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サンファイアイージス
DefenseUpgraded

Sunfire Aegis

SUNFIRE AEGIS
Ability hasteHealthArmorImmolate

Burn nearby enemies

Price2,900 G Gold Eff106%

Stats

  • +350最大体力
  • +40物理防御
  • +15スキルヘイスト

Effect

Immolate: Upon entering combat, deals 20 + 1.5% bonus Health Magic Damage to nearby enemies every second. Immolate deals 175%–250% damage to minions and 130% damage to monsters.

Gold Efficiency

Stat value ÷ price
Stat value3,066G÷Price2,900G=Gold efficiency106%
Overall* est.163%
Upgraded81 / 109
Where It Sits Among Its TierThe bright bar is this item; bar height = number of items
55%118%172%
BreakdownValue per stat
Base
3,066G
Overall
4,714G
  • Price 2,900G (past this = over 100%)
  • Added for overall (estimate)
  • Health 3501,166G350 × 3.33G
  • Armor 401,000G40 × 25G
  • Ability Haste 15900G15 × 60G
  • Immolate aura damage1,649GLevel 1: 1,875, level 15: 1,618
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).

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.

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.

Full Calculation
  1. 1Health 350 × 3.33G= 1,165.5G
  2. 2Armor 40 × 25G= 1,000.0G
  3. 3Ability Haste 15 × 60G= 900.0G
  4. 4Total 3,065.5G ÷ 2,900G= 106%
  5. 5Overall (estimate): (stat value 3,066G + non-stat effects 1,649G) ÷ 2,900G= 163%

Non-stat effects (overall, estimate)

Immolate aura damage 201,875〜1,618G

BasisImmolate deals 20 + 1.5% bonus HP magic damage per second to nearby enemies once in combat; the flat portion is spread over the 1s tick, and the 1.5% bonus HP part is a ratio counted against the reference build. With no stated end time, this is treated as a near-continuous aura at its natural 1-second interval rather than the 8-second minimum. 50% for combat-only

  1. 120 ÷ 1s interval × 5 × 50% uptime = 50 per 5s. 50 ÷ median base regen 8–19 = 625–263%. 625–263 × 3G= 1,875–789G
  2. 2Ratio: reference build bonus health 0–1,400 × 1.5%= 0–21
  3. 3Same formula for 0–21= 0–829G
  4. 4Total 1,875–789G + 0–829G= 1,875–1,618G
  • Match average: mean of levels 1–15 = 1,649G

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