValue per stat
Base
4,709G
Overall
5,532G
  • Price 3,000G (past this = over 100%)
  • Added for overall (estimate)
  • Armor Pen 30%2,000G30% × 66.67G
  • AD 351,458G35 × 41.67G
  • Crit Rate 25%1,250G25% × 50G
  • Sepsis Grievous Wounds823GLevel 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. 1Armor Pen 30% × 66.67G= 2,000.1G
  2. 2AD 35 × 41.67G= 1,458.45G
  3. 3Crit Rate 25% × 50G= 1,250.0G
  4. 4Total 4,708.55G ÷ 3,000G= 157%
  5. 5Overall (estimate): (stat value 4,709G + non-stat effects 823G) ÷ 3,000G= 184%

Non-stat effects (overall, estimate)

Sepsis Grievous Wounds 31.5–121.1591〜956G

BasisThe +30% armor pen is already in gold efficiency. Sepsis applies 50% Grievous Wounds for 3s on physical damage to enemy champions; priced like Ignite, negating 10%*50%=5%. Treated as roughly always-on 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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