Gold efficiency

Gold efficiency is a term that compares an item's purchase price in the in-game shop to the amount of gold that item is actually worth, based on the stats it provides. This is a form of theory-crafting within the game, but it does follow a set of guidelines that allows it to hold merit in usage within the community.

Calculating Gold Efficiency
There are several basic items in League of Legends that grant just one stat. These items are used as a baseline to determine the gold value of their respective stats. Whether or not an item is gold efficient can be determined by comparing the item's in-game purchase price to its theoretical price, which is the combined gold value of all the stats the item provides. Note the theoretical price seldom takes into account any passive or active effects. However, if an item's passive is "Gain some fraction of stat X as stat Y", and the item itself gives stat X, it is customary to include the bonus to stat Y from the item's passive working on its own stats to calculate its theoretical price (for example, the Manamune).

The gold efficiency of an item is the theoretical price divided by its actual price. An item is said to be gold efficient if its gold efficiency is greater than or equal to 100%. For an item that is not gold efficient, the amount of gold its passive and/or active abilities must be worth in order to achieve gold efficiency is called its gold deficit.

The gold values assigned to stats are not measures of those stats' effectiveness. These values are simply base prices for use in determining the theoretical prices of higher-tier items. The goal of this page is to provide a more accurate valuation of items by measuring the worth of an item's yield (stats and abilities) in comparison to the stats a player could acquire through spending the same amount of gold on base items. In other words, how does an item with and  compare to buying a  item and a  item?

An external tabular analysis of items' gold efficiencies can be found here. (Outdated)

Base Stat Prices
One way of deriving a stat's gold value is from the least expensive basic item that provides only that stat. Cooldown reduction, life steal, spell vamp, armor pen, magic pen, On-hit damage and percent movement speed are not found alone on any item, so their gold values are calculated using the least gold efficient, lowest-tier items available: has been quoted by a Rioter to be the item of which cooldown reduction's gold value has been derived from and  was the basic tier item for lifesteal, prior to patch V1.0.0.152. ,,, and  has been generally accepted to be a fair gold value for spell vamp, armor pen, magic pen, on-hit damage and percent movement speed respectively.

Basic Tier Items
AD= AP= Armor= MR= Health= Mana= Hp5= Mp5= Crit= AS= Doran's= Doran's items are meant to be powerful early game, but lose effectiveness in the later stages of the game, as they do not build into the higher-tier items found in the late game. In terms of gold per statistics, however, these are among the most cost efficient items in the shop.

provides 7 Attack Damage, 70 Health, and 3% Life Steal.


 * 7 36 gold per = 252g
 * 70 HP gold per HP = g
 * 3% LS55 gold per LS = 165g

Using the Basic Item Statistics, a is worth g, making it  gold efficient.

provides 15 Ability Power, 60 Health, 3 Mana Regeneration, and recovers 4 Mana each time you get a kill.


 * 15 gold per  = g
 * 60 HP gold per HP = g
 * 3 MP560 gold per MP5 = 180g
 * 4 MP per kill = ??g

Using the Basic Items Statistics, the actual value of a is g, making it  gold efficient excluding the passive. Doran's Ring is the most cost-efficient of the Doran's items.

provides 80 Health, 6 Health Regeneration, and blocks 8 damage from single target attacks and spells from champions.


 * 80 HP gold per HP = g
 * 6 HP536 gold per Hp5 = 216g
 * Blocks 8 damage from single target attacks and spells from champions = ??g

Using the Basic Items Statistics, the actual value of a is g, making it  gold efficient excluding the passive. Gold= Gold-generating items are items that, while being moderately inefficient to start out, boost the gold income of the user independently of obtaining last hits, thus potentially allowing any of them to become gold efficient given enough time. Unlike the Doran's items, these items all have intermediate and legendary-tier upgrades.

provides 25% Mana Regeneration and the unique passive, which grants 3 gold and heals for 5 health whenever a nearby minion dies that the user did not kill.


 * 25% MP5 gold per MP5 = 180g
 * Unique Passive – : Grants 3 gold and restores 5 health each time a nearby enemy minion dies that you didn't kill (1400 range).

Using the Basic Items Statistics, the actual value of is 180g, without counting the passive, making it  gold efficient. By counting the passive, you get 3 gold for every minion death, making the becomes gold efficient after generating 185g (~62 minion deaths).

provides 75 Health and the unique passive, which grants the user charges which cause melee attacks to execute minions below 200 + health,  killing a minion heals you and the nearest allied champion for 40 health and grants them gold equal to the kill.


 * 75 Health gold per HP = g
 * Unique Passive – : Melee autoattacks execute minions below 200 + health. Killing a minion by any means heals you and the nearest allied champion for 40 health and grants them kill gold. These effects require a nearby allied champion and consume a charge. Recharges every 60 seconds. Max 2 charges.

Using the Basic Items Statistics, the actual value of is g, without counting the passive, making it  gold efficient. The becomes gold efficient after granting g to allies utilizing the  passive.

provides 5 Ability Power, 25% Mana Regeneration, 2 gold per 10 seconds and the unique passive, which deal 10 additional damage and grant 5 gold whenever the wielder damages an enemy champion or structure.


 * 5 gold per  = g
 * 25% MP5 gold per MP5 = 180g
 * 2 Gp10 = +2 gold every 10 seconds
 * Unique Passive – : Spells and basic attacks against champions or buildings deal 10 additional damage and grant 5 gold. This can occur up to 3 times every 30 seconds. Killing a minion disables this passive for 12 seconds.

Using the Basic Items Statistics, the actual value of is g, without counting the passives, making it  gold efficient. By counting the passives, you get 2 additional gold every 10 seconds and 5 additional gold after attacking an enemy champion or structure. The becomes gold efficient after generating g.

Advanced Tier Items
A-B=


 * +200 Health
 * +20 Magic Resist
 * +20 Magic Resist (from passive)
 * +75% Health Regeneration (from passive)
 * Cost Calculation using Basic Item Statistics: 200 + 2020 + 2020 + 75
 * Calculated Cost using Basic Item Statistics: 1604g
 * Actual Cost: 1900g
 * Gold Efficient: 
 * Unique Aura – : Nearby allies gain and +75% base health regeneration.
 * Each nearby ally increases the gold worth of this item by 670g due to the magic resistance and health regeneration bonuses of the aura.
 * becomes gold efficient when at least one allied champion benefits from the aura.


 * +30 Ability Power
 * Unique Passive: +5% Movement Speed
 * Cost Calculation using Basic Item Statistics: 30 + 5
 * Calculated Cost using Basic Item Statistics: 850g
 * Actual Cost: 850g
 * Gold Efficient: 100%
 * Although not a basic item, is the item from which the percent movement speed gold value is derived. From this item derives a value of  gold per percent movement speed.


 * +10% Critical Strike Chance
 * Cost Calculation using Basic Item Statistics: 1050
 * Calculated Cost using Basic Item Statistics: 500g
 * Actual Cost: 800g
 * Gold Efficient: 
 * Unique Passive – : Gain +3 gold per 10 seconds.
 * Unique Passive – : Gain +2 gold every kill.
 * will make the item as gold efficient as its Basic Item Statistics after 16 minutes and 40 seconds.
 * Every kill will reduce the time-to-gold-efficiency by seconds, due to the passive,.

C-E=
 * +25
 * Unique: +10% Cooldown Reduction
 * Unique: +10 Armor Penetration
 * Cost Calculation using Basic Item Statistics: 2536 + 10 + 1012
 * Calculated Cost using Basic Item Statistics: 1337g
 * Actual Cost: 1337g
 * Gold Efficient: 100%
 * Although not a basic item, is the item from which the flat armor penetration gold value is derived. From this item derives a value of 12 gold per point of armor penetration.


 * +200 Health
 * +300 Mana
 * Cost Calculation using Basic Item Statistics: 200 + 3002
 * Calculated Cost using Basic Item Statistics: 1134g
 * Actual Cost: 1200g
 * Gold Efficient: 
 * Unique Passive - : Upon leveling up, restores 150 Health and 200 Mana over 8 seconds.
 * The passive of must be valued at 66g for it to be gold efficient.
 * If the passive health and mana gain are valued at the cost of Health and Mana, respectively, each level-up is valued at g, making this item gold-efficient during the laning phase after a single level-up.


 * +40 Armor
 * Cost Calculation using Basic Item Statistics: 4020
 * Calculated Cost using Basic Item Statistics: 800g
 * Actual Cost: 750g
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.


 * +25 Magic Resistance
 * +50% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 2520 + 50
 * Calculated Cost using Basic Item Statistics: 860g
 * Actual Cost: 900g
 * Gold Efficient: 
 * Unique Passive - : Restores every 5 seconds.
 * The passive of must be valued at 40g for it to be gold efficient.

F=
 * +200 Health
 * +50% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 200 + 50
 * Calculated Cost using Basic Item Statistics: 714g
 * Actual Cost: 600g
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.


 * +30 Ability Power
 * Unique Passive: +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 30 + 10
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 820g
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.


 * +50% Mana Regeneration
 * Unique Passive: +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 50 + 10
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 600g
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.

G=
 * +20 Ability Power
 * +50% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 20 + 50
 * Calculated Cost using Basic Item Statistics: 795g
 * Actual Cost: 865g
 * Gold Efficient: 
 * +2 Gold per 10 seconds
 * Unique Passive - : Spells and basic attacks against a champion or structure will deal 15 additional damage and grant 10 gold. You generate one charge of Tribute every 10 seconds, storing up to 3. Killing a minion disables this passive for 12 seconds. You may only be in possession of 1 Gold Income item.
 * The passives of (gold generation and ) must be valued at 70g for it to be gold efficient.


 * +380 Health
 * Cost Calculation using Basic Item Statistics: 380
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 1000g
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.


 * +20 Armor
 * +250 Mana
 * Unique Passive: 10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 2020 + 2502 + 10
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 950g
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.


 * +200 Health
 * +125% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 200 + 125
 * Calculated Cost using Basic Item Statistics: 984g
 * Actual Cost: 1015g
 * Gold Efficient: 
 * Unique Passive: Nearby enemy spell casts reduce the cooldown of by 1 second.
 * Unique Active - : Gain 30% movement speed, 20 armor and 20 magic resistance for 3 seconds (25 second cooldown).
 * The active of must be valued at 31g for it to be gold efficient.

(Unstacked) (Fully Stacked) H-K=
 * +40 Ability Power
 * +30 Attack Damage
 * Cost Calculation using Basic Item Statistics: 40 + 3036
 * Calculated Cost using Basic Item Statistics: 1950g
 * Actual Cost: 2600g
 * Gold Efficient: 
 * +40 Ability Power (+32 Ability Power)
 * +30 Attack Damage
 * (+32% Attack Speed)
 * Cost Calculation using Basic Item Statistics: 40 + 32 + 3036 + 3230
 * Calculated Cost using Basic Item Statistics: 3606g
 * Actual Cost: 2600g
 * Gold Efficient: 
 * Passive: On cast or hit, you gain 4 Ability Power and 4% Attack Speed for 5 seconds, stacking up to 8 times.
 * One stack of this passive is valued at 207g (4 + 430).
 * Unique Passive: Falling grants you +20% attack speed, +10%  life steal, and +10% spell vamp until out of combat (30 second cooldown).
 * When this passive is active, its added valued at 1425g (2030 + 1055 + 10).
 * is a gold efficient item at 3 or more stacks, or if the unique passive is enabled.
 * With full stacks and when below 50% health, this item is valued at 5031g, making it  gold efficient.


 * +25 Ability Power
 * +200 Health
 * Unique Passive - : +15 Magic Penetration
 * Cost Calculation using Basic Item Statistics: 25 + 200 + 15
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 1485g
 * Gold Efficient: 
 * (Pairing this with other sources of flat Magic Penetration will increase its effect in the early to mid-game, but high late-game magic resistances will sharply decrease the value of this statistic.)
 * is more gold efficient than its Basic Item counterparts.


 * +25 Attack Damage
 * +30 Magic Resist
 * Cost Calculation using Basic Item Statistics: 2536 + 3020
 * Calculated Cost using Basic Item Statistics: 1500g
 * Actual Cost: 1450g
 * Gold Efficient: 
 * Unique Passive- : Upon taking magic damage that would reduce, grants a shield that absorbs 250 magic damage for 5 seconds (90 second cooldown).
 * is gold efficient even without its passive.


 * +40 Ability Power
 * Unique Passive: 12% Spell Vamp
 * Cost Calculation using Basic Item Statistics: 40 + 12
 * Calculated Cost using Basic Item Statistics: 1200g
 * Actual Cost: 1200g
 * Gold Efficient: 100%
 * ("Area of Effect" and "Damage over Time" spells will reduce the effect of Spell Vamp by 66%, effectively reducing the 12% Spell Vamp to 4% Spell Vamp.)
 * Although not a basic item, is the item from which the spell vamp gold value is derived. From this item derives a value of  gold per percent of spell vamp.


 * +80 Attack Damage
 * +20% Critical Strike Chance
 * Cost Calculation using Basic Item Statistics: 8036 + 2050
 * Calculated Cost using Basic Item Statistics: 3880g
 * Actual Cost: 3800g
 * Gold Efficient: 
 * Unique Passive: +50% Critical Strike Damage
 * is more gold efficient than its Basic Item counterparts even without its passive.

L-N=
 * +200 Health
 * Unique Passive: 10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 200 + 10
 * Calculated Cost using Basic Item Statistics: 850g
 * Actual Cost: 850g
 * Gold Efficient: 100%
 * Although not a basic item, is the item from which the cooldown reduction gold value is derived. From this item derives a value of  gold per percent of cooldown reduction.


 * +40 Attack Damage
 * Cost Calculation using Basic Item Statistics: 4036
 * Calculated Cost using Basic Item Statistics: 1440g
 * Actual Cost: 2300g
 * Gold Efficient: 
 * Unique Passive: Physical damage ignores 35% of the target's Armor (applies before armor penetration).
 * (Percent Armor Penetration is most valuble late-game, where 35% of even lightly armored champions will lose a significant amount of protection.)
 * For to be cost efficient, the passive must be worth 860g.

(Unstacked) (Starting Stacks) (Fully Stacked)
 * +20 Ability Power
 * Cost Calculation using Basic Item Statistics: 20
 * Calculated Cost using Basic Item Statistics: 435g
 * Actual Cost: 1400g
 * Gold Efficient: 
 * +20 Ability Power
 * +85 Ability Power (from passive)
 * Cost Calculation using Basic Item Statistics: 20 + 40
 * Calculated Cost using Basic Item Statistics: 1305g
 * Actual Cost: 1400g
 * Gold Efficient: 
 * +20 Ability Power
 * +820 Abilty Power (from passive)
 * +15% Cooldown Reduction (from passive)
 * Cost Calculation using Basic Item Statistics: 20 + 160 + 15
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 1400g
 * Gold Efficient: 
 * Unique Passive: Your champion gains 8 Ability Power per stack and 5 stacks upon first purchase. Gains 2 stacks for a kill or 1 stack for an assist (max 20 stacks). Half of the stacks are lost upon death. At 20 stacks, grants 15% Cooldown Reduction.
 * Each stack is worth 174g (8).
 * For to be cost efficient, it requires at least 6 stacks.


 * +45 magic Resistance
 * Cost Calculation using Basic Item Statistics: 4520
 * Calculated Cost using Basic Item Statistics: 900g
 * Actual Cost: 850g
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.

O-R=
 * +25% Health Regeneration
 * +50% Mana Regeneration
 * +10 Movement Speed
 * Cost Calculation using Basic Item Statistics: 25 + 50 + 1013
 * Calculated Cost using Basic Item Statistics: 580g
 * Actual Cost: 865g
 * Gold Efficient: 
 * +2 Gold per 10 seconds
 * Unique Passive - : Being near a minion death without granting the killing blow grants 4 gold and heals for 10 health. You may only be in possession of 1 Gold Income item.
 * The passives of must be valued at 285g for it to be cost efficient.
 * Alternatively, the item becomes gold efficient after 23 minutes and 45 seconds. Each minion death reduces the timer by 20 seconds.


 * +20 Attack Damage
 * +200 Health
 * Cost Calculation using Basic Item Statistics: 2036 + 200
 * Calculated Cost using Basic Item Statistics: 1254g
 * Actual Cost: 1325g
 * Gold Efficient: 
 * Unique Passive - : Basic attacks grant 20 Movement Speed for 2 seconds. Kills grant 60 Movement Speed instead. This Movement Speed bonus is halved for ranged champions.
 * The Rage passive of  must be valued at 71g for it to be gold efficient.


 * +30 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 3020
 * Calculated Cost using Basic Item Statistics: 600g
 * Actual Cost: 1250g
 * Gold Efficient: 
 * Unique Active - : Remove all debuffs from your champion. 90 second cooldown.
 * The active of must be valued at 650g for it to be gold efficient.


 * +120 Ability Power
 * +42 Ability Power (from passive)
 * Cost Calculation using Basic Item Statistics: 120 + 42
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 3500g
 * Gold Efficient: 
 * Unique Passive: +35% Ability Power
 * is a cost efficient item even if it has a source of only Ability Power.


 * +40 Armor
 * +100% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 4020 + 100
 * Calculated Cost using Basic Item Statistics: 1160g
 * Actual Cost: 1000g
 * Gold Efficient: 
 * Unique Passive - : Grants +30% bonus movement speed that build up over 2 seconds when near turrets.
 * is most cost efficient than its Basic Item counterparts.

S= (Unstacked) (Fully stacked)
 * +30% Attack Speed
 * +10 On-hit Physical Damage
 * Cost Calculation using Basic Item Statistics: 3030 + 1020
 * Calculated Cost using Basic Item Statistics: 1100g
 * Actual Cost: 1100g
 * Gold Efficient: 100%
 * Although not a basic item, is the item from which the on-hit physical damage gold value is derived. From this item derives a value of 20 gold per on-hit physical damage.
 * +30 Armor
 * +25 Ability Power
 * Cost Calculation using Basic Item Statistics: 3020 + 25
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost: 1200g
 * Gold Efficient: 
 * +30 Armor
 * +15 Armor (from passive)
 * +25 Ability Power
 * +15 Ability Power (from passive)
 * Cost Calculation using Basic Item Statistics: 3020 + 1520 + 25 + 15
 * Calculated Cost using Basic Item Statistics: 1770g
 * Actual Cost: 1200g
 * Gold Efficient: 
 * Unique Passive: Kills grant bonus armor and ability power. This bonus stacks up to 30 times.
 * is not gold efficient with no stacks. Its gold efficiency rises by per stack. This item will become cost efficient after obtaining three stacks.


 * +25 Ability Power
 * +200 Mana
 * Cost Calculation using Basic Item Statistics: 25 + 2002
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 1200g
 * Gold Efficient: 
 * Unique Passive - : On cast, your next standard attack deals additional physical damage equal to to 100% of your base attack damage.
 * The passive of must be valued at g for it to be gold efficient.
 * g is the equivalent of Attack Damage.


 * +150 Health
 * Cost Calculation using Basic Item Statistics: 150
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 800g
 * Gold Efficient: 
 * Unique Passive - : Holds 4 charges and refills upon visiting the shop.
 * Unique Active - : Consumes a charge to place a that reveals the surrounding area for 3 minutes. A player may only have 3 Stealth Wards on the map at one time.
 * The active of must be valued at g (or at least 6 wards placed for there maximum time) for it to be gold efficient.


 * +200 Health
 * +35 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 200 + 3520
 * Calculated Cost using Basic Item Statistics: 1234g
 * Actual Cost: 1200g
 * Gold Efficient: 
 * Unique Passive: Grants 150% base health regeneration for 10 seconds after taking damage from an enemy champion.
 * This passive grants gold's worth in Health Regeneration equal to 540g while active.
 * is gold efficient even without its passive.


 * +40% Attack Speed
 * Unique Passive: +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 4030 + 10
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 1250g
 * Gold Efficient: }
 * is more gold efficient than its Basic Item counterparts.

(Unstacked) (Starting Stacks) (Fully Stacked) T-V=
 * +10 Attack Damage
 * Cost Calculation using Basic Item Statistics: 1036
 * Calculated Cost using Basic Item Statistics: 360g
 * Actual Cost: 1400g
 * Gold Efficient: 
 * +10 Attack Damage
 * +55 Attack Damage (from passive)
 * Cost Calculation using Basic Item Statistics: 1036 + 2536
 * Calculated Cost using Basic Item Statistics: 1260g
 * Actual Cost: 1400g
 * Gold Efficient: 
 * +10 Attack Damage
 * +520 Attack Damage (from passive)
 * +20% Attack Speed (from passive)
 * Cost Calculation using Basic Item Statistics: 1036 + 10036 + 2030
 * Calculated Cost using Basic Item Statistics: 4560g
 * Actual Cost: 1400g
 * Gold Efficient: 
 * Unique Passive: Your champion gains 5 Attack Damage per stack and 5 stacks upon first purchase. Gains 2 stacks for a kill or 1 stack for an assist (max 20 stacks). Half of the stacks are lost upon death. At 20 stacks, grants 20% Attack Speed.
 * Each stack is worth 180g.
 * For to be cost efficient, it requires at least 6 stacks.


 * +175 Health
 * +50% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 175 + 50
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 865g
 * Gold Efficient: 
 * Unique Passive - : Melee autoattacks execute minions below 240 + health. Killing a minion by any means heals yourself and the nearest allied champion for 50 health and grants them gold equal to the kill. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds. Max 3 charges. You may only be in possession of 1 Gold Income item.
 * The passive of must be valued at g for it to be gold efficient.

(Unstacked) (Fully Stacked)
 * +250 Mana
 * +25% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 2502 + 25
 * Calculated Cost using Basic Item Statistics: 680g
 * Actual Cost: 720g
 * Gold Efficient: 
 * +1000 Mana
 * +25% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 10002 + 25
 * Calculated Cost using Basic Item Statistics: 2180g
 * Actual Cost: 720g
 * Gold Efficient: 
 * Unique Passive – : Grants + / mana (max +750 mana) for each spell cast and mana expenditure. (occurs up to 2 times every  /  seconds). Gains +1 mana every  /  seconds.
 * The passive of must grant at least 20 mana (40g) to be gold efficient.


 * +40 Attack Damage
 * +100% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 4036 + 100
 * Calculated Cost using Basic Item Statistics: 1800g
 * Actual Cost: 1900g
 * Gold Efficient: 
 * Unique Passive - (Melee only): Basic attacks deal  to units around your target – ( near the edge).
 * Unique Active - (Melee only): Deals  to units around you – ( near the edge) (10 second cooldown).
 * The passive and active of must be valued at 100g for it to be gold efficient.


 * +10 Attack Damage
 * +8% Life Steal
 * Cost Calculation using Basic Item Statistics: 1036 + 855
 * Calculated Cost using Basic Item Statistics: 800g
 * Actual Cost: 800g
 * Gold Efficient: 100%
 * Although not a basic item, is the item from which the life steal gold value is derived. From this item derives a value of 55 gold per percentage of life steal.

W-Z=
 * +80 Ability Power
 * Cost Calculation using Basic Item Statistics: 80
 * Calculated Cost using Basic Item Statistics: 1740g
 * Actual Cost: 2500g
 * Gold Efficient: 
 * Unique Passive: Magic damage ignores 35% of the target's magic resist (applies before magic penetration).
 * (Because many champions do not have naturally scaling magic resistance, value is highly dependent on the opposing team's Magic Resist item composition.)
 * The passive of must be valued at 760g for it to be gold efficient.


 * +45 Armor
 * Cost Calculation using Basic Item Statistics: 4520
 * Calculated Cost using Basic Item Statistics: 900g
 * Actual Cost: 1050g
 * Gold Efficient: %
 * Unique Passive - : If you are hit by a basic attack, you slow the atacker's attack speed by 15% for 1 second.
 * The passive of must be valued at 150g for it to be gold efficient.


 * +20 Attack Damage
 * +10% Critical Strike Chance
 * Cost Calculation using Basic Item Statistics: 2036 + 1050
 * Calculated Cost using Basic Item Statistics: 1220g
 * Actual Cost: 1200g
 * Gold Efficient: 
 * Unique Passive: Critical strikes causes your target to bleed for an additional as magic damage over 3 seconds.
 * is gold efficient even without its passive.


 * +20% Attack Speed
 * +10% Critical Strike Chance
 * +5% Movement Speed
 * Cost Calculation using Basic Item Statistics: 2030 + 1050 + 5
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 1100g
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.

Legendary Tier Items
A=


 * +70 Ability Power
 * +50 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 70 + 5020
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2440g
 * Gold Efficient: 
 * Unique Passive: Nearby enemy champions suffer -20 Magic Resistance.
 * has greater gold efficiency than its Basic Item counterparts even without its Passive.


 * +250 Mana
 * +80 Ability Power
 * + Ability Power (from passive)
 * +50% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 2502 + 80 + + 50
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 3000g
 * Gold Efficient: 
 * Unique Passive - : Grants Ability Power equal to.
 * Unique Passive - : Each time you cast a spell or spend mana, grants + / maximum mana (occurs up to 2 times every  /  seconds). Transforms into  at +750 mana.
 * is gold efficient when the champion has 90 mana from base stats and other Items/Runes/Masteries.


 * +10% Cooldown Reduction
 * +40 Ability Power
 * +100% Mana Regeneration
 * Unique Passive: +8% Movement Speed
 * Cost Calculation using Basic Item Statistics: 10 + 40 + 100 + 8
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2100g
 * Gold Efficient: 
 * Unique Passive: Your heals and shields on champions grant them 15% attack speed for 6 seconds and their attacks deals 30 magic damage on-hit. This does not include regeneration effects or effects on yourself.
 * Statistical Value Per Ally Buffed: 15% Attack speed + 30 on-hit magical damage153030201050g
 * Total Stat Value (4 allies buffed): 10504 + g, making  gold efficient.
 * is gold efficient even without its passive.


 * +60 Ability Power
 * +25 Magic Resistance
 * +50% Mana Regeneration
 * +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 60 + 2520 + 50 + 20
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2700g
 * Gold Efficient: 
 * Unique Passive - : Restores every 5 seconds.
 * Unique Passive: Restores on kill or assist.
 * is gold efficient even without its passive.

B=


 * +200 Health
 * +60 Ability Power
 * +20 Magic resistance
 * +20 Magic resistance (from passive)
 * +10% Cooldown Reduction
 * +75% Health Regeneration (from passive)
 * Cost Calculation using Basic Item Statistics: 200 + 60 + 2020 + 2020 + 10 + 75
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 3000g
 * Gold Efficient: 
 * Unique Aura - : Grants nearby allies +20 magic resistance and +75% base health regeneration.
 * Unique Active - : Greatly increases the power of a lane minion and grants it immunity to magic damage (120 second cooldown).
 * is gold efficient even without its active.


 * +450 Health
 * +55 Magic Resistance
 * +100% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 450 + 55}20 + 100
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2750g
 * Gold Efficient: 
 * Unique Passive: Gain a spell shield that blocks the next incoming enemy ability. This shield refreshes if you haven't taken damage from champions in 40 seconds.
 * The passive of must be valued at g for it to be gold efficient.


 * +25 Attack Damage
 * +8% Life Steal
 * Cost Calculation using Basic Item Statistics: 2536 + 855
 * Calculated Cost using Basic Item Statistics: 1340g
 * Actual Cost: 1400g
 * Gold Efficient: 
 * Unique Active: Deals 100 magic damage and slows the target champion by 25% for 2 seconds (550 range) (90 second cooldown).
 * The passive of must be valued at 60g for it to be gold efficient.


 * +400 Health
 * +40 Attack Damage
 * +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 400 + 4036 + 20
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 3000g
 * Gold Efficient: 
 * Unique Passive: Dealing physical damage to an enemy champion Cleaves them reducing their armor by 5% for 6 seconds. This effect stacks up to 6 times.
 * Unique Passive: Dealing physical damage grants 20 movement speed for 2 seconds. Assists on Cleaved enemy champions or kills on any unit grant 60 movement speed for 2 seconds instead. This movement speed bonus is halved for ranged champions.
 * is gold efficient without its passives.

C-G=
 * +80 Attack Damage
 * Unique Passive: +20% Life Steal
 * Cost Calculation using Basic Item Statistics: 8036 + 2055
 * Calculated Cost using Basic Item Statistics: 3980g
 * Actual Cost: 3500g
 * Gold Efficient: 
 * Unique Passive: Your life steal overheals you, converting the excess healing into a shield that absorbs up to 50-350 damage and decays when out of combat for 25 seconds.
 * is gold efficient even without its passive.


 * +50% Attack Speed
 * +45 Magic Resistance
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 5030 + 4520 + 10
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2700g
 * Gold Efficient: 
 * Unique Active – : Removes all debuffs from your champion. Melee champions also gain +50% movement speed for 1 second. 90 second cooldown.
 * is gold efficient even without its active.


 * +55 Attack Damage
 * +275 Health
 * Cost Calculation using Basic Item Statistics: 5536 + 275
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2700g
 * Gold Efficient: 
 * Unique Passive - : basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds.
 * Unique Active: For 5 seconds, your attacks reduce your target's movement speed by 30% and deal 80 true damage over 2.5 seconds (60 second cooldown).
 * is gold efficient even without its passive and active.

Unique Passive: Your basic attacks restore mana equal to between, based on your missing mana.
 * +80 Attack Damage
 * +10% Life Steal
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 8036 + 1055 + 10
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 3200g
 * Gold Efficient: 
 * is gold efficient even without its passive.


 * +500 Health
 * +100% Health Regeneration
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 500 + 100 + 10
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2200g
 * Gold Efficient: 
 * Unique Passive - : Melee autoattacks execute minions below 400 + health. Killing a minion by any means heals yourself and the nearest allied champion for 50 +  health and grants them gold equal to the kill. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds for a maximum of 4 charges. You may only be in possession of 1 Gold Income item.
 * Unique Active: You shield the target ally for for 4 seconds. After 4 seconds, the shield explodes, dealing magic damage equal to  +, regardless of if the shield remained intact (60 second cooldown).
 * The passive and active of must be valued at g for it to be gold efficient.


 * +50 Ability Power
 * +10% Cooldown Reduction
 * +50% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 50 + 10 + 50
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2200g
 * Gold Efficient: 
 * +2 gold per 10 seconds
 * Unique Passive - : Your next damaging ability or autoattack against a champion or structure will deal 15 additional damage and grant 10 gold. You generate one charge of Tribute every 10 seconds, storing up to 3. You may only be in possession of 1 Gold Income item.
 * Unique Active: Fire an ice lance that detonates at the target location, dealing 50 + (5level) magic damage to enemies and slowing them by 80%, decaying over 2 seconds (60 second cooldown).
 * active must have a value of 435g for the item to be gold efficient. Alternately, the item must be held for 36 minutes and 15 seconds, including time spent holding and . Each proc of Tribute decreases the time by 50 seconds.


 * +100 Armor
 * +400 Mana
 * +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 10020 + 4002 + 20
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2450g
 * Gold Efficient: 
 * Unique Passive: Reduces the attack speed of nearby enemies by 15% (700 range).
 * is the most, non-stacking, gold efficient item in the game, even without its passive.


 * +700 Health
 * +30 Attack Damage
 * Cost Calculation using Basic Item Statistics: 700 + 3036
 * Calculated Cost using Basic Item Statistics: 2949g
 * Actual Cost: 3300g
 * Gold Efficient: 
 * Unique Passive - : Your basic attacks slow your target's Movement Speed by 40% for seconds (30% slow for ranged attacks).
 * The passive of must be valued at 351g for it to be gold efficient.
 * is NOT gold efficient if used solely as a source of Health.

H-L=
 * +50 Armor
 * +50 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 50}20 + 5020
 * Calculated Cost using Basic Item Statistics: 2000g
 * Actual Cost: 2800g
 * Gold Efficient: 
 * Unique Passive: Revives your champion upon death, restoring and.
 * The passive of must be valued at 800g for it to be gold efficient.


 * +225 Health
 * +25 Armor
 * +250 Mana
 * +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 225 + 2520 + 2502 + 20
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2130g
 * Gold Efficient: 
 * Unique Passive - : Nearby stealthed enemy traps are revealed.
 * Unique Active: Covers an area with stealth-detecting mist for 5 seconds, granting vision of units which pass through it for 3 seconds. 60 second cooldown.
 * is gold efficient even without its passive and active.


 * +30 Ability Power
 * +500 Mana
 * +60 Armor
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 30 + 5002 + 6020 + 10
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2900g
 * Gold Efficient: 
 * Unique Passive - : After using an ability, your next basic attack deals bonus physical damage to surrounding enemies and creates a field for 2 seconds that slows enemies inside by 30% ( second cooldown).
 * is gold efficient even without its passive.


 * +80 Ability Power
 * +300 Health
 * Unique Passive: +15 Magic Penetration
 * Cost Calculation using Basic Item Statistics: 80 + 300 + 15
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 3000g
 * Gold Efficient: 
 * Unique Passive: Dealing spell damage applies a damage-over-time effect that deals bonus magic damage equal to  per second for 3 seconds. This bonus damage is doubled against movement-impaired units and capped at 100 damage per second vs. monsters.
 * is gold efficient even without its passive.


 * +80 Ability Power
 * +250 Mana
 * +5% Movement Speed
 * Cost Calculation using Basic Item Statistics: 80 + 2502 + 5
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 3000g
 * Gold Efficient: 
 * Unique Passive - : After using an ability, your next basic attack deals +  bonus magic damage ( second cooldown.)
 * The passive of must be valued at g for it to be gold efficient.


 * +30 Attack Damage
 * +30% Critical Strike Chance
 * Cost Calculation using Basic Item Statistics: 3036 + 3050
 * Calculated Cost using Basic Item Statistics: 2580g
 * Actual Cost: 2280g
 * Gold Efficient: 
 * Unique Passive – : Critical strikes now cause the target to bleed for an additional as magical damage over 3 seconds and are revealed for the duration of the bleed.
 * Unique Passive – : Nearby stealthed enemy traps are revealed.
 * Unique Active: Covers a target area in a stealth-detecting mist that grants vision for 5 seconds and reveals enemies that enter it for 3 seconds (60 second cooldown).
 * is gold efficient even without its passives and active.


 * +400 Health
 * +20 Magic Resistance
 * +20 Magic Resistance (from passive)
 * +10% Cooldown Reduction
 * +75% Health Regeneration (from passive)
 * Cost Calculation using Basic Item Statistics: 400 + 2020 + 2020 + 10 + 75
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2800g
 * Gold Efficient: 
 * Unique Passive: - : Nearby allied minions and champions gain +20 magic resist and +75% health regeneration.
 * Unique Active: Shield yourself and nearby allied champions for 5 seconds, absorbing up to 50 + (10level) damage (60 second cooldown).
 * Each nearby ally increases the gold worth of this item by 670g due to the magic resistance and health regeneration bonuses of the aura.
 * becomes gold efficient when at least one allied champion benefits from the aura.
 * Alternatively, The active of must be valued at g for it to be gold efficient.


 * +80 Attack Damage
 * +25% Critical Strike Chance
 * Cost Calculation using Basic Item Statistics: 8036 + 2550
 * Calculated Cost using Basic Item Statistics: 4130g
 * Actual Cost: 3800g
 * Gold Efficient: 
 * Unique Passive: Critical strikes cause enemies to bleed for an additional as magic damage over 3 seconds and reveal them for the duration.
 * is gold efficient even without its passive.

M=
 * +100 Ability Power
 * +10% Movement Speed
 * Cost Calculation using Basic Item Statistics: 100 + 10
 * Calculated Cost using Basic Item Statistics: 2570g
 * Actual Cost: 3000g
 * Gold Efficient: 
 * Unique Passive: Gains charges upon moving or casting. At 100 charges, the next instance of ability damage you deal will expend all charges to deal 100 + bonus magic damage to the first enemy hit and summon up to 3 lesser bolts that target nearby enemies, prioritizing enemies damaged by the ability and champions over minions.
 * The passive of must be valued at 430g for it to be gold efficient.


 * +250 Mana
 * +25 Attack Damage
 * +5 Attack Damage (from passive)
 * +25% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 2502 + 2536 + 536 + 25
 * Calculated Cost using Basic Item Statistics: 1760g
 * Actual Cost: 2200g
 * Gold Efficient: 
 * Unique Passive - : Gain attack damage equal to.
 * Unique Passive - : Each time you cast a spell or spend mana, grants + /  maximum mana (occurs up to 2 times every  /  seconds). Transforms into  at +750 mana.
 * is gold efficient when the champion has 160 mana from the passives.

(without passive) (with passive)
 * +60 Attack Damage
 * +40 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 6036 + 4020
 * Calculated Cost using Basic Item Statistics: 2960g
 * Actual Cost: 3200g
 * Gold Efficient: 
 * +60 Attack Damage
 * +35 Attack Damage (from passive)
 * +40 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 6036 + 3536 + 4020
 * Calculated Cost using Basic Item Statistics: 4220g
 * Actual Cost: 3200g
 * Gold Efficient: 
 * Unique Passive: Grants +1 attack damage for every, capped at 35 Attack Damage.
 * Unique Passive - : If you would take damage which would leave you at, you gain a shield which absorbs up to 400 magic damage for 5 seconds.
 * The passives of must be valued at 240g for it to be gold efficient.
 * Alternatively, is gold efficient when its user at at 86% health or lower.


 * +80 Attack Damage
 * +35 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 8036 + 3520
 * Calculated Cost using Basic Item Statistics: 3580g
 * Actual Cost: 3700g
 * Gold Efficient: 
 * Unique Active – : Removes all debuffs from your champion and grants +50% movement speed for 1 second. 90 second cooldown.
 * The active of must be valued at 120g for it to be gold efficient.


 * +40 Magic Resistance
 * +100% Mana Regeneration
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 4020 + 100 + 10
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2450g
 * Gold Efficient: 
 * Unique Passive - : Restores every 5 seconds.
 * Unique Active: Removes all stuns, roots, taunts, fears, silences and slows on an allied champion and heals for 150 +.
 * The passive and active of must be valued at g for this item to be gold efficient.


 * +50 Ability Power
 * +50 Armor
 * +50 Magic Resistance**Cost Calculation using Basic Item Statistics: 50 + 5020 + 5020
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2620g
 * Gold Efficient: 
 * Unique Passive - : Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 35%.
 * is gold efficient even without its passive.

N-Q=
 * +80 Ability Power
 * +100% Mana Regeneration
 * +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 80 + 100 + 20
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2300g
 * Gold Efficient: 
 * Unique Passive: Dealing magic damage to an enemy champion inflicts Grievous Wounds to them for 4 seconds.
 * is gold efficient even without its passive.


 * +80 Ability Power
 * +40% Attack Speed
 * Unique Passive: +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 80 + 4030 + 20
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 3000g
 * Gold Efficient: 
 * Unique Passive: Basic attacks deal 15 + bonus magic damage on hit.
 * is gold efficient even without its passive.


 * +350 Health
 * +50 Magic Resistance
 * +350 Mana
 * Cost Calculation using Basic Item Statistics: 350 + 5020 + 3502
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2500g
 * Gold Efficient: 
 * Unique Passive: Reduces and stores 10% of received.
 * Unique Active: Deals 200 + ( – max 400) magic damage to nearby enemy units (90 second cooldown) (525 range).
 * is gold efficient even without its passive and active.


 * +300 Health
 * +50 Armor
 * +100% Health Regeneration
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 300 + 5020 + 100 + 10
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2600g
 * Gold Efficient: 
 * Unique Passive - : Grants +30% bonus movement speed that build up over 2 seconds when near turrets.
 * Unique Active: Prevents nearby enemy towers from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds.
 * The passive and active of must be valued at g for it to be gold efficient.


 * +70 Magic Resistance
 * +100% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 7020 + 100
 * Calculated Cost using Basic Item Statistics: 1760g
 * Actual Cost: 2200g
 * Gold Efficient: 
 * Unique Passive: Grants a shield that absorbs up to 30 + (10level) damage. This shield refreshes after no damage is taken from enemy champions for 9 seconds.
 * If you count the passive as health, then it is worth between g and g, depending on the champion's level (40 and 210). That makes the stats of the item combined worth between g and g, also making, when level 18, more cost effective than its Basic Item counterparts.


 * +800 Health
 * +100% Health Regen
 * Cost Calculation using Basic Item Statistics: 800 + 100
 * Calculated Cost using Basic Item Statistics: 2496g
 * Actual Cost: 2500g
 * Gold Efficient: 
 * Unique Passive: On kill or assist, heal for 300 health over 5 seconds.
 * The passive of must be valued at 4g for it to be gold efficient.

R=
 * +50% Attack Speed
 * +35% Critical Strike Chance
 * +5% Movement Speed
 * Cost Calculation using Basic Item Statistics: 5030 + 3550 + 5
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2800g
 * Gold Efficient: 
 * Unique Passive: Your champion ignores unit collision.
 * is gold efficient even without its passive.


 * +500 Health
 * +70 Armor
 * Cost Calculation using Basic Item Statistics: 500 + 7020
 * Calculated Cost using Basic Item Statistics: 2735g
 * Actual Cost: 2850g
 * Gold Efficient: 
 * Unique Passive - : When hit by basic attacks, reduces the attacker's attack speed by 15% for 1 second.
 * Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 + +  seconds (60 second cooldown).
 * The passive and active effects of must be worth 115g for the item to be gold efficient.


 * +75 Attack Damage
 * +100% Health Regeneration
 * +12% Lifesteal
 * Cost Calculation using Basic Item Statistics: 7536 + 100 + 1255
 * Calculated Cost using Basic Item Statistics: 3720g
 * Actual Cost: 3300g
 * Gold Efficient: 
 * Unique Passive: Life Steal applies to damage dealt by this item.
 * Unique Passive - : Basic attacks deal to units around your target – ( near the edge).
 * Unique Active - : Deals to units around you – ( near the edge) (10 second cooldown).
 * is gold efficient even without its passive and active.


 * +500 Health
 * +300 Mana
 * +100% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 500 + 3002 + 100
 * Calculated Cost using Basic Item Statistics: 2295g
 * Actual Cost: 2500g
 * Gold Efficient: 
 * Unique Passive - : Upon leveling up, restores 150 health and 200 mana over 8 seconds.
 * Unique Active: Grants +60% Movement Speed to you and nearby allies when moving towards enemies for 3 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions by 80% for one second. 90 second cooldown.
 * One level up with item, is worth g. Making the gold efficient after only one level up.
 * The passive of must be valued at 205g for it to be gold efficient.

(Unstacked) (Fully Stacked)
 * +300 Health
 * +400 Mana
 * +60 Ability Power
 * Cost Calculation using Basic Item Statistics: 300 + 4002 + 60
 * Calculated Cost using Basic Item Statistics: 2906g
 * Actual Cost: 2700g
 * Gold Efficient: 
 * +300 Health
 * +200 Health (from passive)
 * +400 Mana
 * +400 Mana (from passive)
 * +60 Ability Power
 * +40 Ability Power (from passive)
 * Cost Calculation using Basic Item Statistics: 300 + 200 + 4002 + 4002 + 60 + 40
 * Calculated Cost using Basic Item Statistics: 5110g
 * Actual Cost: 2700g
 * Gold Efficient: 
 * Passive: This item gains 20 health, 40 mana and 4 ability power every /, up to 10 times.
 * Unique Passive – : Upon leveling up, restores 150 health and 200 mana over 8 seconds.
 * One level up with is this item is worth g.
 * is gold efficient even without its passives.
 * However, it is NOT gold efficient on a manaless champion unless stacked.
 * Unstacked on manaless champion:  (2105g base stats)
 * Stacked on manaless champion:  (3508g base stats)


 * +400 Health
 * Cost Calculation using Basic Item Statistics: 400
 * Calculated Cost using Basic Item Statistics: 1068g
 * Actual Cost: 1600g
 * Gold Efficient: 
 * Unique Passive - : Holds 5 charges and refills upon visiting the shop.
 * Unique Active- : Consumes a charge to place a Stealth Ward that reveals the surrounding area for 3 minutes. A player may only have 3 Stealth Wards on the map at one time.
 * The passive of must be valued at 532g for it to be gold efficient.
 * Assuming each ward is allowed its maximum duration of three minutes, this item becomes cost efficient after 8 wards have been placed.


 * +70% Attack Speed
 * Unique Passive: +10 On-hit Physical Damage
 * Cost Calculation using Basic Item Statistics: 7030 + 1020
 * Calculated Cost using Basic Item Statistics: 2300g
 * Actual Cost: 2500g
 * Gold Efficient: 
 * Unique Passive (Ranged only): Your basic attacks fire minor bolts at 2 nearby targets, each dealing 10 + and applying on-hit effects.
 * The passive of must be valued at 200g for it to be gold efficient.

S-T= (Unstacked) (Fully Stacked)
 * +100 Ability Power
 * +400 Health
 * Cost Calculation using Basic Item Statistics: 100 + 400
 * Calculated Cost using Basic Item Statistics: 3243g
 * Actual Cost: 3000g
 * Gold Efficient: 
 * Unique Passive - : Dealing spell damage slows the target's movement speed by 20% to 40% for 1 second.
 * is gold efficient even without its passive.
 * +45 Attack Damage
 * +10% Life Steal
 * Cost Calculation using Basic Item Statistics: 4536 + 1055
 * Calculated Cost using Basic Item Statistics: 2170g
 * Actual Cost: 2275g
 * Gold Efficient: 
 * +45 Attack Damage
 * +30 Attack Damage (from passive)
 * +10% Life Steal
 * +5% Life Steal (from passive)
 * Cost Calculation using Basic Item Statistics: 4536 + 3036 + 1055 + 555
 * Calculated Cost using Basic Item Statistics: 3525g
 * Actual Cost: 2275g
 * Gold Efficient: 
 * Unique Passive: Your basic attacks grant +6 attack damage and +1% life steal for 8 seconds (stacking up to 5 stacks).
 * is gold efficient when is has 1 or more stacks.


 * +400 Health
 * +55 Magic Resistance
 * +10% Cooldown Reduction
 * +100% Health Regen
 * +40% Health Regen (from passive)
 * Cost Calculation using Basic Item Statistics: 400 + 5520 + 10 + 100 + 40
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2750g
 * Gold Efficient: 
 * Unique Passive: Increases effectiveness of all sources of healing including self-healing, health regen, lifesteal, and spell vamp by 20%.
 * is gold efficient even without its passive.


 * +40% Attack Speed
 * +20% Critical Strike Chance
 * +6% Movement Speed
 * Cost Calculation using Basic Item Statistics: 4030 + 2050 + 6
 * Calculated Cost using Basic Item Statistics: 2437g
 * Actual Cost: 2500g
 * Gold Efficient: 
 * Unique Passive: Moving and attacking build Static Charges. At 100 charges, your next attack expends the Charge to deal 100 Magic damage to up to 4 targets. This damage can critically strike.
 * becomes cost efficient immediately if the it is upgraded from remains in the inventory for at least 9 minutes and 18 seconds. Every nine kills made with  present reduces this cooldown by one minute.
 * Setting aside the gold gained from an, the movement speed boost and lightning proc effect on must be worth at least 63g together for the item to be cost efficient.

T-X=
 * +45 Armor
 * +450 Health
 * Cost Calculation using Basic Item Statistics: 4520 + 450
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2600g
 * Gold Efficient: 
 * Unique Passive – : Deals 25 + (1level) magic damage per second to nearby enemies.
 * The Passive must be valued at g for to be considered gold efficient.
 * is NOT gold efficient if the user dies without entering the Passive's range.


 * +100% Health Regeneration
 * +100% Mana Regeneration
 * +10% Cooldown Reduction
 * +20 Movement Speed
 * Cost Calculation using Basic Item Statistics: 100 + 100 + 10 + 2013
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2100g
 * Gold Efficient: 
 * +2 Gold per 10 seconds
 * Unique Passive - : Being near a minion death without granting the killing blow grants 4 gold and heals for 10 health. You may only be in possession of 1 Gold Income item.
 * Unique Passive: Grants nearby allies 40% movement speed for 3 seconds (40 second cooldown) (600 range).
 * active and gold-generating properties must have a value of at least g for the item to be gold efficient. Alternately, it will become gold efficient if it is held for a combined total of 36 minutes and 55 seconds. Each trigger of Favor while holding reduces it by 20 seconds.


 * +100 Armor
 * Cost Calculation using Basic Item Statistics: 10020
 * Calculated Cost using Basic Item Statistics: 2000g
 * Actual Cost: 2200g
 * Gold Efficient: 
 * Unique Passive: On being hit by basic attacks, returns 30% of damage before any reductions such as magic damage. At least 15 damage must be recieved.
 * For to be as cost efficient as its Basic Item Statistics, the Passive must be valued at 200g.


 * +30 Ability Power
 * +30 Attack Damage
 * +30% Attack Speed
 * +10% Critical Strike Chance
 * +250 Health
 * +200 Mana
 * +8% Movement Speed
 * Cost Calculation using Basic Item Statistics: 30 + 3036 + 3030 + 1050 + 250 + 2002 + 8
 * Calculated Cost using Basic Item Statistics: 4516g
 * Actual Cost: 3703g
 * Gold Efficient: 
 * Unique Passive - : basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds.
 * Unique Passive - : After using an ability, your next basic attack deals bonus damage equal to as physical damage ( second cooldown).
 * Even without factoring in the Rage passive, and Spellblade passive, is more gold efficient than its Basic Item counterparts.


 * +80 Ability Power
 * +10% Cooldown Reduction
 * +6% Movement Speed
 * Cost Calculation using Basic Item Statistics: 80 + 10 + 6
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2400g
 * Gold Efficient: 
 * Unique Active - : Summons up to 2 invulnerable ghosts that seek out the 2 nearest enemy champions for 6 seconds. If a ghost reaches its target, it reveals the target and reduces their movement speed by 40% for seconds. If a ghost cannot find a target, it tries to return to the caster. Ghosts that successfully return in this way reduce the item's cooldown by  /  seconds ( /  second cooldown).
 * In order for to be gold efficient, its movement speed bonus and Hunt active must be worth at least g.


 * +800 Health
 * Cost Calculation using Basic Item Statistics: 800
 * Calculated Cost using Basic Item Statistics: 2136g
 * Actual Cost: 2500g
 * Gold Efficient: 
 * Unique Passive: Restores every 5 seconds. Health restore increases to  if damage hasn't been taken within 8 seconds.
 * The passive must provide 364g worth of health regeneration for the to be cost efficient.


 * +10% Cooldown Reduction
 * +80 Ability Power
 * Cost Calculation using Basic Item Statistics: 10 + 80
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2500g
 * Gold Efficient: 
 * Unique Passive: Your abilites heal you for 15% of the damage dealt (calculated before your opponent's resistances) (33% effect for AoE)
 * The passive of must be valued at g for it to be gold efficient.

(Unstacked) (Fully Stacked)
 * +50% Attack Speed
 * +30 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 5030 + 3020
 * Calculated Cost using Basic Item Statistics: 2100g
 * Actual Cost: 2600g
 * Gold Efficient: 
 * +50% Attack Speed
 * +30 Magic Resistance
 * +25 Magic Resistance (from passive)
 * Cost Calculation using Basic Item Statistics: 5030 + 3020 + 2520
 * Calculated Cost using Basic Item Statistics: 2600g
 * Actual Cost: 2600g
 * Gold Efficient: 100%
 * Unique Passive: Your basic attacks deal 42 bonus magic damage.
 * Unique Passive: Your basic attacks steal 5 Magic Resistance of your target for 5 seconds (stacks up to 5 times).
 * The passive of must be fully stacked for it to be gold efficient, without counting the passive with bonus magic damage.

Y-Z=


 * +30 Attack Damage
 * +15% Critical Strike Chance
 * +10% Cooldown Reduction
 * Unique Passive: +20 Armor Penetration
 * Cost Calculation using Basic Item Statistics: 3036 + 1550 + 10 + 2012
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2700g
 * Gold Efficient: 
 * Unique Active: Gain 20% movement speed and 40% attack speed for 6 seconds, 4 seconds if you are ranged (45 second cooldown).
 * The Active provides 1200g worth of attack speed and 790g worth of movement speed.
 * becomes cost efficient immediately if the it is upgraded from remains in the inventory for at least  minutes. Every nine kills made with  present reduce this cooldown by one minute.
 * Setting aside the gold gained as, for to be as cost efficient as its Basic Item counterparts, its Armor Penetration must be valued at 548g.
 * Alternately, using the active will make gold efficient immediately.


 * +250 Mana
 * +35 Armor
 * +50 Ability Power
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 250 + 35 + 5021.75 + 1031.67
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2300g
 * Gold Efficient: 
 * Unique Active - : Bind to target ally (60 second cooldown).
 * Unique Passive: When within 1000 units of each other, you and your ally generate Charges. Attacking or casting spells generates extra Charges. At 100 Charges, causing damage consumes them, increasing your and your ally's Ability Power by 20% and Critical Strike Chance by 50% for 8 seconds.
 * Triggering 100 stacks both grants you and your ally 2500g worth of Critical Strike Chance, and gives you 217.5g worth of Ability Power as the sole source of AP
 * Total value while triggered is 7821.67 with neither partner having any other AP
 * is gold efficient even without its passive.


 * +25 Attack Damage
 * +50% Attack Speed
 * +10% Cooldown Reduction
 * +10% Movement Speed
 * Cost Calculation using Basic Item Statistics: 2536 + 5030 + 10 + 10
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 2850g
 * Gold Efficient: 
 * Unique Passive - : The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
 * is gold efficient even without its Tenacity passive.


 * +100 Ability Power
 * +50 Armor
 * Cost Calculation using Basic Item Statistics: 100 + 5020
 * Calculated Cost using Basic Item Statistics: 3175g
 * Actual Cost: 3000g
 * Gold Efficient: 
 * Unique Active – : Places your champion in stasis for seconds, rendering you invulnerable and untargetable, but unable to take any actions.
 * is gold efficient even without the use of its active.

Mythical Tier Items

 * +25 attack damage
 * +10% Life Steal
 * +40% Attack Speed
 * Cost Calculation using Basic Item Statistics: 2536 + 1055 + 4030
 * Calculated Cost using Basic Item Statistics: 2650g
 * Actual Cost: 3200g
 * Gold Efficient: 
 * Unique Passive: Your attacks deal in physical damage (60 max vs minions and monsters).
 * Unique Active: Drains target champion, dealing in physical damage (min. 100) and healing you by the same amount. Additionally you steal 25% of their movement speed for 3 seconds (90 second cooldown) (550 range).
 * The passive and active of must be valued at 550g for it to be gold efficient.


 * +40 Attack Damage
 * +80 Ability Power
 * +10% Life Steal
 * Unique Passive: +20% Spell Vamp
 * Cost Calculation using Basic Item Statistics: 4036 + 80 + 1055 + 20
 * Calculated Cost using Basic Item Statistics: 4280g
 * Actual Cost: 3400g
 * Gold Efficient: 
 * Unique Passive - : Your basic attacks and single target spells against champions reduce the cooldown of this item by 3 seconds.
 * Unique Active: Deals 150 + as magic damage and slows the target champion's movement speed by 40% for 2 seconds (60 second cooldown).
 * ("Area of Effect" and "Damage over Time" spells will reduce the effect of Spell Vamp by 66%, effectively reducing the 20% Spell Vamp to % Spell Vamp.)
 * is gold efficient even without its passive and active effects.


 * +1000 Mana
 * +25 Attack Damage
 * +20 Attack Damage (from passive)
 * +25% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 10002 + 2536 + 2036 + 25
 * Calculated Cost using Basic Item Statistics: 3800g
 * Actual Cost: 2200g
 * Gold Efficient: 
 * Unique Passive - : Gain attack damage equal to.
 * Unique Toggle: Your single target spells and attacks consume to deal bonus physical damage equal to twice the amount of mana consumed.
 * With the item's base mana, Awe passive provides 20 attack damage on its own.
 * is gold efficient even without its passive.


 * +1000 Mana
 * +80 Ability Power
 * +30 Ability Power (from Passive)
 * +50% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 10002 + 80 + 30 + 50
 * Calculated Cost using Basic Item Statistics: g
 * Actual Cost: 3000g
 * Gold Efficient: 
 * Unique Passive - : Gain ability power equal to.
 * Unique Active - : Drains to shield yourself for an equal amount plus 150 for 3 seconds (120 second cooldown).
 * With this item's base mana, Insight passive provides 30 ability power on its own.
 * is gold efficient even without its passive.

Trivia
Gold efficiency
 * An affecting all five champions on a team is currently the most gold efficient item that all champions can be said to make at least some use of, with a theoretical price of 4954g ; % of its purchase price.
 * A affecting all five champions on a team used to be the most gold efficient item in the game, with a theoretical price of g ; % of its purchase price.
 * With the maximum amount of ability power, a grants about 424 ability power, with a theoretical price of 9222 gold; 280% of its purchase price.
 * The two snowball items, and, both begin with very low gold efficiency, but upon reaching maximum stacks have some of the best possible in the game.
 * has a theoretical price of 4390 when fully stacked; % of its purchase price.
 * has a theoretical price of 4560 when fully stacked; % of its purchase price.
 * Technically you can use 6 s and the unique passive would only come from 1 of them. With a full rune page of scaling mana runes, at level 18 and, you will achieve  mana, which is converted into 261 AP by the passive. Combined with the other stats, it could reach a theoretical price of 9583 gold; 355% of its purchase price.
 * With the same setup except with 6s, the mana is converted into 174 AD. Combined with the other stats, it could reach a theoretical price of 9404 gold&mdash;448% of its purchase price.
 * However, acquiring all of the items for the additional mana would cost over 10000 gold in either case, reducing the overall efficiency.
 * An Warmog's Armor could theoretically have infinite gold efficiency due to 's which infinitely increases his health, which is converted into HP5.
 * A can also reach infinite gold efficiency due to 's  or 's.