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ステラックの篭手
PhysicalUpgraded

Sterak's Gage

STERAK'S GAGE
HealthShieldTenacity

Shield triggers when damaged

Price3,200 G Gold Eff86%

Stats

  • +400最大体力
  • +20%行動妨害耐性

Effect

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.

Lifeline: Damage that puts you under 35% Health grants a shield equal to 75% bonus Health that decays over 5 seconds. (70 second cooldown)

Sterak's Fury: Triggering Lifeline increases size and strength for 8 seconds.

Gold Efficiency

Stat value ÷ price
Stat value2,747G÷Price3,200G=Gold efficiency86%
Max119%
Overall* est.101%
Upgraded106 / 109
Where It Sits Among Its TierThe bright bar is this item; bar height = number of items
55%118%172%
BreakdownValue per stat

44% of the stat value comes from effects

Base
2,747G
Max
3,820G
Overall
3,247G
  • Price 3,200G (past this = over 100%)
  • Added at max
  • Added for overall (estimate)
  • Health 4001,332G400 × 3.33G
  • AD 291,208Gmedian base AD 58 × 50%29 × 41.67G
  • Tenacity 20%207G20% × 10.33G
  • AD 25.751,073GExtra at level 15: median base AD 109.5 × 50% − the level 1 part25.75 × 41.67G
  • Lifeline shield500GLevel 1: 500, level 15: 500
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.

Stat-granting effects count

Effects that grant stats (such as Overkill's +30% AP) are priced as stats, as Wild Rift Gold Efficiency does. Non-stat effects such as damage or healing aren't counted here (see the overall figure).

Champion median

Effects based on champion values such as max mana or base AD use the median of all champions, so they can differ slightly from Wild Rift Gold Efficiency, which uses a specific champion.

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.

Full Calculation
  1. 1Health 400 × 3.33G= 1,332.0G
  2. 2median base AD 58 × 50%= AD 29
  3. 3AD 29 × 41.67G= 1,208.43G
  4. 4Tenacity 20% × 10.33G= 206.6G
  5. 5Total 2,747.03G ÷ 3,200G= 86%
  6. 6Extra at level 15: median base AD 109.5 × 50% the level 1 part= AD 25.75
  7. 7Max adds: AD 25.75 × 41.67G= 1,073.0G
  8. 8Max 3,820.03G ÷ 3,200G= 119%
  9. 9Overall (estimate): (stat value 2,747G + non-stat effects 500G) ÷ 3,200G= 101%

Non-stat effects (overall, estimate)

Lifeline shield: 300500G

BasisHeavy Handed (AD = 50% base AD) is already counted in the base gold efficiency. Lifeline grants a shield of 75% bonus health. Bonus health depends on the champion and other items, so this item's own health value is used (the same approach as Overlord's Bloodmail's gold efficiency). With an interval of 20s or more, it's priced as extra health held per fight, halved for the 5-second decay

  1. 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. 300 × 3.33G health price × 10 ÷ 10 fights × 50% (average value of a shield that decays over 5s)= 500G

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