Warmog's Armor
HP regen out of combat
Stats
- +700最大体力
- +20スキルヘイスト
- +100%体力自動回復
Effect
UNIQUE - WARMOG'S HEART: If you have at least 950 bonus health, regenerate 3.5% maximum health per second if you haven't taken damage with the last 5 seconds. UNIQUE - BLESSED: Increases all healing and shielding effects on you by 30%.
Gold Efficiency
Stat value ÷ price- Price 2,850G (past this = over 100%)
- Added at max
- Added for overall (estimate)
- Health 7002,331G700 × 3.33G
- Ability Haste 201,200G20 × 60G
- Health Regen 100%300G100% × 3G
- Heal & Shield Power 30%1,252G30% × 41.75G
- Warmog's Heart regen1,977GLevel 1: 1,034, level 15: 2,640
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.
Full Calculation
- 1Health 700 × 3.33G= 2,331.0G
- 2Ability Haste 20 × 60G= 1,200.0G
- 3Health Regen 100% × 3G= 300.0G
- 4Total 3,831.0G ÷ 2,850G= 134%
- 5Max adds: Heal & Shield Power 30% × 41.75G= 1,252.5G
- 6Max 5,083.5G ÷ 2,850G= 178%
- 7Overall (estimate): (stat value 3,831G + non-stat effects 1,977G) ÷ 2,850G= 204%
Non-stat effects (overall, estimate)
BasisWarmog's Heart regenerates 3.5% of max health per second (the champion's share at the median, the bonus-health share as a 3.5% ratio against the reference build) with 950+ bonus health and no damage taken for 5s. Since this repeats on a timer, the 8-second minimum doesn't apply. 50% for the periods without incoming damage; this item alone gives 700 health, so reaching the 950 threshold needs other health items too, hence the 0.5 factor
- 122.05–84.77 ÷ 1s interval × 5 × 50% uptime × 50% (needs 950 bonus health (this item alone gives 700)) = 27.56–105.96 per 5s. 27.56–105.96 ÷ median base regen 8–19 = 345–558%. 345–558 × 3G= 1,034–1,673G
- 2Ratio: reference build bonus health 0–1,400 × 3.5%= 0–49
- 3Same formula for 0–49= 0–967G
- 4Total 1,034–1,673G + 0–967G= 1,034–2,640G
- Match average: mean of levels 1–15 = 1,977G







