Thornmail
Reflects attack damage, applies Grievous Wounds
Stats
- +200最大体力
- +75物理防御
Effect
Thorns: When hit by a basic attack, reflect (20 + 6% bonus Armor + 1% bonus Health) magic damage back to the attacker.
Entangle: When an enemy champion strikes you with a basic attack, or when you deal damage to one, apply 50% Grievous Wounds to them for 3 seconds.
Gold Efficiency
Stat value ÷ price- Price 2,700G (past this = over 100%)
- Added for overall (estimate)
- Armor 751,875G75 × 25G
- Health 200666G200 × 3.33G
- Thorns reflect damage (base only)213GLevel 1: 234, level 15: 215
- Vice Grip Grievous Wounds823GLevel 1: 591, level 15: 956
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.
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
- 1Armor 75 × 25G= 1,875.0G
- 2Health 200 × 3.33G= 666.0G
- 3Total 2,541.0G ÷ 2,700G= 94%
- 4Overall (estimate): (stat value 2,541G + non-stat effects 1,036G) ÷ 2,700G= 132%
Non-stat effects (overall, estimate)
BasisThorns reflects 20 + 6% bonus armor + 1% bonus HP magic damage to an attacker on being hit; the 6% bonus armor and 1% bonus HP terms are ratios counted against the reference build. Since it happens whenever hit, it's counted once per 8 seconds at minimum. 50% for combat-only
- 120 ÷ 8s interval × 5 × 50% uptime = 6.25 per 5s. 6.25 ÷ median base regen 8–19 = 78–33%. 78–33 × 3G= 234–99G
- 2Ratio: reference build bonus armor 0–160 × 6%= 0–9.6
- 3Same formula for 0–9.6= 0–47G
- 4Ratio: reference build bonus health 0–1,400 × 1%= 0–14
- 5Same formula for 0–14= 0–69G
- 6Total 234–99G + 0–116G= 234–215G
BasisEntangle applies 50% Grievous Wounds for 3s on being hit by or damaging a champion, priced like Ignite (negates 10%*50%=5%). Treated as roughly always-on as a time-based repeating effect. 50% for combat-only
- 131.5–121.1 ÷ 5s interval × 5 × 50% uptime = 15.75–60.55 per 5s. 15.75–60.55 ÷ median base regen 8–19 = 197–319%. 197–319 × 3G= 591–956G
- Total 825–1,171G (level 1–15)
- Match average: mean of levels 1–15 = 1,036G







