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電撃
Keystone

Electrocute

ELECTROCUTE
PhysicalMagicAdaptive

Bonus damage after 3 hits

Effect

PASSIVE: Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 40 - 210 (based on level) (+10% bonus AD) (+5% AP) Adaptive damage. ADAPTIVE DAMAGE: Deals either physical or magic damage depending on your bonus statistics, defaulting based on the origin of the effect. Cooldown: 20-13 seconds

Gold Equivalent

Priced at item unit costs
446Gequivalent (match average)* estimate

Set by Bonus damage alone

02505007501,000446
  • This rune
  • Other keystones
  • Flash 971

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

BreakdownMatch average per effect
  • Bonus damage446G100%Lv1 188 → Lv15 692
By LevelThe headline is the mean of levels 1–15
  • Gold eq.
  • Match average 446
  • Flash 971
Lv1Lv5Lv10Lv15
Gold eq.188353511692
Damage4088.6149.3210

Effect values split the description range evenly by level

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
Bonus damage 40–210188〜692G

BasisIn-game text (captured 2026-09-23): 40–210 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

  1. 140–210 ÷ 20–13s cooldown × 5 × 50% uptime = 5–40.38 per 5s. 5–40.38 ÷ median base regen 8–19 = 63–213%. 63–213 × 3G= 188–638G
  2. 2Ratio: reference build bonus AD 0–180 × 10%= 0–18
  3. 3Same formula for 0–18= 0–54G
  4. 4Ratio: reference build AP 0–280 × 5%= 0–14 (not counted: the AD type is higher)
  5. 5Total 188–638G + 0–54G= 188–692G
  • Match average: mean of levels 1–15 = 446G

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