Ice Overlord
Immobilize to create an icy slow zone
Effect
Gold Equivalent
Priced at item unit costsExplosion magic damage makes up 33%
- This rune
- Other keystones
- Flash 971
#2 of 13 keystones. Lowest: First Strike 171G; highest: Empowerment 891G
- Enemy slow (priced as your own move speed)95G14%Lv1 95 → Lv15 95
- Survival factor86G13%Lv1 35 → Lv15 136
- Own armor gain137G20%Lv1 55 → Lv15 242
- Own magic resist gain137G20%Lv1 55 → Lv15 242
- Explosion magic damage228G33%Lv1 70 → Lv15 336
- Gold eq.
- Match average 766
- Flash 971
| Lv1 | Lv5 | Lv10 | Lv15 | |
|---|---|---|---|---|
| Gold eq. | 310 | 592 | 844 | 1,266 |
| Magic Damage | 15 | 39.3 | 69.6 | 100 |
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.
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.
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.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Full Calculation
BasisIn-game text (captured 2026-09-23): Priced like Exhaust's slow, counting the enemy slow as your own move speed; base 15% (the +1% of bonus HP is a ratio counted against the reference build) over the 3s zone plus the 1.5s lingering slow = 4.5s, spread over a 20s cooldown; 50% for the trigger condition
- 115% × 56G (1% of median base move speed 350 × 16G) × 4.5s ÷ 20s interval × 50%= 95G
- 2Survival: +1.69% speed is counted as +1.69% effective health
- 3Median max health × 1.69% × health price= 35–136G
- 4Total 130–231G
- 5Ratio: reference build bonus health 0–1,400 × 1%= 0–14
- 6Same formula for 0–14= 0–215G
- 7Total 130–231G + 0–215G= 130–446G
BasisIn-game text (captured 2026-09-23): +35 armor (the 75% of bonus armor is a ratio counted against the reference build) for 2.5s, spread over a 20s cooldown
- 135 × 25G × 2.5s ÷ 20s interval × 50%= 55G
- 2Ratio: reference build bonus armor 0–160 × 75%= 0–120
- 3Same formula for 0–120= 0–187G
- 4Total 55G + 0–187G= 55–242G
BasisIn-game text (captured 2026-09-23): +35 magic resist (the 75% of bonus MR is a ratio counted against the reference build) for 2.5s, spread over a 20s cooldown
- 135 × 25G × 2.5s ÷ 20s interval × 50%= 55G
- 2Ratio: reference build bonus magic resist 0–160 × 75%= 0–120
- 3Same formula for 0–120= 0–187G
- 4Total 55G + 0–187G= 55–242G
BasisIn-game text (captured 2026-09-23): 15-100 magic damage (the 5% bonus HP ratio counted against the reference build) over the 20s cooldown, priced with the Heal formula
- 115–100 ÷ 20s interval × 5 × 50% uptime = 1.88–12.5 per 5s. 1.88–12.5 ÷ median base regen 8–19 = 23–66%. 23–66 × 3G= 70–197G
- 2Ratio: reference build bonus health 0–1,400 × 5%= 0–70
- 3Same formula for 0–70= 0–139G
- 4Total 70–197G + 0–139G= 70–336G
- Total 310–1,266G (level 1–15)
- Match average: mean of levels 1–15 = 766G