Gold efficiency

At the start of a League of Legends match, each Summoner is allotted either 475g on Summoner's Rift, 825g on Twisted Treeline, or 1350g on Crystal Scar (aka Dominion) and Proving Grounds to begin purchasing items for their champion (This amount can be increased by up to 50g through the mastery). As the match progresses, summoners receive a passive gold income of sixteen gold every ten seconds on Summoner's Rift and Twisted Treeline or more on Crystal Scar and Proving Grounds, which can be boosted with the purchase of Gold per Ten (GP10) items, such as, , and , or the addition of the mastery or runes of Avarice. Additionally, your champion will be awarded gold for accomplishments such as killing enemy minions and neutral monsters, destroying enemy structures, and the act of killing enemy champions or supporting allies killing enemy champions.

Gold is ultimately spent on items, available at the shop. Item statistics are available before purchase, and Recommended Items exist to aid Summoners who are new to the League by giving them direction upon beginning a battle. Once a Summoner has grown experienced however, they will want to tailor their item purchases to best compliment their champion's strengths and weaknesses, as well as to counter the champions and item purchases of the opposing team.

Basic Item Statistics
To begin with, there are many stats which are repeatedly found in items. These items provide boosts to:


 * 1) Attack Damage
 * 2) Ability Power
 * 3) Armor
 * 4) Magic Resist
 * 5) Health
 * 6) Mana
 * 7) Health Regeneration
 * 8) Mana Regeneration
 * 9) Critical Strike Chance
 * 10) Attack Speed
 * 11) Life Steal
 * 12) Cooldown Reduction

The Basic Item that provides only Attack Damage is the. This item provides 10 Attack Damage at a cost of 400g. This gives an Attack Damage per Gold Cost of 40 g/AD. Using this formula structure, the values per gold cost of the basic statistics are as follows.

Doran's Items
Most champions have as their first recommended item a, , or. Exceptions to this are champions such as, who, while being an AP champion, does not benefit from the Mana Regeneration of Doran's Ring. 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.

A provides 10 Attack Damage, 80 Health, and recovers 5 Health per auto-attack.


 * 10 AD * 40 gold per AD = 400g
 * 80 HP * 2.64 gold per HP = 211g
 * 5 Health per auto-attack = ??g

Using the Basic Item Statistics, a is worth 611g excluding the passive, making it valued at 28.632% more than its cost of 475g; plus however much the passive is worth.

A provides 15 Ability Power, 80 Health, and recovers 5 Mana each time you get a kill.


 * 15 AP * 21.75 gold per AP = 326g
 * 80 HP * 2.64 gold per HP = 211g
 * 3 MP/5 * 60 gold per MP/5 = 180g
 * 5 MP per kill = ??g

Using the Basic Items Statistics, the actual value of a is 717g excluding the passive, a value 50.947% greater than its cost of 475g.

A provides 10 Armor, 120 Health, and 8 Health Regeneration.


 * 5 AR * 20 gold per AR = 100g
 * 100 HP * 2.64 gold per HP = 264g
 * 5 Hp5 * 36 gold per Hp5 = 180g
 * Blocks 6 damage from Champion basic attacks == ??g

Using the Basic Items Statistics, the actual value of a is 544g excluding the passive, a value 14.527% greater than its cost of 475g; making it the least cost-efficient (again, excluding the passive) of the Doran's items.

Mana Items

 * is the only Basic Tier item that gives Mana.

Health Regeneration Items
is the only basic tier item that gives health regeneration, since was removed.

Mana Regeneration Items
is the only basic tier item that gives mana regeneration, since was removed.

Attack Speed Items

 * 1) Elphrihaim Note: Below has not been edited, and is thus S2 data.
 * 2) TheBlueSilence Note: Following Items are in-process of being updated; S2 and S3 stats may be mingled until update is completed.
 * 3) Basic Tier Items have been updated to S3 stats
 * 4) Advanced Tier Items have been updated to S3 stats
 * 5) Shaw Fujikawa Note: Legendary and Mythical Tier Items have been updated to S3 stats, correct as of the V1.0.3.01 update. Article may still require some polishing in some places, however.


 * 70 Ability Power
 * 45 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 2423g
 * Actual Cost: 2650g
 * Unique: Nearby enemy champions suffer -20 Magic Resistance.
 * Aura must be valued at 227g for to be as gold efficient as Basic Items Statistics.


 * 10% Critical Strike Chance
 * Calculated Cost using Basic Item Statistics: 500g
 * Actual Cost: 800g
 * Unique - Avarice: Gain +2 gold per ten seconds.
 * Unique - Greed: Gain +2 gold every kill.
 * Avarice will make the item as gold efficient as its Basic Item Statistics after 25 minutes.
 * Every 6 kills will reduce the time-to-gold-efficiency by 1 minute, due to passive Greed.


 * 25 Attack Damage
 * Unique: 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 1322g
 * Actual Cost: 1337g
 * Unique: +10 Armor Penetration
 * The Brutalizer's 10 flat armor penetration must be valued at 15g for this item to be gold efficient.


 * 200 Health
 * 300 Mana
 * Calculated Cost using Basic Item Statistics: 1128g
 * Actual Cost: 1200g
 * Unique Passive - Valor's Reward: On leveling up, restores 150 Health and 200 Mana over 8 seconds.
 * The passive of Catalyst the Protector must be valued at 72g 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 796g, making this item gold-efficient during the laning phase after a single level-up.


 * 7 Mana Regeneration
 * 25 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 920g
 * Actual Cost: 880g
 * Unique Passive - Mana Font: Increases your Mana Regeneration by 1% for every 1% of mana you are missing.
 * Chalice of Harmony has greater gold efficiency than its Basic Item counterparts even without its Passive.


 * 20 Armor
 * (7 Health Regeneration)
 * Calculated Cost using Basic Item Statistics: 652g
 * Actual Cost: 650g
 * Unique - Valor: Nearby Allied Champions recieve 7 Health Regeneration.
 * Unlike its Season 2 counterpart, the Season 3  is gold efficient, even in a solo lane.


 * 30 Ability Power
 * Unique: +10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 975g
 * Actual Cost: 820g
 * is more gold efficient than its Basic Item counterparts.


 * 40 Armor
 * 300 Mana
 * Unique Passive: 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 1722g
 * Actual Cost: 1500g
 * is a gold efficient Advanced Tier item.


 * 50 Armor
 * 30 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 1600g
 * Actual Cost: 2600g
 * Unique: Revives your champion upon death, restoring 30% of your maximum health and mana.
 * Passive must be valued at 1000g for Guardian Angel to be gold efficient.

(Unstacked)

 * 40 Ability Power
 * 30 Attack Damage
 * Calculated Cost using Basic Item Statistics: 2070g

(Fully Stacked)

 * 40 Ability Power (+32 Ability Power)
 * 30 Attack Damage
 * (32% Attack Speed)
 * Calculated Cost using Basic Item Statistics: 3832g
 * Actual Cost: 2600g
 * 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 220g.
 * Unique Passive:  Falling below 50% health grants you 20% Attack Speed, 10% Life Steal  and 10% Spell Vamp  until you exit combat.
 * ​When this passive is active, its added valued at 1342g.
 * 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 5262g.


 * 25 Ability Power
 * 200 Health
 * Calculated Cost using Basic Item Statistics: 1072g
 * Actual Cost: 1485g
 * Unique - Eyes of Pain: +15 Magic Penetration
 * 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.
 * Passive must be valued at 413g for to be cost efficient.


 * 25 Attack Damage
 * 25 Magic Resist
 * Calculated Cost using Basic Item Statistics: 1500g
 * Actual Cost: 1350g
 * Unique - Lifeline: If you would take damage which would leave you at less than 30% of your maximum Health, you gain a shield which absorbs up to 250 magic damage for 5 seconds.
 * has greater gold efficiency than its Basic Item Statistices even without its Passive.


 * 40 Ability Power
 * Calculated Cost using Basic Item Statistics: 870g
 * Actual Cost: 1200g
 * Unique: 12% Spell Vamp
 * "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.
 * The Passive Spell Vamp must be worth 330g for the item to be gold efficient.
 * 27.5g (330g / 12%) is used as the base "gold per %" for Spell Vamp.


 * 70 Attack Damage
 * 25% Critical Strike Chance
 * Calculated Cost using Basic Item Statistics: 4050g
 * Actual Cost: 3800g
 * Unique Passive: +50% Critical Strike Damage
 * has greater gold per stat efficiency than its Basic Item Statistics.


 * 25 Ability Power
 * Calculated Cost using Basic Item Statistics: 544g
 * Actual Cost: 765g
 * Unique - Lucky Shadow: Gain +4 gold per ten seconds.
 * The Gold per 10 passive will make as gold efficient as its Basic Item Statistics after 9.2 minutes.


 * 200 Health
 * Calculated Cost using Basic Item Statistics: 528g
 * Actual Cost: 850g
 * Unique Passive: 10% Cooldown Reduction
 * 's 10% Cooldown Reduction must be worth 322g for the item to be gold efficient.
 * 32.2g (322g / 10%) is used as the base "gold per %" for Cooldown Reduction.


 * 40 Attack Damage
 * Calculated Cost using Basic Item Statistics: 1600g
 * Actual Cost: 2300g
 * Unique Passive: 35% Armor Penetration
 * Percent Armor Penetration is most valuble late-game, where 35% of even lightly armored champions (such as ) will lose a significant amount of protection.
 * For to be cost efficient, the passive must be worth 700g.


 * 25 Armor
 * Calculated Cost using Basic Item Statistics: 500g
 * Actual Cost: 700g
 * Unique - Maim: Your basic attacks against minions and monsters have a 25% chance to deal 300 bonus magic damage.
 * Unique - Rend: Basic attacks deal 10 bonus true damage to monsters.
 * is as gold efficient if its two passives are cumulatively valued at 200g.


 * 25 Ability Power
 * 45% Attack Speed
 * Calculated Cost using Basic Item Statistics: 2500g
 * Actual Cost: 2035g
 * Unique: Your basic attacks deal 15 + 10% AP bonus magic damage.
 * Unique: Your basic attacks reduce enemy magic resistance by 4 for eight seconds (up to 7 stacks).
 * is a cost efficient Advanced Tier item, even without its passives.


 * (6 Mana Regneration)
 * Calculated Cost using Basic Item Statistics: 360g
 * Actual Cost: 400g
 * Unique Aura - Mana Warp: Nearby allies gain 6 Mana Regeneration.
 * Aura must be valued at 40g for the item to be as gold efficient as Base Item Statistics.
 * is gold efficient if at least one allied champion benefits from the Aura.
 * is NOT gold efficient if used by a champion in a solo lane.
 * Item is "gold efficient" on a mana-less champion if two mana-using allies are within the aura.

(Unstacked)

 * 20 Ability Power
 * Calculated Cost using Basic Item Statistics: 435g

(Fully Stacked)

 * 180 Ability Power
 * 15% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 4398g
 * Actual Cost: 1235g
 * Unique Passive: Your champion gains 8 Ability Power per stack, gaining 2 stacks for a kill or 1 stack for an assist. This effect can stack up to 20 times; you lose a third of your stacks upon death. At 20 stacks, your champion recieves 15% Cooldown Reduction.
 * Each stack is worth 174g.
 * For to be cost efficient, it requires at least 5 stacks.


 * 20 Attack Damage
 * 200 Health
 * Calculated Cost using Basic Item Statistics: 1328g
 * Actual Cost: 1465g
 * Unique - Icy: Your basic attacks have a 25% chance to slow your target's Movement Speed by 30% for seconds (20% slow for ranged attacks).
 * The slowing passive of  must be valued at 137g for it to be gold efficient.


 * 7 Health Regeneration
 * 9 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 785g
 * Actual Cost: 700g
 * Unique - Transmute: Gain +5 gold per ten seconds.
 * is immediately as gold efficient as its Basic Item Statistics, even without its Gold per Five passive.


 * 45 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 900g
 * Actual Cost: 1660g
 * Unique - Quicksilver: Remove all debuffs from your champion.
 * For to be gold efficient, the Active must be valued at 760g.
 * is NOT gold efficient without the use of its active.


 * 120 Ability Power
 * Calculated Cost using Basic Item Statistics: 2610g
 * Actual Cost: 3200g
 * Unique: +25% Ability Power
 * Alone, the Passive raises the Ability Power from 120 to 150, resulting in a Calculated Cost of 3263g.
 * is a cost efficient item even as the only source of Ability Power.


 * 70% Attack Speed
 * Calculated Cost using Basic Item Statistics: 2333g
 * Actual Cost: 2750g
 * Unique (Ranged only): Your basic attacks fire minor bolts at 2 nearby targets, each dealing 10 + 50% of your attack damage and applying on-hit effects.
 * The passive must be valued at 417g for  to be gold efficient.


 * 80 Ability Power
 * 500 Health
 * Calculated Cost using Basic Item Statistics: 3060g
 * Actual Cost: 2900g
 * Unique: Your spell damage will slow the target by 35% for 1.5 seconds (15% for multi-target spells, damage-over-time spells and spells with a cooldown below 3 seconds).
 * This is a gold efficient item even without the passive slow.

(Unstacked)

 * 30 Armor
 * 25 Ability Power
 * Calculated Cost using Basic Item Statistics: 1144g

(Fully stacked)

 * 45 Armor
 * 40 Ability Power
 * Calculated Cost using Basic Item Statistics: 1770g
 * Actual Cost: 1160g
 * Unique: Kills grant 0.5 bonus armor and ability power. This bonus stacks up to 30 times.
 * This item will become cost efficient upon obtaining one stack.


 * 25 Ability Power
 * 200 Mana
 * Calculated Cost using Basic Item Statistics: 944g
 * Actual Cost: 1260g
 * Unique - Spellblade: On cast, your next standard attack deals additional physical damage equal to to 100% of your base attack damage.
 * Passive must be valued at 316g for to be gold efficient.
 * 316g is the equivalent of 7.9 Attack Damage.


 * 180 Health
 * Calculated Cost using Basic Item Statistics: 475g
 * Actual Cost: 950g
 * Unique - Ghost Ward: Consumes a charge to place a Ghost Ward. You may have a maximum of 2 wards from this item at once.
 * Assuming each ward is allowed its maximum duration of three minutes, this item becomes gold efficient after 7 wards have been placed.
 * This item is NOT cost efficient without the use of its active.


 * 14 Health Regeneration
 * 7 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 924g
 * Actual Cost: 700g
 * Unique - Butcher: Damage dealt to monsters increased by 20%.
 * Unique - Rend: Basic attacks deal 10 bonus true damage to monsters.
 * has greater gold efficiency than its Basic Item counterparts, even without its passives.


 * 40% Attack Speed
 * Unique Passive: 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 1657g
 * Actual Cost: 1250g
 * has greater gold efficiency than its Basic Item counterparts.


 * 45 Armor
 * 450 Health
 * Calculated Cost using Basic Item Statistics: 2088g
 * Actual Cost: 2650g
 * Unique Passive: Deals 40 magic damage per second to nearby enemies.
 * The Passive must be valued at 562g for to be considered gold efficient.
 * is NOT gold efficient if the user dies without entering the Passive's range.


 * 45% Attack Speed
 * Calculated Cost using Basic Item Statistics: 1500g
 * Actual Cost: 2200g
 * Passive: This item does not grant any attack speed while on cooldown. Champion kills reduce the current cooldown by 50%.
 * Active: You gain 100% attack speed and 100% critical strike for 3 seconds or 3 critical strikes.
 * 's active must be valued at 700g for this item to be gold efficient.

(Unstacked)

 * 10 Attack Damage
 * Calculated Cost using Basic Item Statistics: 400g

(Fully Stacked)

 * 110 Attack Damage
 * Calculated Cost using Basic Item Statistics: 4400g
 * Actual Cost: 1200g
 * Unique Passive: Your champion gains 5 Attack Damage per stack, gaining 2 stacks for a kill or 1 stack for an assist. This effect can stack up to 20 times; you lose a third of your stacks upon death. At 20 stacks, your champion receives 15% Movement Speed.
 * Each stack is worth 200g.
 * For to be cost efficient, it requires 4 stacks.

(Unstacked)

 * 250 Mana
 * 7 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 920g

(Fully Stacked)

 * 1000 Mana
 * 7 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 2420g
 * Actual Cost: 700g
 * Unique - Mana Charge: Each time you use an ability, your maximum mana increases by 4. Bonus caps at +750 mana.
 * is gold efficient even without its Passive.


 * 100 Armor
 * Calculated Cost using Basic Item Statistics: 2000g
 * Actual Cost: 2200g
 * 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.


 * 50 Attack Damage
 * 15 Health Regeneration
 * Calculated Cost using Basic Item Statistics: 2540g
 * Actual Cost: 2300g
 * Unique - Cleave (Melee only): Your attacks deal physical damage up to 60% of your Attack Damage to units around your target, decaying down to 20% near the edge.
 * Unique - Crescent (Melee only): Deals physical damage up to 100% of your Attack Damage to units around you, decaying down to 60% near the edge.
 * is as gold efficient as its Basic Item counterparts even without the Passive.


 * 10 Attack Damage
 * Calculated Cost using Basic Item Statistics: 528g
 * Actual Cost: 800g
 * 10% Life Steal
 * 's 10% Life Steal must be worth 400g for the item to be gold efficient.
 * 40g (400g / 10%) is used as the base "gold per %" for Life Steal.


 * 70 Ability Power
 * Calculated Cost using Basic Item Statistics: 1523g
 * Actual Cost: 2295g
 * Unique: 35% Magic Penetration
 * Because many champions do not have naturally scaling magic resistance, 's value is highly dependent on the opposing team's Magic Resist item composition.
 * For to be cost efficient, the passive must be worth 1042g.


 * 50 Armor
 * Calculated Cost using Basic Item Statistics: 1000g
 * Actual Cost: 1100g
 * Unique - Cold Steel: If you are hit by a basic attack, you slow the atacker's attack speed by 20% for 2 seconds.
 * 's passive must be valued at 100g to be gold efficient.


 * 1000 Health
 * Calculated Cost using Basic Item Statistics: 2639g
 * Actual Cost: 2830g
 * Unique: You gain Health Regeneration equal to 1.5% of your maximum health.
 * The passive must provide 191g worth of health regeneration to be cost efficient.
 * A maximum health of only 354 hitpoints equates to a value, from the Hp5 passive, of 191g, making the value of the item 2830.05g.
 * is as gold efficient as its Basic Item counterparts.

(Unstacked)

 * 40% Attack Speed
 * 20 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 1733g

(Fully Stacked)

 * 40% Attack Speed
 * 40 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 2133g
 * Actual Cost: 2200g
 * Unique: Your basic attacks deal 42 bonus magic damage.
 * Unique: Your basic attacks increase your Magic Resistance by 5 for 5 seconds (up to four stacks).
 * With 42 bonus magic damage added to every attack, this item gains value as your attack speed rises, as well as in combination with magic penetration or reduction. synergizes especially well with.
 * For to be gold effective, its passive damage must be worth 467g when Unstacked, or 67g when Fully Stacked.


 * 18% Attack Speed
 * 10% Critical Strike Chance
 * Calculated Cost using Basic Item Statistics: 1100g
 * Actual Cost: 1175g
 * +5% Movement Speed
 * For to be as gold efficient as its Basic Item counterparts, its Movement Speed bonus must be valued at 75g.


 * 20 Armor (+10 Armor from aura)
 * 250 Health
 * 20 Magic Resistance (+15 Magic Resist from aura)
 * (10 Health Regeneration)
 * Calculated Cost using Basic Item Statistics: 2320g
 * Actual Cost: 2150g
 * Unique - Legion: Nearby allied Champions recieve 10 Armor, 15 Magic Resistance, and 10 Hp5.
 * Each nearby ally increases the gold worth of this item by 860g due to the armor, magic resistance and health regeneration bonuses of the aura.
 * has greater gold efficiency than its Basic Item counterparts even without an ally benefitting from the aura.


 * 250 Mana
 * 10 Mana Regeneration
 * 60 Ability Power
 * Calculated Cost using Basic Item Statistics: 2405g
 * Actual Cost: 2700g
 * Passive: Grants Ability Power equal to 3% of your maximum mana.
 * Unique - Mana Charge: Each time you cast a spell of spend mana, you gain 6 maximum mana (3 second cooldown). Bonus caps at + 750 bonus mana.
 * become cost efficient once at least 148 bonus mana has been obtained.
 * When fully stacked, this item upgrades into . See this item's entry for further details.


 * 60 Ability Power
 * 40 Magic Resistance
 * 15 Mana Regeneration
 * Unique Passive: 20% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 3645g
 * Actual Cost: 2600g
 * Unique Passive: Restores 12% of your maximum mana on kill or assist.
 * Unique Passive: Increases your Mana Regeneration by 1% for every 1% of mana you are missing.
 * has much greater gold per statistic efficiency than its Basic Item counterparts, even without its mana restoring Passives.


 * 45 Armor
 * 15% Critical Strike Chance
 * Calculated Cost using Basic Item Statistics: 1650g
 * Actual Cost: 2300g
 * Unique Passive: You gain Attack Damage equal to 1.5% of your maximum health.
 * becomes cost efficient immediately if the it is upgraded from remains in the inventory for at least 54 minutes. Every six kills made while  is present reduces this time by one minute.
 * Setting aside the gold gained from, the passive must provide 17 Attack Damage for the item to be as gold efficient as its Basic Items counterparts. (17 Attack Damage is gained with a maximum health of 1133 hitpoints)


 * 40 Ability Power
 * 30 Armor
 * 10% Cooldown Reduction
 * (10 Health Regeneration)
 * Calculated Cost using Basic Item Statistics: 2152g
 * Actual Cost: 2400g
 * Unique - Valor: Nearby allies gain 10 health regen per 5 seconds and nearby allied minions deal 15% increased damage.
 * Each nearby ally increases the value of this item by 360g.
 * Unique - Promote: Transforms a nearby siege minion to a more powerful unit. You gain all the gold this unit earns. 180 second cooldown.
 * becomes gold efficient when at least one allied champion benefits from the aura. If no allied champions are in range, the aura and active must be valued at 248g together for this item to be gold efficient. Kills made by a Promoted siege minion will reduce this value.
 * This item is NOT cost efficient if no allied minions, pets or champions are within range of the aura and its active has not been used at least once.


 * 400 Health
 * 300 Mana
 * 45 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 2556g
 * Actual Cost: 2610g
 * 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 25 seconds.
 * 's spell shield passive must be worth 54g to be gold efficient.


 * 40 Attack Damage
 * 10% Life Steal
 * Calculated Cost using Basic Item Statistics: 2000g
 * Actual Cost: 1925g
 * Unique Active: Deals 150 magic damage and slows the target champion by 30% for 2 seconds (400 range). 60 second cooldown.
 * Bilgewater Cutlass has greater gold efficiency than its Basic Item counterparts even without its Active.


 * 200 Health
 * 50 Attack Damage
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2850g
 * Actual Cost: 3000g
 * Unique Passive: +10 armor penetration
 * Unique Passive: Dealing physical damage to an enemy champion reduces their armor by 5% for 4 seconds. This effect stacks up to 5 times.
 * The two passives on must be worth at least 150g for this item to be cost efficient.

(Unstacked)

 * 70 Attack Damage
 * 12% Life Steal
 * Calculated Cost using Basic Item Statistics: 3280g

(Fully Stacked)

 * 100 Attack Damage
 * 18% Life Steal
 * Calculated Cost using Basic Item Statistics: 4216g
 * Actual Cost: 3200g
 * Passive: Gain 1 stack per kill, up to a maximum of 30. Each stack grants +1 Attack damage and +0.2% Life steal (max +30 attack damage and +6% life steal). Half of the current stacks are lost upon death.
 * has greater gold efficiency than its Basic Item counterparts even unstacked.


 * 120 Ability Power
 * Unique Passive: 15% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 3093g
 * Actual Cost: 3300g
 * Unique Active: Deals 15% of target champion's maximum health in magic damage and applies the debuff, Doom. Doom amplifies all magic damage that champion takes by 20% for 4 seconds.
 * 's Active must be worth 207g for the item to be as gold efficient as its Basic Item counterparts.
 * is NOT gold efficient without the use of its Active.


 * 10 Health Regeneration
 * 15 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 1260g
 * Actual Cost: 1100g
 * Unique - Aid: Your Summoner Heal, Revive and Clairvoyance cooldowns are reduced by 20%.
 * Unique - Eleisa's Blessing: If you gain 3 levels with this item, you gain all the effects permanently and this item is consumed.
 * is more gold efficient than its Basic Item counterparts even without factoring its passives.


 * 25 Attack Damage
 * 15% Critical Stike Chance
 * Calculated Cost using Basic Item Statistics: 1750g
 * Actual Cost: 1900g
 * Unique Passive: Your basic attacks inflict Grievous Wounds on enemy champion for 1.5 seconds. (Grievous Wounds reduce healing and regeneration by 50%.)
 * becomes cost efficient immediately if the it is upgraded from remains in the inventory for at least 12.5 minutes. Every six kills made with the  present reduces this cooldown by one minute.
 * Setting aside the gold gained from, for to be gold efficient its passive must be worth at least 150g.


 * 90 Armor
 * 400 Mana
 * 20% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 3244g
 * Actual Cost: 3100g
 * Unique Passive: Reduces the attack speed of nearby enemies by 20%. (700 range)
 * Even without its Aura, is more cost efficient than its Basic Item counterparts.


 * 30 Attack Damage
 * 700 Health
 * Calculated Cost using Basic Item Statistics: 3047g
 * Actual Cost: 3300g
 * Unique - Icy: Your basic attacks slow your target's Movement Speed by 40% for 1.5 seconds (30% slow for ranged attacks).
 * The slow passive of must be valued at 253g for it to be cost efficient.
 * is NOT gold efficient if used solely as a source of Health.


 * 40 Ability Power
 * 60 Armor
 * 500 Mana
 * 15% Cooldown Reduction
 * Calculated Cost using Basdic Item Statistics: 3553g
 * Actual Cost: 3400g
 * Unique - Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 125% of your base attack damage to surrounding enemies and creates a field for 2 seconds that slows enemies inside by 30% (2 second cooldown).
 * is more cost efficient than its Basic Item counterparts even without its Spellblade passive.


 * 60 Ability Power
 * 300 Health
 * Calculated Cost using Basic Item Statistics: 2097g
 * Actual Cost: 2900g
 * Unique - Eyes of Pain: +15 magic penetration
 * Unique Passive: Dealing spell damage burns enemies for 5% of their current Health as Magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect.
 * In order for to be cost efficient, its passives must be worth 803g.


 * 80 Ability Power
 * 250 Mana
 * Calculated Cost using Basic Item Statistics: 2240g
 * Actual Cost: 3000g
 * 5% Movement Speed
 * Unique Passive: On cast, your next autoattack will deal additional physical damage equal to 100% of your ability power.
 * For to be gold efficient, its Movement Speed bonus and Unique Passive must be worth 760g.


 * 35 Armor
 * 425 Health
 * 10 Health Regeneration
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2504g
 * Actual Cost: 2000g
 * Unique Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage. (60 second cooldown. 600 range)
 * is gold efficient even without the use of its active.


 * 20 Attack Damage
 * 250 Mana
 * 7 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 1720g
 * Actual Cost: 2100g
 * Unique - Awe: 2% of your maximum mana is converted to attack damage.
 * Unique - Mana Charge: Each time you attack, cast a spell or spend mana, your maximum mana increases by 4 (3 second cooldown). Bonus caps at +750 bonus mana.
 * Setting aside the attack damage boost, will become gold efficient after gaining 190 bonus mana from its Passive.
 * When fully stacked, this item upgrades into . See this item's entry for further details.


 * 55 Attack Damage (+39 Attack Damage at or below 2.5% Health)
 * 36 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 2920g (4480g at or below 2.5% Health)
 * Actual Cost: 3200g
 * Unique Passive: Gain 1 attack damage for every 2.5% health missing.
 * Unique Passive: If you would take damage which would leave you at less than 30% of your maximum Health, you gain a shield which absorbs up to 400 magic damage for 5 seconds.
 * When the shield Passive triggers at 30% health, provides 28 bonus Attack Damage, giving it a value of 4040g.
 * Setting aside the Shield Passive, is cost efficient when your champion's health is under 82.5%.


 * 60 Attack Damage
 * 45 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 3300g
 * Actual Cost: 3810g
 * Unique Active – Quicksilver: Removes all debuffs from your champion. Melee champions also gain +50% movement speed for 1 second. 90 second cooldown.
 * The active effect of must be worth 510g for the item to be gold efficient.


 * 300 Mana
 * 40 Magic Resist
 * 9 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 1940g
 * Actual Cost: 2200g
 * Unique - Mana Font: Increases your Mana Regen by 1% per 1% Mana you are missing.
 * Unique Active: Removes all stuns, roots, taunts, fears, silences and slows on an allied champion and heals them for 150 + 15% of their missing health. (180 second cooldown)
 * The passive and active of must be valued at 260g for this item to be gold efficient.


 * 75 Ability Power
 * 12 Mana Regeneration
 * 20% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2996g
 * Actual Cost: 2200g
 * Unique Passive: Dealing magic damage to an enemy champion below 40% health inflicts Grevious Wounds to them for 4 seconds.
 * has much greater gold efficiency than its Basic Item counterparts even without its passive.


 * 65 Ability Power
 * 50% Attack Speed
 * Unique Passive: 20% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 3724g
 * Actual Cost: 2270g
 * has far greater gold efficiency then its Basic Item counterparts.


 * 350 Health
 * 300 Mana
 * 55 Armor
 * Calculated Cost using Basic Item Statistics: 2624g
 * Actual Cost: 2850g
 * Unique Active: Prevents the closest enemy tower from attacking for 2.5 seconds. This effect cannot be used against the same tower more than once every 7.5 seconds. (120 second cooldown)
 * The active effect of must be worth 226g for the item to be cost efficient.


 * 50% Attack Speed
 * 30% Critical Strike Chance
 * Calculated Cost using Basic Item Statistics: 3167g
 * Actual Cost: 2800g
 * 5% Movement Speed
 * Unique Passive: Your champion ignores unit collision.
 * has much greater gold efficiency than its Basic Item counterparts, even without considering its movement speed bonus or passive effect.


 * 70 Armor
 * 500 Health
 * Calculated Cost using Basic Item Statistics: 2719g
 * Actual Cost: 3100g
 * Unique- Cold Steel: If you are hit by a basic attack, you slow the attacker's attack speed by 20% and their movement speed by 10% for 1.5 seconds.
 * Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 (+ 0.5% total armor) (+ 0.5% total magic resistance) seconds. 60 second cooldown (500 Range).
 * The passive and active effects of must be worth 381g for the item to be gold efficient.


 * 75 Attack Damage
 * 15 Health Regeneration
 * 10% Lifesteal
 * Calculated Cost using Basic Item Statistics: 3940g
 * Actual Cost: 3500g
 * Unique Passive: Damage dealt by this item works with lifesteal.
 * Unique Passive - Cleave: Your attacks deal up to 60% of your Attack Damage to units around your target as physical damage, decaying down to 20% near the edge.
 * Unique Active - Crescent: Deals up to 100% of your Attack Damage to units around you as physical damage, decaying down to 60% near the edge. (10 second cooldown)
 * is a gold efficient item even without the use of its passive or active effects.

(Unstacked)

 * 60 Ability Power
 * 450 Health
 * 450 Mana
 * Calculated Cost using Basic Item Statistics: 3393g

(Fully Stacked)

 * 80 Ability Power
 * 650 Health
 * 650 Mana
 * Calculated Cost using Basic Item Statistics: 4755g
 * Actual Cost: 2800g
 * Passive: This item gains 20 health, 20 mana and 2 ability power every minute, up to 10 times.
 * Unique Passive – Valor's Reward: On leveling up, restores 150 health and 200 mana over 8 seconds.
 * When first purchased, and without its Passives, is already more gold efficient than its Basic Item counterparts.


 * 360 Health
 * Calculated Cost using Basic Item Statistics: 950g
 * Actual Cost: 1550g
 * Unique - Ghost Ward: Consumes a charge to place a Ghost Ward. You may have a maximum of 3 wards from this item at once.
 * Assuming each ward is allowed its maximum duration of three minutes, this item becomes cost efficient after 8 wards have been placed. Each ward spawned with the it was upgraded from reduces this value by one.
 * This item is NOT cost efficient without the use of its active.


 * 45 Ability Power
 * (6 Mana Regeneration)
 * Calculated Cost using Basic Item Statistics: 1339g
 * Actual Cost: 1700g
 * Unique - Mana Warp - Nearby allied champions gain 6 mana regen per 5 seconds.
 * Unique - Lucky Shadow - Gain an additional 4 gold every 10 seconds.
 * Unique Active: Surrounds an ally with a blizzard for 4 seconds that slows nearby enemy movement speed by 30%. 60 second cooldown.
 * Setting aside the aura and the active effect, will become as gold efficient as its Basic Item counterparts after approximately 15 minutes. This time is reduced by the time spent in the inventory as a.
 * In order for to be cost efficient immediately, either its active effect must be worth at least 361g, its active effect must be worth 1g alongside the aura affecting one ally who benefits from mana regeneration or its aura must be affecting at least two allied champions who benefit from mana regeneration.


 * 250 Health
 * 10 Health Regeneration
 * 10 Mana Regeneration
 * Unique Passive: 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 1942g
 * Actual Cost: 2100g
 * Unique Active: Nearby champions gain 40% movement speed for 3 seconds.
 * becomes cost efficient immediately if the it is upgraded from remains in the inventory for at least 5.2 minutes.
 * Setting aside the gold gained from a, active effect must be worth 158g for the item to be cost efficient.


 * 500 Health
 * 30 Armor
 * 14 Health Regeneration
 * 7 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 2843g
 * Actual Cost: 2300g
 * Unique - Butcher: Damage dealt to neutral monsters increased by 25%.
 * Unique - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
 * is a gold efficient item even without considering its passive effects.
 * is still gold efficient even when used by a champion who does not benefit from mana regeneration.


 * 50 Attack Damage
 * 14 Health Regeneration
 * 7 Mana Regeneration
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 3246g
 * Actual Cost: 2300g
 * Unique - Butcher: Damage dealt to neutral monsters increased by 25%.
 * Unique - Incinerate: Basic attacks and damaging abilities (excluding damage over time) burn the target for 15-66 (based on level) true damage over 3 seconds.
 * is an extremely gold efficient item even without considering its passive effects.
 * is still gold efficient even when used by a champion who does not benefit from mana regeneration.


 * 50 Ability Power
 * 10 Mana Regeneration
 * 10% Cooldown Reduction
 * Unique Passive: 20% Spell Vamp
 * Calculated Cost using Basic Item Statistics: 2560g
 * Actual Cost: 2000g
 * Unique - Butcher: Damage dealt to neutral monsters increased by 25%.
 * is an extremely cost efficient item even without considering its passive effects.
 * 's passive must be worth at least 40g for the item to be cost efficient when used by a champion who does not benefit from mana regeneration.


 * 200 Health
 * 50 Magic Resistance
 * 20% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2172g
 * Actual Cost: 2200g
 * Unique: Increase your healing, regeneration and drain effects on yourself by 20%.
 * The passive effect of must be worth at least 27.8g for the item to be cost efficient.
 * When used by a champion with at at least 4 Health Regeneration, will be cost efficient by increasing the Health Regeneration per five seconds by 0.8, worth 28.8g.
 * is NOT gold efficient if used solely as a source of magic resistance.


 * 40% Attack Speed
 * 20% Critical Strike Chance
 * Calculated Cost using Basic Item Statistics: 2333g
 * Actual Cost: 2500g
 * 6% Movement Speed
 * Unique: 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 13.9 minutes. Every six 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 167g together for the item to be cost efficient.


 * 30 Ability Power
 * 30 Attack Damage
 * 30% Attack Speed
 * 10% Critical Strike Chance
 * 250 Health
 * 200 Mana
 * Calculated Cost using Basic Item Statistics: 4412g
 * Actual Cost: 3903g
 * 8% Movement Speed
 * Unique - Icy: Your basic attacks have a 25% chance to slow your target's Movement Speed by 30% for 2 seconds (20% for ranged attacks).
 * Unique - Spellblade: After using an ability, your next basic attack deals bonus damage equal to 150% of your base attack damage as physical damage. (2 second cooldown)
 * Even without factoring in the movement speed, Icy passive, and Spellblade passive, is more gold efficient than its Basic Item counterparts.


 * 40 Ability Power
 * 40 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 1670g
 * Actual Cost: 1900g
 * 6% Movement Speed
 * Unique - Hunt: Summons 2 invulnerable ghosts for 6 seconds to seek the two nearest enemy champions. If they touch an enemy champion, they slow their movement speed by 40% and reveal them for 2.5 seconds. (120 second cooldown)
 * becomes cost efficient immediately if the it is upgraded from remains in the inventory for at least 9.6 minutes.
 * Setting aside the gold gained as a, in order for to be gold efficient, its movement speed bonus and Hunt passive must be worth at least 230g.


 * 50 Ability Power (+30 Ability Power from aura)
 * (20% Spell Vamp)
 * Calculated Cost using Basic Item Statistics: 2290g
 * Actual Cost: 2550g
 * Unique Aura: Nearby allied champions recieve 30 Ability Power and 20% Spell Vamp.
 * Every allied champion nearby increases the value of by 1203g due to the ability power and spell vamp from its aura.
 * "Area of Effect" and "Damage over Time" spells will reduce the effect of spell vamp by 66%, effectively reducing the 20% spell Vamp to 6.7% spell vamp.
 * becomes cost efficient immediately if the it is upgraded from remains in the inventory for at least 10.9 minutes.
 * Setting aside the gold gained from a, to be cost efficient, the must have at least one ally must be nearby to benefit from the aura.


 * 30 Armor
 * 15 Attack Damage
 * 10% Life Steal
 * Calculated Cost using Basic Item Statistics: 1600g
 * Actual Cost: 1600g
 * Unique - Maim: Your basic attacks against minions and monsters have a 25% chance to deal 500 additional magic damage.
 * Unique Active: Places a Sight Ward at target location. (3 minute cooldown, 600 cast range)
 * is exactly as gold efficient as its Basic Item counterparts, even without its Passive or using its Active.


 * 30 Attack Damage
 * 15% Critical Strike Chance
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2272g
 * Actual Cost: 2700g
 * Unique Passive: +20 Armor Penetration
 * 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 1333g worth of attack speed.
 * becomes cost efficient immediately if the it is upgraded from remains in the inventory for at least 35.7 minutes. Every six kills made with  present reduce this cooldown by one minute.
 * Setting aside the gold gained as an, for to be as cost efficient as its Basic Item counterparts, its Armor Penetration must be valued at 428g.
 * Alternately, using the active will make gold efficient immediately.


 * 250 Health
 * 15% Cooldown Reduction
 * (20 Attack Damage)
 * (10% Life Steal)
 * Calculated Cost using Basic Item Statistics: 2343g
 * Actual Cost: 2450g
 * Unique Aura: Nearby allied champion gain 10% Life Steal and 20 Attack Damage.
 * Every allied champion nearby increases the value of by 1200g due to the attack damage and lifesteal from its aura
 * must have at least one ally nearby to benefit from the aura to be gold efficient.


 * 20 Attack Damage
 * 50% Attack Speed
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2789g.
 * Actual Cost: 2850g
 * 10% Movement Speed
 * Unique - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
 * In order for to be cost efficient, the value of its movement speed and Tenacity passives must be at least 61g.


 * 120 Ability Power
 * 50 Armor
 * Calculated Cost using Basic Item Statistics: 3610g
 * Actual Cost: 3410g
 * Unique Active: Places your champion in stasis for 2.5 seconds, rendering you invulnerable and untargetable, but unable to take any actions.
 * Unlike its Season 2 counterpart, is gold efficient, even without the use of its active.


 * 40 Attack Damage
 * 10% Life Steal
 * Calculated Cost using Basic Item Statistics: 2000g
 * Actual Cost: 2900g
 * Unique Passive: Your attacks deal 4% of the target's current health in magic damage and heals you for half the amount (120 max vs minions).
 * Unique Active: Drains target champion, dealing 150 physical damage plus 50% of your attack damage and healing you by the same amount. Additionally you steal 30% of their movement speed for 2 seconds. (60 second cooldown, 500 range)
 * In order for to be gold efficient, its passive and active effects must together be worth at least 900g.


 * 45 Attack Damage
 * 65 Ability Power
 * 10% Life Steal
 * Unique Passive: 20% Spell Vamp
 * Calculated Cost using Basic Item Statistics: 4164g
 * Actual Cost: 3400g
 * Unique - Reload: Your basic attacks and single target spells against champions reduce the cooldown of this item by 3 seconds.
 * Unique Active: Deals 150 + 40% of your ability power 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 6.7% Spell Vamp.
 * is highly gold efficient even without its passive and active effects.


 * 1000 Mana
 * 20 Attack damage
 * 7 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 3220g
 * Actual Cost: 2100g
 * Unique - Awe: Gain attack damage equal to 2% of your maximum mana.
 * Unique Toggle: Your single target spells and attacks consume 3% of your current mana to deal 6% of your current mana as magic damage.
 * With the item's base mana, Awe passive provides 20 attack damage on its own.
 * is an extremely gold efficient item even without its passive effects, but it requires an additional investment of time to build up the Mana Charge passive of.


 * 400 Health
 * 20 Armor (+10 Armor from aura)
 * 30 Magic Resistance (+30 Magic Resistance from aura)
 * (10 Health Regeneration)
 * Calculated Cost using Basic Item Statistics: 3216g
 * Actual Cost: 3200g
 * Unique - Legion: Nearby allies gain 10 armor, 30 magic resist and 10 health regeneration.
 * Each nearby ally increases the gold worth of this item by 1160g due the aura's armor, magic resistance and health regeneration bonuses.
 * has greater cost efficiency than its Basic Item counterparts even without an ally benefiting from the aura.


 * 1000 Mana
 * 60 Ability Power
 * 10 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 3905g
 * Actual Cost: 2700g
 * Unique - Insight: Gain ability power equal to 3% of your maximum mana.
 * Unique - Mana Shield: Drains 25% of your current mana to shield yourself for an equal amount for 3 seconds. (120 second cooldown)
 * With this item's base mana, Insight passive provides 30 ability power on its own.
 * is an extremely gold efficient item even without its Insight and Mana Shield effects, but it requires an additional investment of time to build the Mana Charge passive of.

Trivia

 * affecting all five champions on a team was the most gold efficient item in Season 2, costing 2145g and providing 6643g worth of stats team-wide, more than triple the value for the cost.