Back
氷の暴君
Keystone

Ice Overlord

ICE OVERLORD
HealthSlow

Immobilize to create an icy slow zone

Effect

Immobilizing an enemy champion causes 3 beams to form around them, creating ice beneath them for 3s and slowing enemies inside by (15% + 1% Bonus Health). The slow lingers on enemies for 1.5s after they've left the ice zone. Gain a protective layer of ice around yourself, increasing your Armor and Magic Resistance by 35+75% Bonus Armor and Magic Resistance. After a delay of 2.5s, the ice explodes, dealing 15-100 + 5% Bonus Health magic damage around you.

Gold Equivalent

Priced at item unit costs
766Gequivalent (match average)* estimate

Explosion magic damage makes up 33%

02505007501,000766
  • This rune
  • Other keystones
  • Flash 971

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

BreakdownMatch average per effect
  • 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
By LevelThe headline is the mean of levels 1–15
  • Gold eq.
  • Match average 766
  • Flash 971
Lv1Lv5Lv10Lv15
Gold eq.3105928441,266
Magic Damage1539.369.6100

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.

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
Enemy slow (priced as your own move speed) (4.5s)130〜446G

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

  1. 115% × 56G (1% of median base move speed 350 × 16G) × 4.5s ÷ 20s interval × 50%= 95G
  2. 2Survival: +1.69% speed is counted as +1.69% effective health
  3. 3Median max health × 1.69% × health price= 35–136G
  4. 4Total 130–231G
  5. 5Ratio: reference build bonus health 0–1,400 × 1%= 0–14
  6. 6Same formula for 0–14= 0–215G
  7. 7Total 130–231G + 0–215G= 130–446G
Own armor gain (2.5s)55〜242G

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

  1. 135 × 25G × 2.5s ÷ 20s interval × 50%= 55G
  2. 2Ratio: reference build bonus armor 0–160 × 75%= 0–120
  3. 3Same formula for 0–120= 0–187G
  4. 4Total 55G + 0–187G= 55–242G
Own magic resist gain (2.5s)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

  1. 135 × 25G × 2.5s ÷ 20s interval × 50%= 55G
  2. 2Ratio: reference build bonus magic resist 0–160 × 75%= 0–120
  3. 3Same formula for 0–120= 0–187G
  4. 4Total 55G + 0–187G= 55–242G
Explosion magic damage 15–10070〜336G

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

  1. 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
  2. 2Ratio: reference build bonus health 0–1,400 × 5%= 0–70
  3. 3Same formula for 0–70= 0–139G
  4. 4Total 70–197G + 0–139G= 70–336G
  • Total 310–1,266G (level 1–15)
  • Match average: mean of levels 1–15 = 766G

Build Trends