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ジークコンバージェンス
DefenseUpgraded

Zeke's Convergence

ZEKE'S CONVERGENCE
Ability hasteMobilityHealthArmorMagic resistSlowAlly buff

Price2,400 G Gold Eff144%

Stats

  • +300最大体力
  • +25物理防御
  • +25魔法防御
  • +10スキルヘイスト

Effect

Converge: Gain 10 ultimate ability haste.

Frostfire Tempest: Casting your ultimate ability deals 150 magic damage and slows enemies within 350 units by 30% over 5 seconds. If no enemy champion is in range when the ultimate is cast, the effect is delayed until up to 5 seconds later or until an enemy champion enters range. (30 second cooldown)

Gold Efficiency

Stat value ÷ price
Stat value3,449G÷Price2,400G=Gold efficiency144%
Overall* est.167%
Upgraded13 / 109
Where It Sits Among Its TierThe bright bar is this item; bar height = number of items
55%118%172%
BreakdownValue per stat

17% of the stat value comes from effects

Base
3,449G
Overall
4,013G
  • Price 2,400G (past this = over 100%)
  • Added for overall (estimate)
  • Health 300999G300 × 3.33G
  • Armor 25625G25 × 25G
  • Magic Resist 25625G25 × 25G
  • Ability Haste 10600G10 × 60G
  • Ability Haste 10600G10 × 60G
  • Frostfire Tempest damage297GLevel 1: 469, level 15: 197
  • Frostfire Tempest slow267GLevel 1: 192, level 15: 342
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.

Stat-granting effects count

Effects that grant stats (such as Overkill's +30% AP) are priced as stats, as Wild Rift Gold Efficiency does. Non-stat effects such as damage or healing aren't counted here (see the overall figure).

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.

Survival factor

Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.

Move speed % as flat

Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.

Champion median

Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.

Full Calculation
  1. 1Health 300 × 3.33G= 999.0G
  2. 2Armor 25 × 25G= 625.0G
  3. 3Magic Resist 25 × 25G= 625.0G
  4. 4Ability Haste 10 × 60G= 600.0G
  5. 5Ability Haste 10 × 60G= 600.0G
  6. 6Total 3,449.0G ÷ 2,400G= 144%
  7. 7Overall (estimate): (stat value 3,449G + non-stat effects 564G) ÷ 2,400G= 167%

Non-stat effects (overall, estimate)

Frostfire Tempest damage 150469〜197G

BasisFrostfire Tempest deals 150 magic damage when you cast your ultimate (30s interval). Splash to multiple targets is hard to approximate, so only one target is counted. The 10 ultimate haste is in gold efficiency. 50% for combat-only

  1. 1150 ÷ 30s interval × 5 × 50% uptime = 12.5 per 5s. 12.5 ÷ median base regen 8–19 = 156–66%. 156–66 × 3G= 469–197G
Frostfire Tempest slow (5s)192〜342G

BasisThe same effect slows nearby enemies by 30% over 5s; the enemy's slow is counted as the wearer's own move speed. Same interval and rate

  1. 130% × 56G (1% of median base move speed 350 × 16G) × 5s ÷ 30s interval × 50%= 140G
  2. 2Survival: +2.5% speed is counted as +2.5% effective health
  3. 3Median max health × 2.5% × health price= 52–202G
  4. 4Total 192–342G
  • Total 539–661G (level 1–15)
  • Match average: mean of levels 1–15 = 564G

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