- +40攻撃力
- +40魔力
- +30%攻撃速度
- +4%移動速度
Statikk Shiv
Energized attacks fire chain lightning
Energized: Moving and attacking generate an Energized attack.
Electrospark: Your Energized attack fires chain lightning that bounces to additional targets. Bounce count: 3 / 4 / 5 / 6, increasing at levels 1 / 5 / 9 / 13, dealing 60 magic damage, increased to 90 against minions and monsters. Applies on-hit effects to secondary bounce targets.
ElectroShock: Basic attacks grant 5 bonus Energized stacks.
- Price 3,000G (past this = over 100%)
- Added for overall (estimate)
- AD 401,667G40 × 41.67G
- AP 401,000G40 × 25G
- Attack Speed 30%1,000G30% × 33.33G
- Move Speed 4%60G4% × 15G
- Electrospark bonus magic damage (one target)446GLevel 1: 703, level 15: 296
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.
Full Calculation
- 1AD 40 × 41.67G= 1,666.8G
- 2AP 40 × 25G= 1,000.0G
- 3Attack Speed 30% × 33.33G= 999.9G
- 4Move Speed 4% × 15G= 60.0G
- 5Total 3,726.7G ÷ 3,000G= 124%
- 6Overall (estimate): (stat value 3,727G + non-stat effects 446G) ÷ 3,000G= 139%
Non-stat effects (overall, estimate)
BasisElectrospark makes your Energized attack fire chain lightning dealing 60 magic damage per bounce (3-6 bounces). Bounces to other targets are hard to approximate, so only one target's 60 is counted. Energized charges from moving and attacking with no stated rate; as an attack-triggered repeating effect, it's counted once per 8 seconds at minimum (ElectroShock charging it faster doesn't change this). 50% for combat-only
- 160 ÷ 8s interval × 5 × 50% uptime = 18.75 per 5s. 18.75 ÷ median base regen 8–19 = 234–99%. 234–99 × 3G= 703–296G
- Match average: mean of levels 1–15 = 446G










