Electrocute
Bonus damage after 3 hits
Effect
Analysis
Gold equivalentGold equivalent is 484G per match (est.), #8 of 13 keystones.
One effect only: Bonus damage
In this row
13 keystonesBy level
- Gold eq.
- Match average 484
| Lv1 | Lv5 | Lv10 | Lv15 | |
|---|---|---|---|---|
| Gold eq. | 281 | 407 | 534 | 692 |
| Damage | 60 | 102.9 | 156.4 | 210 |
Effect values split the description range evenly by level
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
BasisIn-game text (captured 2026-09-23): 60–210 per proc over a 20–13s cooldown, priced like Ignite (damage valued as healing); 50% for combat only; the 10% bonus AD / 5% AP ratios counted against the reference build; only the higher of the AD-type and AP-type values is added Updated to patch 7.3b values (2026-10-14 patch notes; not re-captured yet)
- 160–210 ÷ 20–13s cooldown × 5 × 50% uptime = 7.5–40.38 per 5s. 7.5–40.38 ÷ median base regen 8–19 = 94–213%. 94–213 × 3G= 281–638G
- 2Ratio: reference build bonus AD 0–180 × 10%= 0–18
- 3Same formula for 0–18= 0–54G
- 4Ratio: reference build AP 0–280 × 5%= 0–14 (not counted: the AD type is higher)
- 5Total 281–638G + 0–54G= 281–692G
- Match average: mean of levels 1–15 = 484G