Titanic Hydra
AoE bonus damage
Stats
- +450最大体力
- +40攻撃力
Effect
UNIQUE - Cleave: Every 1.75 seconds, your next attack deals bonus physical damage equal to 25 + 3% bonus Health (also applies to turrets), creating a shockwave (550 range) that deals physical damage equal to 80 + 10% bonus Health to enemies behind the target. (Ranged champions deal 75% of the damage.)
Gold Efficiency
Stat value ÷ price- Price 3,000G (past this = over 100%)
- Added for overall (estimate)
- AD 401,667G40 × 41.67G
- Health 4501,498G450 × 3.33G
- Cleave bonus damage1,374GLevel 1: 1,339, level 15: 1,511
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
- 1AD 40 × 41.67G= 1,666.8G
- 2Health 450 × 3.33G= 1,498.5G
- 3Total 3,165.3G ÷ 3,000G= 106%
- 4Overall (estimate): (stat value 3,165G + non-stat effects 1,374G) ÷ 3,000G= 151%
Non-stat effects (overall, estimate)
BasisCleave deals 25 + 3% bonus HP bonus physical damage on the next attack every 1.75s (also to towers), plus a shockwave for 80 + 10% bonus HP behind the target. Since the charge builds on a fixed timer rather than an attack-trigger, it's counted at its natural 1.75-second interval rather than the 8-second minimum. The 3% bonus HP on the first hit is a ratio counted against the reference build; the shockwave is hard to approximate and isn't counted
- 125 ÷ 1.75s interval × 5 × 50% uptime = 35.71 per 5s. 35.71 ÷ median base regen 8–19 = 446–188%. 446–188 × 3G= 1,339–564G
- 2Ratio: reference build bonus health 0–1,400 × 3%= 0–42
- 3Same formula for 0–42= 0–947G
- 4Total 1,339–564G + 0–947G= 1,339–1,511G
- Match average: mean of levels 1–15 = 1,374G








