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魂の収穫
Keystone

Dark Harvest

DARK HARVEST
PhysicalMagicAdaptive

Harvest souls from low-health foes

Effect

Damaging a champion below 50% Health deals adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 11. (20 second cooldown. Resets to 1 second on takedown.) Dark Harvest Damage: 35 + 11 per soul (+10% bonus AD +5% bonus AP)

Gold Equivalent

Priced at item unit costs
250Gequivalent (match average)* estimate

Set by Proc damage alone

02505007501,000250
  • This rune
  • Other keystones
  • Flash 971

#12 of 13 keystones. Lowest: First Strike 171G; highest: Empowerment 891G

BreakdownMatch average per effect
  • Proc damage250G100%Lv1 164 → Lv15 322
By LevelThe headline is the mean of levels 1–15
  • Gold eq.
  • Match average 250
  • Flash 971
Lv1Lv5Lv10Lv15
Gold eq.164247248322
Assumptions Behind This ValueTap for details
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
Proc damage 35–145164〜322G

BasisIn-game text (captured 2026-09-23): 35 + 11 per soul. Souls build up over the match: assumed 0 at level 1, 3 at level 5, 5 at level 10 and 10 at level 15, so 35, 68, 90 and 145 damage. Spread over the 20s cooldown with the Heal formula; the 10% bonus AD / 5% AP ratios are counted against the reference build; only the higher of the AD-type and AP-type values is added; 50% because it only fires on champions below 50% HP

  1. 135–145 ÷ 20s interval × 5 × 50% uptime = 4.38–18.12 per 5s. 4.38–18.12 ÷ median base regen 8–19 = 55–95%. 55–95 × 3G= 164–286G
  2. 2Ratio: reference build bonus AD 0–180 × 10%= 0–18
  3. 3Same formula for 0–18= 0–36G
  4. 4Ratio: reference build AP 0–280 × 5%= 0–14 (not counted: the AD type is higher)
  5. 5Total 164–286G + 0–36G= 164–322G
  • Match average: mean of levels 1–15 = 250G

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