Sundered Sky
Periodic empowered basic attack
Stats
- +350最大体力
- +40攻撃力
- +15スキルヘイスト
Effect
Lightshield Strike - The first attack against an enemy champion Critically Strikes (6s cooldown per target), dealing 160% damage and restoring Health (equal to 125% of base Attack Damage + 6% of missing Health) to you.
Gold Efficiency
Stat value ÷ price- Price 2,900G (past this = over 100%)
- Added for overall (estimate)
- AD 401,667G40 × 41.67G
- Health 3501,166G350 × 3.33G
- Ability Haste 15900G15 × 60G
- Lightshield Strike bonus (crit excess)356GLevel 1: 408, level 15: 324
- Lightshield Strike self-heal742GLevel 1: 850, level 15: 675
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
- 2Health 350 × 3.33G= 1,165.5G
- 3Ability Haste 15 × 60G= 900.0G
- 4Total 3,732.3G ÷ 2,900G= 129%
- 5Overall (estimate): (stat value 3,732G + non-stat effects 1,099G) ÷ 2,900G= 167%
Non-stat effects (overall, estimate)
BasisLightshield Strike's first AA on a champion always crits for 160% (6s interval per target, counted once per 8 seconds at minimum); the base 100% is already the normal attack, so only the 60% excess is counted as bonus damage. 50% for combat-only
- 134.8–65.7 ÷ 8s interval × 5 × 50% uptime = 10.88–20.53 per 5s. 10.88–20.53 ÷ median base regen 8–19 = 136–108%. 136–108 × 3G= 408–324G
BasisThe same proc heals 125% base AD + 6% of missing HP; the missing-HP term is dropped, only the base-AD term is counted. Same interval (8-second minimum)/uptime
- 172.5–136.88 ÷ 8s interval × 5 × 50% uptime = 22.66–42.77 per 5s. 22.66–42.77 ÷ median base regen 8–19 = 283–225%. 283–225 × 3G= 850–675G
- Total 1,000–1,257G (level 1–15)
- Match average: mean of levels 1–15 = 1,099G








