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ストライドブレイカー
PhysicalUpgraded

Stridebreaker

STRIDEBREAKER
Attack speedMobilityPhysicalHealthDashSlow

Dash, damage and slow nearby enemies

Price3,100 G Gold Eff124%

Stats

  • +400最大体力
  • +40攻撃力
  • +25%攻撃速度

Effect

STRIDE - Dealing physical damage grants 20 Movement Speed for 2s. BREAKING SHOCKWAVE - Dash a short distance forward and deal physical damage equal to 100% Attack Damage to nearby enemies. Enemies hit are slowed by 40% for 3s. (25s cooldown)

Gold Efficiency

Stat value ÷ price
Stat value3,832G÷Price3,100G=Gold efficiency124%
Max134%
Overall* est.143%
Upgraded44 / 109
Where It Sits Among Its TierThe bright bar is this item; bar height = number of items
55%118%172%
BreakdownValue per stat
Base
3,832G
Max
4,152G
Overall
4,436G
  • Price 3,100G (past this = over 100%)
  • Added at max
  • Added for overall (estimate)
  • AD 401,667G40 × 41.67G
  • Health 4001,332G400 × 3.33G
  • Attack Speed 25%833G25% × 33.33G
  • Move Speed 20320G20 × 16G
  • Breaking Shockwave bonus damage348GLevel 1: 218, level 15: 457
  • Breaking Shockwave slow257GLevel 1: 185, level 15: 328
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).

Max = fully stacked

Max is the value at full stacks, level 15, or with the condition met. The rank uses the regular figure.

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.

Champion median

Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.

Ratios use a reference build

Build-dependent ratios such as 10% bonus AD are counted against a reference build (an assumption): 0 / 1 / 2 / 4 finished items at levels 1 / 5 / 10 / 15 (linear in between), each worth the median of the finished items that have that stat (AD 45 / AP 70 / health 350 / armor 40 / magic resist 40). Effects with ratios of two or more types (AD / AP / tank: health, armor, magic resist) count only the highest type (items use their own type), since four finished items can't be four of each type. In the Build Lab's combat power, the ratios use your actual build instead.

Survival factor

Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.

Move speed % as flat

Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.

Full Calculation
  1. 1AD 40 × 41.67G= 1,666.8G
  2. 2Health 400 × 3.33G= 1,332.0G
  3. 3Attack Speed 25% × 33.33G= 833.25G
  4. 4Total 3,832.05G ÷ 3,100G= 124%
  5. 5Max adds: Move Speed 20 × 16G= 320.0G
  6. 6Max 4,152.05G ÷ 3,100G= 134%
  7. 7Overall (estimate): (stat value 3,832G + non-stat effects 604G) ÷ 3,100G= 143%

Non-stat effects (overall, estimate)

Breaking Shockwave bonus damage 58–109.5218〜457G

BasisBreaking Shockwave deals 100% (total) AD physical damage to nearby enemies via a short dash (25s interval); the CN wording is total AD (base+bonus), so the base-AD share uses the median and the bonus-AD share is a ratio counted against the reference build. Stride's +20 MS for 2s is counted in gold efficiency's max column. 50% for combat-only

  1. 158–109.5 ÷ 25s interval × 5 × 50% uptime = 5.8–10.95 per 5s. 5.8–10.95 ÷ median base regen 8–19 = 73–58%. 73–58 × 3G= 218–173G
  2. 2Ratio: reference build bonus AD 0–180 × 100%= 0–180
  3. 3Same formula for 0–180= 0–284G
  4. 4Total 218–173G + 0–284G= 218–457G
Breaking Shockwave slow (3s)185〜328G

BasisThe same proc slows hit enemies 40% for 3s; counted as the wearer's own move speed. Same interval/uptime

  1. 140% × 56G (1% of median base move speed 350 × 16G) × 3s ÷ 25s interval × 50%= 134G
  2. 2Survival: +2.4% speed is counted as +2.4% effective health
  3. 3Median max health × 2.4% × health price= 50–194G
  4. 4Total 185–328G
  • Total 402–785G (level 1–15)
  • Match average: mean of levels 1–15 = 604G

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