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.

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 +20 AD and +20 Armor compare to buying a +20 AD item and a +20 Armor item?

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

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, and spell vamp 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. has been generally accepted to be a fair gold value for spell vamp.

Armor penetration, magic penetration, and percentage movement speed are not presented here.

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 8 Attack Damage, 80 Health, and restores 3 Health per auto-attack for ranged champions and 5 for melee.


 * 8 AD * 36 gold per AD = 288g
 * 80 HP * 2.64 gold per HP = 211g
 * 3/5 Health per auto-attack = ??g

Using the Basic Item Statistics, a is worth 499g excluding the passive, making it valued at 13.4% more than its cost of 440g; plus however much the passive is worth.

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


 * 15 AP * 21.75 gold per AP = 326g
 * 60 HP * 2.64 gold per HP = 158g
 * 3 MP/5 * 60 gold per MP/5 = 180g
 * 4 MP per kill = ??g

Using the Basic Items Statistics, the actual value of a is 664g excluding the passive, a value 66% greater than its cost of 400g; making it the most cost-efficient of the Doran's items.

provides 100 Health, 10 Health Regeneration, and blocks 8 damage from Champion basic attacks.


 * 100 HP * 2.64 gold per HP = 264g
 * 10 Hp5 * 36 gold per Hp5 = 360g
 * Blocks 8 damage from Champion basic attacks == ??g

Using the Basic Items Statistics, the actual value of a is 624g excluding the passive, a value 41.182% greater than its cost of 440g. 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 3 Mana Regeneration and the unique passive Favor, which grants 2 gold and heals for 5 health whenever a nearby minion dies that the user did not kill.


 * 3 Mp5 * 60 gold per Mp5 = 180g
 * Unique passive - Favor: Being near a minion death without granting the killing blow grants 2 gold and heals for 5 health.

Using the Basic Items Statistics, the actual value of is 180g plus 2 gold for every minion death, becoming gold efficient after generating 185g.

provides 75 Health and the unique passive Spoils of War, which grants the user charges which cause melee attacks to execute minions below 200 (+100% AD) health, killing a minion heals you and the nearest allied champion for 40 health and grants them gold equal to the kill.


 * 75 Health * 2.63 gold per HP = 200g
 * Unique passive - Spoils of War: Melee autoattacks execute minions below 200 (+100% AD) health. Killing a minion by any means heals you and the nearest allied champion for 40 health and grants them gold equal to the kill. 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 200g, becoming gold efficient after granting 165g to allies utilizing its passive.

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


 * 5 AP * 21.75 gold per AP = 109g
 * 2 Mp5 * 60 gold per Mp5 = 120g
 * 2 Gp10 = +2g every 10 seconds
 * Unique passive - Tribute: Your next damaging ability or autoattack against a champion or structure will deal 10 additional damage and grant 5 gold. You generate one charge of Tribute every 10 seconds, storing up to 3. Killing a minion disables this passive for 12 seconds.

Using the Basic Items Statistics, the actual value of is 229g plus 2 additional gold every ten seconds and 5 additional gold after attacking an enemy champion or structure, becoming gold efficient after generating 136g.

Advanced Tier Items
A-B=


 * 20 Armor
 * 200 Health
 * (20 Magic Resist)
 * (10 Health Regeneration)
 * Calculated Cost using Basic Item Statistics: 1688g
 * Actual Cost: 1900g
 * Unique - Legion: Nearby allied Champions recieve 20 Magic Resistance, and 10 Hp5.
 * Each nearby ally increases the gold worth of this item by 760g 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.


 * 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 +3 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 16.7 minutes.
 * Every 3 kills will reduce the time-to-gold-efficiency by 20 seconds, due to the passive, Greed.

C-F=
 * 25 Attack Damage
 * Unique: 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 1222g
 * Actual Cost: 1337g
 * Unique: +10 Armor Penetration
 * The Brutalizer's 10 flat armor penetration must be valued at 115g 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.


 * 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.


 * 20 Ability Power
 * 7 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 855g
 * Actual Cost: 850g
 * 4 Gold per 10 seconds
 * Unique - Tribute: Spells and basic attacks against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.
 * Unique - Gold Income: You may only be in possession of 1 Gold Income item.
 * is more gold efficient than its Basic Item counterparts even without factoring in its gold generating passives.

G=
 * 30 Attack Damage
 * 700 Health
 * Calculated Cost using Basic Item Statistics: 2927g
 * 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 373g for it to be cost efficient.
 * is NOT gold efficient if used solely as a source of Health.


 * 45 Armor
 * 300 Mana
 * Unique Passive: 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 1822g
 * Actual Cost: 1500g
 * is a gold efficient Advanced Tier item.


 * 50 Armor
 * 40 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 1800g
 * Actual Cost: 2750g
 * Unique: Revives your champion upon death, restoring 30% of your maximum health and mana.
 * The revive passive must be valued at 950g for to be gold efficient.

(Unstacked) (Fully Stacked) H=
 * 40 Ability Power
 * 30 Attack Damage
 * Calculated Cost using Basic Item Statistics: 1950g
 * 40 Ability Power (+32 Ability Power)
 * 30 Attack Damage
 * (32% Attack Speed)
 * Calculated Cost using Basic Item Statistics: g
 * 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 g.
 * 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 g.
 * 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 g.


 * 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: 1400g
 * 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.
 * is gold efficient even without its passive.

I-L=
 * 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: 3770g
 * Actual Cost: 3800g
 * Unique Passive: +50% Critical Strike Damage
 * passive must be worth at least 30g for it to be gold efficient.


 * 200 Health
 * Calculated Cost using Basic Item Statistics: 528g
 * Actual Cost: 850g
 * Unique Passive: 10% Cooldown Reduction
 * 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.

M=
 * 40 Attack Damage
 * Calculated Cost using Basic Item Statistics: 1440g
 * Actual Cost: 2300g
 * Unique Passive: 35% 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.


 * 20 Armor
 * Calculated Cost using Basic Item Statistics: 400g
 * Actual Cost: 700g
 * Unique - Maim: Basic attacks against monsters deal 60 bonus magic damage and restore 3 health.
 * is as gold efficient if its passive is valued at 300g.

(Unstacked) (Fully Stacked) N-Q=
 * 20 Ability Power
 * Calculated Cost using Basic Item Statistics: 435g
 * 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 receives 15% Cooldown Reduction.
 * Each stack is worth 174g.
 * For to be cost efficient, it requires at least 5 stacks.


 * 8 Health Regeneration
 * 11 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 948g
 * Actual Cost: 850g
 * 2 Gold per 10 seconds
 * Unique - Favor: Being near a minion death without granting the killing blow grants 4 gold.
 * Unique - Gold Income: You may only be in possession of 1 Gold Income item.
 * is a gold efficient item even without factoring in its gold-generating passives.


 * 20 Attack Damage
 * 200 Health
 * Calculated Cost using Basic Item Statistics: 1248g
 * Actual Cost: 1325g
 * UNIQUE Passive - Rage: 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 77g for it to be gold efficient.

R=
 * 45 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 900g
 * Actual Cost: 1550g
 * Unique - Quicksilver: Remove all debuffs from your champion.
 * For to be gold efficient, the Active must be valued at 650g.
 * is NOT gold efficient without the use of its active.


 * 120 Ability Power
 * Calculated Cost using Basic Item Statistics: 2610g
 * Actual Cost: 3300g
 * Unique: +30% Ability Power
 * Alone, the Passive raises the Ability Power from 120 to 156, resulting in a Calculated Cost of 3393g.
 * 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: 2400g
 * 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 67g for  to be gold efficient.

S= (Unstacked) (Fully stacked)
 * 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.
 * 30 Armor
 * 25 Ability Power
 * Calculated Cost using Basic Item Statistics: 1144g
 * 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.
 * 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.


 * 200 Health
 * 45 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 1428g
 * Actual Cost: 1400g
 * Unique Passive: grants +15 health regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion.
 * This passive grants gold's worth in Health Regeneration equal to 360g while active.
 * is more gold efficient than its Basic Item counterparts even without its passive.


 * 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 magic damage to monsters and restore 3 health.
 * 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.
 * active must be valued at 700g for this item to be gold efficient.

(Unstacked) (Fully Stacked) T-U=
 * 10 Attack Damage
 * Calculated Cost using Basic Item Statistics: 360g
 * 110 Attack Damage
 * Calculated Cost using Basic Item Statistics: 3960g
 * 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 180g.
 * For to be cost efficient, it requires 5 stacks.


 * 175 Health
 * 12 Health Regeneration
 * Calculated Cost using Basic Item Statistics: 894g
 * Actual Cost: 850g
 * Unique - Spoils of War: Melee autoattacks execute minions below 200 health. Killing a minion by any means heals the nearest allied champion for 2% of your maximum health and grants them (kill + 10) gold. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds. Max 4 charges.
 * Unique - Gold Income: You may only be in possession of 1 Gold Income item.
 * is a gold efficient item even without factoring in its gold generating passives.

(Unstacked) (Fully Stacked)
 * 250 Mana
 * 7 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 920g
 * 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.

V=
 * 40 Attack Damage
 * 15 Health Regeneration
 * Calculated Cost using Basic Item Statistics: 1980g
 * Actual Cost: 1900g
 * 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.
 * passive and active must be worth at least 20g for it to be gold efficient.


 * 10 Attack Damage
 * Calculated Cost using Basic Item Statistics: 360g
 * Actual Cost: 800g
 * 10% Life Steal
 * 10% Life Steal must be worth 440g for the item to be gold efficient.
 * 44g (440g / 10%) is used as the base "gold per %" for Life Steal.

W-Z=
 * 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, 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: 1000g
 * Unique - Cold Steel: If you are hit by a basic attack, you slow the atacker's attack speed by 15% for 1 second.
 * is 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) (Fully Stacked)
 * 42% Attack Speed
 * 25 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 1900g
 * 42% Attack Speed
 * 50 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 2400g
 * Actual Cost: 2400g
 * Unique: Your basic attacks deal 42 bonus magic damage.
 * Unique: Your basic attacks increase your Magic Resistance by 5 for 5 seconds (up to five stacks).
 * With 42 bonus magic damage added to every attack, this item gains value as you steal the opponent's magic resist.
 * At no stacks, is gold effective when its magic damage passive is worth 500g.


 * 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.
 * The user of this item need 115 movement speed in order to make the item cost efficient.
 * Hence, this item is worth 1311 gold even this is the only source of movement speed on a champion that have 325 (lowest) base movement speed.

Legendary Tier Items
A=


 * 250 Mana
 * 10 Mana Regeneration
 * 60 Ability Power
 * Calculated Cost using Basic Item Statistics: 2468g
 * Actual Cost: 2700g
 * Passive: Grants Ability Power equal to.
 * 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 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.

B=
 * 45 Armor
 * 15% Critical Strike Chance
 * Calculated Cost using Basic Item Statistics: 1650g
 * Actual Cost: 2300g
 * Unique Passive: You gain Attack Damage equal to.
 * becomes cost efficient immediately if the it is upgraded from remains in the inventory for at least 36 minutes. Every nine kills made while  is present reduces this time by one minute.
 * Setting aside the gold gained from, is gold efficient once its user has 1204 or more max health.)


 * 80 Ability Power
 * 20% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2384g
 * Actual Cost: 2400g
 * Unique Aura - Valor: Nearby allied minions have 15% increased attack damage and ability power.
 * Unique - Promote: Transforms a nearby siege minion to a more powerful unit. You gain all the gold this unit earns. 180 second cooldown.
 * aura and Promote active must be worth at least 16g for the 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 are within range of the aura and its active has not been used at least once.


 * 450 Health
 * 55 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 2288g
 * Actual Cost: 2750g
 * 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.
 * Unique Passive: Grants 45 health regen for 10 seconds after taking damage from an enemy champion
 * is gold efficient when its healing buff is active. Otherwise, the spell shield passive must be worth 462g to be gold efficient.


 * 25 Attack Damage
 * 12% Life Steal
 * Calculated Cost using Basic Item Statistics: 1428g
 * Actual Cost: 1400g
 * Unique Active: Deals 100 magic damage and slows the target champion by 25% for 2 seconds (450 range). 90 second cooldown.
 * is gold efficient even without its active.


 * 200 Health
 * 50 Attack Damage
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2650g
 * 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 350g for this item to be cost efficient.

(Unstacked) (Fully Stacked) C-F=
 * 70 Attack Damage
 * 12% Life Steal
 * Calculated Cost using Basic Item Statistics: 3048g
 * 100 Attack Damage
 * 18% Life Steal
 * Calculated Cost using Basic Item Statistics: 4392g
 * 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.
 * must have at least four stacks to be gold efficient.


 * 120 Ability Power
 * Unique Passive: 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2932g
 * Actual Cost: 3100g
 * 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.
 * Active must be worth 168g for the item to be as gold efficient as its Basic Item counterparts.
 * is NOT gold efficient without the use of its Active.


 * 25 Attack Damage
 * 20% Critical Stike Chance
 * Calculated Cost using Basic Item Statistics: 1900g
 * 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%.)
 * is gold efficient even without factoring in its Grievous Wounds passive.

Unique - Gold Income: You may only be in possession of 1 Gold Income item.
 * 375 Health
 * 25 Health Regeneration
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2212g
 * Actual Cost: 2000g
 * Unique - Spoils of War: Melee autoattacks execute minions below 200 health. Killing a minion by any means heals the nearest allied champion for 2% of your maximum health and grants them (kill + 10) gold. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds. Max 4 charges.
 * Unique Active - Deadly Phalanx: Consumes 20% of your current health to shield target ally for 10% of your maximum health for 4 seconds. After 4 seconds, an explosion originates from the target dealing 10% of your maximum health as magic damage in an area. 60 second cooldown.
 * is gold efficient even without its passive and active.


 * 50 Ability Power
 * 10 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 1688g
 * Actual Cost: 1915g
 * Unique - Tribute: Basic attacks and abilities against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.
 * Unique - Gold Income: You may only be in possession of 1 Gold Income item.
 * Unique Active - Arctic Embrace: You deal 50 magic damage to the target enemy and all surrounding enemies, also slowing them by 50% for 2 seconds. 60 second cooldown.
 * active must have a value of 227g for the item to be gold efficient. Alternately, the item must be held for 569 seconds (9 minutes 29 seconds), including time spent holding . Each proc of Tribute decreases the time by 20 seconds. For each 2 seconds has been held, the time is decreased by 1 second. Each proc of Tribute on  decreases the time by 10 seconds.

I-L=
 * 95 Armor
 * 400 Mana
 * 20% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 3344g
 * Actual Cost: 2900g
 * 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 Ability Power
 * 70 Armor
 * 500 Mana
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 3375g
 * Actual Cost: 3250g
 * 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 35% (2 second cooldown).
 * is more cost efficient than its Basic Item counterparts even without its Spellblade passive.


 * 50 Ability Power
 * 300 Health
 * Calculated Cost using Basic Item Statistics: 2240g
 * Actual Cost: 3000g
 * Unique - Eyes of Pain: +15 magic penetration
 * Unique Passive: Dealing spell damage burns enemies for 2% of their current Health as Magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect and capped at 100 damage per second vs. monsters.
 * In order for to be cost efficient, its passives must be worth 1020g.

M=
 * 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 bonus magical damage equal to 50 + 75% of your ability power (2 second cooldown).
 * For to be gold efficient, its Movement Speed bonus and Unique Passive must be worth 760g.


 * 20 Attack Damage
 * 250 Mana
 * 7 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 1820g
 * 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.
 * Factoring in champions' base mana levels, is gold efficient at five or more stacks.
 * When fully stacked, this item upgrades into . See this item's entry for further details.


 * 60 Attack Damage (+35 Attack Damage at or below 30% Health)
 * 40 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 2960g (4220g at 30% Health)
 * Actual Cost: 3200g
 * Unique Passive: Gain 1 attack damage for every 2.5% health missing capped at 35 attack damage.
 * 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 (90 second cooldown).
 * passive and active must be worth at least 240g for it to be gold efficient.
 * Alternatively, {ii|Maw of Malmortius}} is gold efficient when its user at at 86% health or lower.


 * 60 Attack Damage
 * 45 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 3060g
 * Actual Cost: 3700g
 * 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 640g for the item to be gold efficient.


 * 40 Magic Resist
 * 12 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 1520g
 * Actual Cost: 1600g
 * 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 + 10% of their maximum health. (180 second cooldown)
 * The passive and active of must be valued at 80g for this item to be gold efficient.

N-Q=
 * 75 Ability Power
 * 12 Mana Regeneration
 * 20% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2995g
 * Actual Cost: 2200g
 * Unique Passive: Dealing magic damage to an enemy champion below 40% health inflicts Grevious Wounds to them for 4 seconds.
 * has more gold efficient than its Basic Item counterparts even without its passive.


 * 60 Ability Power
 * 50% Attack Speed
 * Unique Passive: 20% Cooldown Reduction
 * Unique Passive: Basic attacks deal 15 bonus magic damage on hit
 * Calculated Cost using Basic Item Statistics: 3616g
 * Actual Cost: 2920g
 * is gold efficient even without its passive.


 * 350 Health
 * 50 Ability Power
 * Calculated Cost using Basic Item Statistics: 2011g
 * Actual Cost: 2000g
 * 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)
 * is gold efficient even without its active.

R=
 * 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: 3000g
 * Unique - Cold Steel: If you are hit by a basic attack, you slow the attacker's attack speed by 15% and their movement speed by 10% for 1 second.
 * 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 281g for the item to be gold efficient.


 * 75 Attack Damage
 * 15 Health Regeneration
 * 12% Lifesteal
 * Calculated Cost using Basic Item Statistics: 3768g
 * Actual Cost: 3300g
 * 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) (Fully Stacked)
 * 60 Ability Power
 * 450 Health
 * 450 Mana
 * Calculated Cost using Basic Item Statistics: 3393g
 * 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.
 * is gold efficient even without its passives.
 * However, it is NOT gold efficient on a manaless champion.

S=
 * 360 Health
 * Calculated Cost using Basic Item Statistics: 950g
 * Actual Cost: 1550g
 * Unique - Ghost Ward: Consumes a charge to place a Ghost Ward.
 * 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.


 * 350 Health
 * 14 Health Regeneration
 * 7 Mana Regeneration
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2169g
 * Actual Cost: 2000g
 * Unique - Butcher: Damage dealt to neutral monsters increased by 30%.
 * Unique - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
 * Unique Passive: You generate Conservation stacks every 1.5 seconds, up to 80. Killing a large monster will consume up to 40 stacks and grant 1 bonus gold per stack consumed.
 * is a gold efficient item even without considering its passive effects.
 * must be worth at least 251g for the item to be gold efficient when used by a champion who does not benefit from mana regeneration.

Unique Passive - Bounty Hunter: Scoring a kill or assist on a champion or epic monster will grant 40 bonus gold. Additionally, killing large monsters will yield 10 bonus gold.
 * 30 Attack Damage
 * 14 Health Regeneration
 * 7 Mana Regeneration
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2326g
 * Actual Cost: 2000g
 * Unique - Butcher: Damage dealt to neutral monsters increased by 30%.
 * Unique - Incinerate: Physical damage burns the target for 16-50 (based on level) true damage over 3 seconds.
 * is gold efficient item even without its passive effects.
 * is still gold efficient even when used by a champion who does not benefit from mana regeneration.


 * 50 Ability Power
 * 7 Mana Regeneration
 * 14 Health Regeneration
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2334g
 * Actual Cost: 2000g
 * Unique - Butcher: Damage dealt to neutral monsters increased by 30%.
 * Unique Passive: You restore health and mana equal to 8% of your damage dealt to neutral monsters (halved for area of effect spells).
 * Unique Passive - Bounty Hunter: Scoring a kill or assist on a champion or epic monster will grant 40 bonus gold. Additionally, killing large monsters will yield 10 bonus gold.
 * is gold efficient even without considering its passive effects.
 * passives must together be worth at least 87g for the item to be cost efficient when used by a champion who does not benefit from mana regeneration.


 * 400 Health
 * 55 Magic Resistance
 * 20% Cooldown Reduction
 * 20 Health Regeneration
 * Calculated Cost using Basic Item Statistics: 3664g
 * Actual Cost: 2750g
 * Unique: Increase your healing, regeneration and drain effects on yourself by 20%.
 * is gold efficient even without its passive.

T-X=
 * 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 9.3 minutes. 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 167g together for the item to be cost efficient.


 * 10 Health Regeneration
 * 15 Mana Regeneration
 * 20% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 1904g
 * Actual Cost: 2000g
 * 2 Gold per 10 seconds
 * Unique - Favor: Being near a minion death without granting the killing blow grants 4 gold.
 * Unique - Gold Income: You may only be in possession of 1 Gold Income item.
 * Unique: Grants nearby allies 40% movement speed for 3 seconds. 60 second cooldown. 600 range.
 * active and gold-generating properties must have a value of at least 96g for the item to be gold efficient. Alternately, it will become gold efficient if it and are held for a combined total of 8 minutes. Each trigger of Favor while holding  or  reduces this time by 20 seconds; each trigger while holding  reduces it by 10 seconds.


 * 30 Ability Power
 * 30 Attack Damage
 * 30% Attack Speed
 * 10% Critical Strike Chance
 * 250 Health
 * 200 Mana
 * Calculated Cost using Basic Item Statistics: 4292g
 * Actual Cost: 3703g
 * 8% Movement Speed
 * Unique - Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds.
 * Unique - Spellblade: After using an ability, your next basic attack deals bonus damage equal to 200% of your base attack damage as physical damage. (2 second cooldown)
 * Even without factoring in the movement speed, Rage passive, and Spellblade passive, is more gold efficient than its Basic Item counterparts.


 * 50 Ability Power
 * 40 Magic Resistance
 * Calculated Cost using Basic Item Statistics: 1888g
 * Actual Cost: 2000g
 * 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)
 * In order for to be gold efficient, its movement speed bonus and Hunt active must be worth at least 112g.


 * 10 Mana Regeneration
 * 10% Cooldown Reduction
 * 50 Ability Power
 * 20% Spell Vamp
 * Calculated Cost using Basic Item Statistics: 2560g
 * Actual Cost: 2000g
 * "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 a gold efficient item, even after factoring in the reduced spell vamp ratio for area of effect spells.

Y-Z=
 * 20 Armor
 * 25% Attack Speed
 * Calculated Cost using Basic Item Statistics: 1233g
 * Actual Cost: 1800g
 * Unique - Maim: Basic attacks against monsters deal 100 bonus magic damage and restore 10 health.
 * Unique Passive: Gain 40% increased gold from monsters.
 * Unique Active: Places a at target location. (3 minute cooldown, 600 cast range)
 * Maim passive must be worth at least 567g for the item to be cost efficient immediately. Alternatively, it is guaranteed to be cost efficient once at least 8 wards have been placed or once 567g has been earned from farming jungle monsters.


 * 30 Attack Damage
 * 15% Critical Strike Chance
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2152g
 * 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  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 Health
 * 20% Cooldown Reduction
 * (20 Attack Damage)
 * (10% Life Steal)
 * Calculated Cost using Basic Item Statistics: 2464g
 * Actual Cost: 2550g
 * Unique Aura: Nearby allied champion gain 10% Life Steal and 20 Attack Damage.
 * Every allied champion nearby increases the value of by 1160g 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.


 * 25 Attack Damage
 * 50% Attack Speed
 * 10% Cooldown Reduction
 * Calculated Cost using Basic Item Statistics: 2889g.
 * Actual Cost: 2850g
 * 10% Movement Speed
 * Unique - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
 * is a cost efficient item even without its movement speed and Tenacity passives.


 * 120 Ability Power
 * 50 Armor
 * Calculated Cost using Basic Item Statistics: 3610g
 * Actual Cost: 3260g
 * 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
 * Calculated Cost using Basic Item Statistics: 2650g
 * Actual Cost: 3200g
 * Unique Passive: Your attacks deal 8% of the target's current health in physical damage (60 max vs minions and monsters).
 * Unique Active: Drains target champion, dealing 10% of the champion's maximum Health in physical damage and healing you by the same amount. Additionally you steal 25% of their movement speed for 3 seconds - 90 second cooldown. (450 range)
 * In order for to be cost efficient, the value of its active and passive must be at least 550g.


 * 45 Attack Damage
 * 65 Ability Power
 * 12% Life Steal
 * Unique Passive: 20% Spell Vamp
 * Calculated Cost using Basic Item Statistics: 4112g
 * 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 gold efficient even without its passive and active effects.


 * 300 Health
 * 20 Magic Resist
 * 10% Cooldown Reduction
 * (20 Magic Resist)
 * (10 Health Regen)
 * Calculated Cost using Basic Item Statistics: 2274g
 * Actual Cost: 2550g
 * Unique: - Legion: Nearby allies gain +20 magic resist and +10 Hp5.
 * Unique Active: Shield yourself and nearby allied champions for 5 seconds, absorbing up to 50 (+10 per level) damage. 60 second cooldown.
 * Each nearby ally increases the gold worth of this item by 760g 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 must have a value of at least 176g for the item to be cost efficient.


 * 1000 Mana
 * 20 Attack damage
 * 7 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 3860g
 * 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.


 * 1000 Mana
 * 60 Ability Power
 * 10 Mana Regeneration
 * Calculated Cost using Basic Item Statistics: 4558g
 * Actual Cost: 2700g
 * Unique - Insight: Gain ability power equal to 3% of your maximum mana.
 * Unique - Mana Shield: Drains 20% of your current mana 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 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
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 4728; 242% of its purchase price.
 * A affecting all five champions on a team is currently the most gold efficient item in the game, with a theoretical price of 7104; 279% of its purchase price.
 * With the maximum amount of ability power, a grants about 531 ability power, with a theoretical price of 11557 gold; 350% 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 4383 when fully stacked; 354.9% of its purchase price.
 * has a theoretical price of 4851 when fully stacked; 404.3% 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 8702.725 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 could theoretically have infinite gold efficiency due to 's  which infinitely increases his health, which is converted into AD.
 * 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.