Demolish
Charge a powerful attack against turrets
Effect
Analysis
Gold equivalentGold equivalent is 346G per match (est.), #1 of 4 in this Resolve row.
One effect only: Bonus tower damage
In this row
4 Resolve rowBy level
- Gold eq.
- Match average 346
| Lv1 | Lv5 | Lv10 | Lv15 | |
|---|---|---|---|---|
| Gold eq. | 228 | 323 | 368 | 432 |
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.
One takedown per 90s
One kill or assist every 90 seconds (10 in a 15-minute match) is assumed. Uncapped stacks count half of that as the mid-match average.
Melee/ranged average
Effects that differ for melee and ranged champions use the average of the two, since no specific champion is assumed.
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
BasisIn-game text (captured 2026-09-23): after 3 basic attacks on a turret, 85 + 28% max HP (melee) or 50 + 20% max HP (ranged); average 67.5 + 24% of max HP (the champion's share at the median, the bonus-health share as a 24% ratio against the reference build). A chance to hit a tower is assumed once every 90s (the same as takedowns); priced like Electrocute; only affects towers, so 50%
- 1219–649 ÷ 90s interval × 5 × 50% uptime = 6.08–18.03 per 5s. 6.08–18.03 ÷ median base regen 8–19 = 76–95%. 76–95 × 3G= 228–285G
- 2Ratio: reference build bonus health 0–1,400 × 24%= 0–336
- 3Same formula for 0–336= 0–147G
- 4Total 228–285G + 0–147G= 228–432G
- Match average: mean of levels 1–15 = 346G