Gold efficiency/Component Items

A-B=


 * +200 Health
 * +100% Health Regeneration
 * +20 Magic Resist
 * +10 Magic Resist (from passive)
 * Cost Calculation using Basic Item Statistics: 200 + 1003 + 2018 + 1018
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Aura – : Nearby allies gain . (1100 range)
 * Each nearby ally increases the gold worth of this item by due to the magic resistance bonus 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:
 * Actual Cost:
 * 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  per percent movement speed.


 * +300 Health
 * Cost Calculation using Basic Item Statistics: 300
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Deals 5 (+1 per level) magic damage per second to nearby enemies. Deals 50% bonus damage to minions and monsters.
 * The passive of must be valued at  for it to be gold efficient.


 * +25 Attack Damage
 * +10% Life Steal
 * Cost Calculation using Basic Item Statistics: 2535 + 1037.5
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Active: Deals 100 magic damage and slows the target champion by 25% for 2 seconds (550 range) (90 second cooldown).
 * The active of must be valued at  for it to be gold efficient.

C-E=


 * +225 Health
 * +300 Mana
 * Cost Calculation using Basic Item Statistics: 225 + 300
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Upon leveling up, restores 150 health and 200 mana over 8 seconds.
 * The passive of must be valued at  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, making this item gold-efficient during the laning phase after a single level-up.


 * +25 Attack Damage
 * Unique Passive: +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 2535 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.


 * +40 Armor
 * Cost Calculation using Basic Item Statistics: 4020
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 


 * +25 Magic Resistance
 * +50% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 2518 + 505
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Restores every 5 seconds.
 * The passive of must be valued at  for it to be gold efficient.


 * +200 Health
 * +50% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 200 + 503
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.

F=
 * +15 Attack Damage
 * Cost Calculation using Basic Item Statistics: 1535
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Physical damage inflicts  on enemy champions for 3 seconds.
 * The passive of must be valued at  for it to be gold efficient.


 * +25 Ability Power
 * Unique Passive: +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 25 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * 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: 505 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 

G=
 * +15 Ability Power
 * +100% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 15 + 1005
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * 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 15 gold. This can occur up to 3 times every 30 seconds. You may only be in possession of 1 Gold Income item.
 * The passives of (gold generation and ) must be valued at  for it to be gold efficient.
 * Alternatively, the item becomes gold efficient in 1 minute and 59 seconds, or after 2 Tribute procs.


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


 * +10 Attack Damage
 * Cost Calculation using Basic Item Statistics: 1035
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Grants up to +10% physical damage against enemy champions with greater maximum health than you (+1% damage per 50 health difference, maxing at 500 health difference).
 * The passive of must be valued at  for it to be gold efficient.

H-K=
 * +20 Armor
 * +250 Mana
 * Unique Passive: 10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 2020 + 250 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.


 * +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:
 * Actual Cost:
 * 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.


 * +20 Attack Damage
 * +35 Magic Resist
 * Cost Calculation using Basic Item Statistics: 2035 + 3518
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Upon taking magic damage that would reduce, grants a shield that absorbs 110 to 280 (based on level) magic damage for 5 seconds (90 second cooldown).
 * is more gold efficient than its Basic Item counterparts.


 * +40 Ability Power
 * Unique Passive: 12% Spell Vamp
 * Cost Calculation using Basic Item Statistics: 40 + 12
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * ("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  per percent of spell vamp.

Its gold efficiency increases by per stack, becoming gold efficient after 21 stacks and reaching  gold efficiency at maximum stacks.
 * +15 Attack Damage
 * +150 Health
 * Cost Calculation using Basic Item Statistics: 150 + 1535
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Killing a unit grants 5 maximum Health. This bonus stacks up to 30 times.


 * +200 Health
 * Unique Passive: 10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 200 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.


 * +15% Attack Speed
 * Cost Calculation using Basic Item Statistics: 1525
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Your Energized attacks deal 40 bonus magic damage on hit.
 * The passive of } must be valued at for it to be cost efficient.

L-N=


 * +25 Attack Damage
 * Cost Calculation using Basic Item Statistics: 2535
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : +30% Bonus Armor Penetration
 * The passive of } must be valued at for it to be cost efficient.


 * +40 magic Resistance
 * Cost Calculation using Basic Item Statistics: 4018
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 

O-R=
 * +50% Health Regeneration
 * +50% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 503 + 505
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +2 Gold per 10 seconds
 * Unique Passive – : Being near a minion death without granting the killing blow grants 6 gold and heals for 10 health. You may only be in possession of 1 Gold Income item.
 * The passives of must be valued at  for it to be cost efficient.
 * Alternatively, the item becomes gold efficient in 75 minion deaths, or about 49 minion deaths if healing is factored in.


 * +15 Attack Damage
 * +200 Health
 * Cost Calculation using Basic Item Statistics: 1535 + 200
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * 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  for it to be gold efficient.


 * +30 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 3018
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Active – : Remove all debuffs from your champion (90 second cooldown).
 * The active of must be valued at  for it to be gold efficient.


 * +40 Armor
 * +125% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 4020 + 1253
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Grants +20% bonus movement speed that build up over 2 seconds when near turrets (including fallen turrets).
 * The passive of must be valued at  for it to be gold efficient.

S= (Unstacked) (Fully stacked)
 * +25% Attack Speed
 * +15 On-hit Physical Damage
 * Cost Calculation using Basic Item Statistics: 2525 + 1525
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: '
 * 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  per on-hit physical damage.
 * +30 Armor
 * +20 Ability Power
 * Cost Calculation using Basic Item Statistics: 3020 + 20
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +45 Armor
 * +35 Ability Power
 * Cost Calculation using Stacked Item Statistics: 4520 + 35
 * Calculated Cost using Stacked Item Statistics:
 * Actual Cost:
 * 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. It becomes cost efficient after obtaining 8 stacks.


 * +20 Attack Damage
 * +10 Armor Penetration
 * Cost Calculation using Basic Item Statistics: 2035 + 1040
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: After killing any unit, your next basic attack or single target spell deals +15 damage.
 * Although not a basic item, is the item from which the armor penetration gold value is derived. From this item derives a value of  per point of armor penetration.


 * +10% Cooldown Reduction
 * +250 Mana
 * Cost Calculation using Basic Item Statistics: 1030 + 250
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : After using an ability, your next basic attack (on-hit) deals as bonus physical damage.
 * The passive of must be valued at  for it to be gold efficient.


 * +150 Health
 * Cost Calculation using Basic Item Statistics: 150
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Active – : Consumes a charge to place a that reveals the surrounding area for 150 seconds. Holds up to 3 charges which refill upon visiting the shop. A player may only have 3 Stealth Wards on the map at one time.
 * The active of must be valued at  for it to be gold efficient.


 * +200 Health
 * +35 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 200 + 3518
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Grants 150% base health regeneration for 10 seconds after taking damage from an enemy champion.
 * This passive grants worth of Health Regeneration while active.
 * is gold efficient even without its passive.

T-V=
 * +50% Attack Speed
 * Unique Passive: +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 5025 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.


 * +175 Health
 * +50% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 175 + 503
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +2 gold per 10 seconds
 * Unique Passive – : Melee basic attacks execute minions below 240 Health. Killing a minion by any means heals you and the nearest allied champion for 50 health and grants them kill gold. 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  for it to be gold efficient.
 * Alternatively, this item becomes gold efficient in 19 minutes and 25 seconds. Each charge used reduces this timer by up to 1 minute and 20 seconds, down to a minimum of about 4 minutes.

(Unstacked) (Fully Stacked)
 * +250 Mana
 * +25% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 250 + 255
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +1000 Mana
 * +25% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 1000 + 255
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * 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 197 mana  to be gold efficient.


 * +30 Attack Damage
 * +50% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 3035 + 503
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Active – (Melee only): Deals  to units around you – ( near the edge) (10 second cooldown).
 * is gold efficient even without its passive.

W-Z=
 * +15 Attack Damage
 * +10% Life Steal
 * Cost Calculation using Basic Item Statistics: 1535 + 10
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Although not a basic item, is the item from which the life steal gold value is derived. From this item derives a value of  per percentage of life steal.


 * +40 Armor
 * Cost Calculation using Basic Item Statistics: 4020
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * 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  for it to be gold efficient.


 * +20 Attack Damage
 * +10% Critical Strike Chance
 * Cost Calculation using Basic Item Statistics: 2035 + 1040
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Critical strikes cause your target to bleed for an additional as magic damage over 3 seconds.
 * The passive of must be valued at  for it to be gold efficient.


 * +15% Attack Speed
 * +20% Critical Strike Chance
 * Unique Passive: +5% Movement Speed
 * Cost Calculation using Basic Item Statistics: 1525 + 2040 + 5
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * is more gold efficient than its Basic Item counterparts.