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Domination

Tyrant

TYRANT
PhysicalMagicAdaptive

Bonus attack damage against low HP foes

Effect

When damaging a champion below 50% Health, deal 20 - 70 (+6% bonus AD +3% AP) bonus adaptive damage. (10 second cooldown)

Gold Equivalent

Priced at item unit costs
268Gequivalent (match average)* estimate

Set by Bonus damage to low-HP enemies alone

02505007501,000268
  • This rune
  • Other runes in this row
  • Flash 971

#1 of 3 runes in this row. Lowest: Hubris 133G; highest: Tyrant 268G

BreakdownMatch average per effect
  • Bonus damage to low-HP enemies268G100%Lv1 188 → Lv15 319
By LevelThe headline is the mean of levels 1–15
  • Gold eq.
  • Match average 268
  • Flash 971
Lv1Lv5Lv10Lv15
Gold eq.188252288319
Damage2034.352.170

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 to low-HP enemies 20–70188〜319G

BasisIn-game text (captured 2026-09-23): Bonus damage 20-70 to enemies under 50% HP, spread over a 10s cooldown with the Heal formula; the 6% bonus AD / 3% AP ratios counted against the reference build; only the higher of the AD-type and AP-type values is added; 50% for the trigger condition

  1. 120–70 ÷ 10s interval × 5 × 50% uptime = 5–17.5 per 5s. 5–17.5 ÷ median base regen 8–19 = 63–92%. 63–92 × 3G= 188–276G
  2. 2Ratio: reference build bonus AD 0–180 × 6%= 0–10.8
  3. 3Same formula for 0–10.8= 0–43G
  4. 4Ratio: reference build AP 0–280 × 3%= 0–8.4 (not counted: the AD type is higher)
  5. 5Total 188–276G + 0–43G= 188–319G
  • Match average: mean of levels 1–15 = 268G

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