Spectral Sickle
Bonus gold for hitting champions or structures
Stats
- +10攻撃力または+20魔力(アダプティブ)
Effect
Attack champions and structures to gain bonus gold This item is for support players. When equipped, it will reduce the gold you receive from killing minions and monsters. If there are multiples of this item within the party, only one of them can take effect at any given time. Versatile: Gain 10 Attack Damage or 20 Ability Power (Adaptive). Tribute: Gain 1 encircling energy orb(s) every 30 seconds (max 3 orbs). While near an ally, the actions below will trigger Tribute, consuming 1 energy orb(s) to grant you 65 gold and restore your Health 20-80: 1. Using abilities or attacks to damage enemy champions or structures. 2. Attacking minions below 65% Health. This also executes them, and the gold generated from the minion kills is given to the ally nearest to you. 3. A nearby minion is killed while you have 3 orbs. Upon triggering Tribute, the ally nearest to you gains Tribute stacks. Sentry: Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. Restraint: You do not earn gold generated from minion kills, but you earn gold equal to 50% of the bounty. The gold generated from your minion kills will be given to the ally nearest to you. Gold earned from monster kills is reduced by 50%. Earn 750 gold with this item to transform it into Black Mist Scythe and bind you and the ally with the most Tribute stacks as Perfect Partners
Gold Efficiency
Stat value ÷ price100% of the stat value comes from effects
- Price 500G (past this = over 100%)
- Added for overall (estimate)
- AP 20 (adaptive)500G20 × 25G
- Tribute gold375GLevel 1: 375, level 15: 375
- Tribute heal90GLevel 1: 63, level 15: 105
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.
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).
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.
Full Calculation
- 1AP 20 × 25G= 500.0G
- 2Total 500.0G ÷ 500G= 100%
- 3Overall (estimate): (stat value 500G + non-stat effects 465G) ÷ 500G= 193%
Non-stat effects (overall, estimate)
BasisOne energy orb builds every 30s (max 3); spending one near an ally (e.g. by damaging an enemy) grants 65 gold. The item upgrades to Black Mist Scythe after 750 gold, so at most 750 gold can be earned per match; half of the 15-minute total is used as the mid-match average. 50% for combat use
- 165G × (900s match ÷ 30s interval) × 50% uptime= 750G per match
- 2Half as the mid-match average= 375G
BasisEach orb spent heals 20-80; one orb builds every 30s. Priced as health regen. 50% for combat use
- 120–80 ÷ 30s interval × 5 × 50% uptime = 1.67–6.67 per 5s. 1.67–6.67 ÷ median base regen 8–19 = 21–35%. 21–35 × 3G= 63–105G
- Total 438–480G (level 1–15)
- Match average: mean of levels 1–15 = 465G