Gold efficiency

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

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

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

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

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 (Outdated)

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

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

provides 8 Attack Damage, 80 Health, and 3% Life Steal.


 * 8 35 gold per =
 * 80 HP gold per HP =
 * 3% LS gold per LS =

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

provides 15 Ability Power, 60 Health, 50% Mana Regeneration, and recovers 4 Mana each time you get a kill.


 * 15 gold per  =
 * 60 HP gold per HP =
 * 50% MP5 5 gold per % MP5 =
 * 4 MP per kill =

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

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


 * 80 HP gold per HP =
 * 6 HP5 ?? gold per HP5 =
 * Blocks 8 damage from single target attacks and spells from champions =

Using the Basic Items Statistics, the actual value of a is, making it  gold efficient excluding the passives.

provides 5 Attack Damage, heals 3 life on hit, and grants 1 extra gold per minion kill. Reaching 100 minion kills gives 300 gold and disables the passive


 * 5 35 gold per =
 * 3 Life on hit =

Using the Basic Items Statistics, the actual value of a is, making it  gold efficient. Once 100 minions have been killed, becomes  gold efficient. Gold= Gold-generating items are items that, while being moderately inefficient to start out, boost the gold income of the user independently of obtaining last hits, thus potentially allowing any of them to become gold efficient given enough time. Unlike the Doran's items, these items all have intermediate and legendary-tier upgrades.

provides 25% Mana Regeneration and the unique passive, which grants 4 gold and heals for 5 health whenever a nearby minion dies that the user did not kill.


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

Using the Basic Items Statistics, the actual value of is, without counting the passive, making it  gold efficient. By counting the passive, you get for every minion death, making the  gold efficient after generating  (~57 minion deaths).

provides 75 Health, 2 gold per 10 seconds, and the unique passive, which grants the user charges which cause melee attacks to execute minions below 200 health, healing you and the nearest allied champion for 40 health and grants them gold equal to the kill.


 * 75 HP gold per HP =
 * 2 <span style="color:rgb(255,215,0)">Gp10 = +2 <span style="color:rgb(255,215,0)">gold every 10 seconds
 * Unique Passive – : Melee auto-attacks execute minions below 200 health. Killing a minion by any means heals you and the nearest allied champion for 40 health and grants them kill gold. These effects require a nearby allied champion and consume a charge. Recharges every 60 seconds. Max 2 charges.

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

provides 5 Ability Power, 25% Mana Regeneration, 2 gold per 10 seconds and the unique passive, which deal 10 additional damage and grant 8 gold whenever the wielder damages an enemy champion or structure.


 * 5 gold per  =
 * 25% <span style="color:rgb(0,153,204)">MP5 5 gold per <span style="color:rgb(0,153,204)">MP5 =
 * 2 <span style="color:rgb(255,215,0)">Gp10 = +2 <span style="color:rgb(255,215,0)">gold every 10 seconds
 * Unique Passive – : Spells and basic attacks against champions or buildings deal 10 additional damage and grant 8 gold. This can occur up to 3 times every 30 seconds. Killing a minion disables this passive for 12 seconds.

Using the Basic Items Statistics, the actual value of is, without counting the passives, making it  gold efficient. By counting the passives, you get 2 additional gold every 10 seconds and 8 additional gold after attacking an enemy champion or structure. The becomes gold efficient after generating.

Component Items
A-B=


 * +200 Health
 * +100% Health Regeneration
 * +20 Magic Resist
 * +10 Magic Resist (from passive)
 * Cost Calculation using Basic Item Statistics: 200 + 1003 + 2018 + 1018
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Aura – : Nearby allies gain . (1100 range)
 * Each nearby ally increases the gold worth of this item by due to the magic resistance bonus of the aura.
 * becomes gold efficient when at least one allied champion benefits from the aura.


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


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


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

C-E=


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


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


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


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


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


 * +15 Ability Power
 * +100 Mana
 * Cost Calculation using Basic Item Statistics: 15 + 100
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +25% increased Healing from Potions
 * Unique Passive – : Grants 2 Glory for a champion kill or 1 Glory for an assist, up to 10 Glory total. Lose 4 Glory on death.
 * Unique Passive – : Grants +3 Ability Power per Glory.
 * Each Dread stack gives, up to a total value of at max stacks, or  efficiency.

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


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


 * +50% Mana Regeneration
 * Unique Passive: +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 505 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 

G=
 * +15 Ability Power
 * +100% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 15 + 1005
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +2 Gold per 10 seconds
 * Unique Passive – : Spells and basic attacks against a champion or structure will deal 15 additional damage and grant 15 gold. This can occur up to 3 times every 30 seconds. You may only be in possession of 1 Gold Income item.
 * The passives of (gold generation and ) must be valued at  for it to be gold efficient.
 * Alternatively, the item becomes gold efficient in 1 minute and 59 seconds, or after 2 Tribute procs.


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


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

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


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


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


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

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


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


 * +15% Attack Speed
 * Cost Calculation using Basic Item Statistics: 1525
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Your Energized attacks deal 30 bonus magic damage on hit.
 * The passive of } must be valued at for it to be cost efficient.

L-N=


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


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

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


 * +15 Attack Damage
 * +200 Health
 * Cost Calculation using Basic Item Statistics: 1535 + 200
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Basic attacks grant 20 Movement Speed for 2 seconds. Kills grant 60 Movement Speed instead. This Movement Speed bonus is halved for ranged champions.
 * The Rage passive of must be valued at  for it to be gold efficient.


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


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

S= (Unstacked) (Fully stacked)
 * +25% Attack Speed
 * +15 On-hit Physical Damage
 * Cost Calculation using Basic Item Statistics: 2525 + 1525
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: '
 * Although not a basic item, is the item from which the on-hit physical damage gold value is derived. From this item derives a value of  per on-hit physical damage.
 * +25 Armor
 * +20 Ability Power
 * Cost Calculation using Basic Item Statistics: 2520 + 20
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +40 Armor
 * +35 Ability Power
 * Cost Calculation using Stacked Item Statistics: 4020 + 35
 * Calculated Cost using Stacked Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Kills grant bonus armor and ability power. This bonus stacks up to 30 times.
 * is not gold efficient with no stacks. Its gold efficiency rises by per stack. It becomes cost efficient after obtaining thirteen stacks.


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


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


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


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

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


 * +175 Health
 * +50% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 175 + 503
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +2 gold per 10 seconds
 * Unique Passive – : Melee basic attacks execute minions below 240 Health. Killing a minion by any means heals you and the nearest allied champion for 50 health and grants them kill gold. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds. Max 3 charges. You may only be in possession of 1 Gold Income item.
 * The passive of must be valued at  for it to be gold efficient.
 * Alternatively, this item becomes gold efficient in 19 minutes and 25 seconds. Each charge used reduces this timer by up to 1 minute and 20 seconds, down to a minimum of about 4 minutes.

(Unstacked) (Fully Stacked)
 * +250 Mana
 * +25% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 250 + 255
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +1000 Mana
 * +25% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 1000 + 255
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Grants + / mana (max +750 mana) for each spell cast and mana expenditure. (occurs up to 2 times every  /  seconds). Gains +1 mana every  /  seconds.
 * The passive of must grant at least 197 mana  to be gold efficient.


 * +30 Attack Damage
 * +50% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 3035 + 503
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Active – (Melee only): Deals  to units around you – ( near the edge) (10 second cooldown).
 * The active of must be valued at  for it to be gold efficient.

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


 * +40 Armor
 * Cost Calculation using Basic Item Statistics: 4020
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : If you are hit by a basic attack, you slow the atacker's attack speed by 15% for 1 second.
 * The passive of must be valued at  for it to be gold efficient.


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


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

Finished Items
A=


 * +70 Ability Power
 * +50 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 70 + 5018
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Nearby enemy champions suffer –20 Magic Resistance.
 * The passive of must be valued at  for it to be gold efficient.


 * +250 Mana
 * +80 Ability Power
 * + Ability Power (from passive)
 * +50% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 250 + 80 + + 505
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Grants Ability Power equal to.
 * Unique Passive – : Each time you cast a spell or spend mana, grants + / maximum mana (occurs up to 2 times every  /  seconds). Transforms into  at +750 mana.
 * is gold efficient when the champion has 915 mana from base stats and other Items/Runes/Masteries.


 * +10% Cooldown Reduction
 * +40 Ability Power
 * +100% Mana Regeneration
 * Unique Passive: +8% Movement Speed
 * Cost Calculation using Basic Item Statistics: 1030 + 40 + 1005 + 8
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Your heals and shields on champions grant them 15% attack speed for 6 seconds and their attacks deals 30 magic damage on-hit. This does not include regeneration effects or effects on yourself.
 * Statistical Value Per Ally Buffed: 15% Attack speed + 30 on-hit magical damage15253025
 * Total Stat Value (4 allies buffed): 11254 +, making  gold efficient.
 * is gold efficient when buffing 1 ally with its passive.

B=
 * +60 Ability Power
 * +25 Magic Resistance
 * +100% Mana Regeneration
 * +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 60 + 2518 + 1005 + 2030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Restores every 5 seconds.
 * Unique Passive: Restores on kill or assist.
 * is gold efficient even without its passive.


 * +200 Health
 * +60 Ability Power
 * +100% Health Regeneration
 * +20 Magic resistance
 * +15 Magic resistance (from passive)
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 200 + 60 + 1003 + 2018 + 1518 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Aura – : Grants nearby allies +15 magic resistance.
 * Each nearby ally increases the gold worth of this item by due to the magic resistance bonus of the aura.
 * When affecting all 4 allies, becomes  gold efficient.
 * Unique Active – : Greatly increases the power of a lane minion and grants it immunity to magic damage (120 second cooldown).
 * is gold efficient even without its active.


 * +500 Health
 * +70 Magic Resistance
 * +100% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 500 + 7018 + 1003
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Gain a spell shield that blocks the next incoming enemy ability. This shield refreshes if you haven't taken damage from champions in 40 seconds.
 * The passive of must be valued at g for it to be gold efficient.

are more gold efficient than their Basic Item counterparts.
 * +30% Attack Speed
 * +45 Movement Speed
 * Cost Calculation using Basic Item Statistics: 3025 + 4512
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 


 * +300 Health
 * +55 Attack Damage
 * +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 300 + 5535 + 2030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Dealing physical damage to an enemy champion Cleaves them reducing their armor by 5% for 6 seconds. This effect stacks up to 6 times.
 * Unique Passive – : Dealing physical damage grants 20 movement speed for 2 seconds. Assists on Cleaved enemy champions or kills on any unit grant 60 movement speed for 2 seconds instead. This movement speed bonus is halved for ranged champions.
 * The passives of must be valued at  for it to be gold efficient.


 * +25 Attack Damage
 * +10% Life Steal
 * +40% Attack Speed
 * Cost Calculation using Basic Item Statistics: 2535 + 10 + 4025
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Your attacks deal in physical damage (60 max vs minions and monsters).
 * Unique Active: Drains target champion, dealing in physical damage (min. 100) and healing you by the same amount. Additionally you steal 25% of their movement speed for 3 seconds (90 second cooldown) (550 range).
 * The passive and active of must be valued at  for it to be gold efficient.


 * +75 Attack Damage
 * Unique Passive: +20% Life Steal
 * Cost Calculation using Basic Item Statistics: 7535 + 20
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Your life steal overheals you, converting the excess healing into a shield that absorbs up to 50-350 damage and decays when out of combat for 25 seconds.
 * The passive of must be valued at  for it to be gold efficient.


 * +25 Movement Speed
 * Cost Calculation using Basic Item Statistics: 2512
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive - : Increases to +105 Movement Speed when out of combat for 5 seconds.
 * When out of combat reaches, becoming gold efficient.

C-G=
 * +65 Movement Speed
 * Cost Calculation using Basic Item Statistics: 6512
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive - : Movement slowing effects are reduced by 25%.
 * The passive of must be valued at  for it to be gold efficient.


 * +500 Health
 * +50 Armor
 * Cost Calculation using Basic Item Statistics: 500 + 5020
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : You build Momentum stacks while moving, up to 100, granting up to 60 bonus movement speed. Momentum rapidly decays while under immobilizing crowd control effects, and decays slowly while slowed.
 * Unique Passive – : Basic attacks discharge all Momentum, dealing 1 bonus physical damage for every 2 Momentum. If 100 stacks are discharged, the damage is doubled and, if you are a melee attacker, the target will also be slowed by 75% that decays over 1 second.
 * becomes gold efficient at 65 stacks (+39 movement speed) and reaches }} gold efficiency when fully stacked.


 * +65 Attack Damage
 * +10% Cooldown Reduction
 * +12% Life Steal (from passive)
 * Cost Calculation using Basic Item Statistics: 6535 + 1030 + 12
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Dealing physical damage heals for 12% of the damage dealt. This is 33% as effective for Area of Effect damage.
 * Unique Passive: 12% of damage taken is dealt as a Bleed effect over 3 seconds instead.
 * The passives of must be valued at  for it to be gold efficient.


 * +50% Attack Speed
 * +45 Magic Resistance
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 5025 + 4518 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Active – : Removes all debuffs from your champion. Melee champions also gain +50% movement speed for 1 second. 90 second cooldown.
 * The active of must be valued at  for it to be gold efficient.


 * +55 Attack Damage
 * +275 Health
 * Cost Calculation using Basic Item Statistics: 5535 + 275
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds.
 * Unique Active: For 5 seconds, your attacks reduce your target's movement speed by 30% and deal 80 true damage over 2.5 seconds (60 second cooldown).
 * is gold efficient even without its passive and active.


 * +65 Attack Damage
 * +20% Critical Strike Chance
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 6535 + 2040 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Gain up to +20% additional Cooldown Reduction equal to your Critical Strike Chance from other sources.
 * Unique Passive: Critical strikes restore 3% of your maximum Mana pool.
 * The passive of must grant at least 8% Cooldown Reduction for it to be gold efficient.


 * +500 Health
 * +100% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 500 + 1003
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +2 gold per 10 seconds
 * Unique Passive – : Melee basic attacks execute minions below 400 Health. Killing a minion heals the owner and the nearest allied champion for 50 Health and grants them kill Gold. These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges.
 * Unique Active – : Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.
 * The passive and active of must be valued at  for it to be gold efficient.


 * +200 Health
 * +150% Health Regeneration
 * +150% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 200 + 1503 + 1505
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Being near a minion death without dealing the killing blow grants 6 Gold and 10 Health.
 * Unique Active – : Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.
 * The passive and active of must be valued at  for it to be gold efficient.


 * +200 Health
 * +25 Ability Power
 * +150% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 200 + 25 + 1505
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +2 gold per 10 seconds
 * Unique Passive – : Being near a minion death without dealing the killing blow grants 6 Gold and 10 Health.
 * Unique Active – : Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.
 * The passive and active of must be valued at  for it to be gold efficient.


 * +450 Health
 * +100% Health Regeneration
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 450 + 1003 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +2 gold per 10 seconds
 * Unique Passive – : Melee basic attacks execute minions below 400 Health. Killing a minion heals the owner and a nearby allied champion for 50 and grants them kill Gold. These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges. You may only be in possession of 1 Gold Income item.
 * Unique Active: Grant a shield to an ally equal to 10% of your maximum Health for 4 seconds. After 4 seconds, the shield explodes to slow nearby enemies by 40% for 2 seconds (60 second cooldown).
 * The passive and active of must be valued at  for it to be gold efficient.


 * +50 Ability Power
 * +10% Cooldown Reduction
 * +150% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 50 + 1030 + 1505
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +2 gold per 10 seconds
 * Unique Passive – : Your next damaging ability or autoattack against a champion or structure will deal 15 additional damage and grant 15 gold. You generate one charge of Tribute every 10 seconds, storing up to 3. You may only be in possession of 1 Gold Income item.
 * Unique Active: Summon 2 icy ghosts for 6 seconds that seek out nearby enemy champions. Ghosts reveal enemies on contact and reduce their Movement Speed by 40% for 4 seconds (60 second cooldown.)
 * active must have a value of for the item to be gold efficient. Alternately, the item must be held for 5 minutes and 13 seconds, including time spent holding  and . Each proc of Tribute decreases the time by 75 seconds.


 * +90 Armor
 * +400 Mana
 * +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 9020 + 400 + 2030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Reduces the attack speed of nearby enemies by 15% (700 range).
 * is gold efficient even without its passive.


 * +650 Health
 * +40 Attack Damage
 * Cost Calculation using Basic Item Statistics: 650 + 4035
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Your basic attacks slow your target's Movement Speed by 40% for seconds (30% slow for ranged attacks).
 * is gold efficient even without its passive.


 * +60 Armor
 * +60 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 6020 + 6018
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Revives your champion upon death, restoring and  after 4 seconds of stasis (300 second cooldown).
 * The passive of must be valued at  for it to be gold efficient.

+200 Health +125% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 200 + 1253
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Enemy spellcasts reduce the cooldown of Battle Cry by 1 second.
 * Unique Active – : Gain 30% Movement Speed, 20 Armor, and 20 Magic Resist for 3 seconds. 25 second cooldown.
 * While is active,  is  gold efficient.

H-L=
 * +30 Attack Damage
 * +40 Ability Power
 * Cost Calculation using Basic Item Statistics: 3035 + 40
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Basic attacks grant +8% Attack Speed, +3 Attack Damage, and +4 Ability Power for 5 seconds (stacks up to 8 times, melee attacks grant 2 stacks). While you have 8 stacks, gain Guinsoo's Rage.
 * Guinsoo's Rage: Basic attacks deal bonus magic damage on hit equal to 20 + 15% of bonus Attack Damage and 7.5% of Ability Power to the target and nearby enemy units.
 * Each stack gives worth of stats, increasing the efficiency by ', reaching  plus 27.5 On-Hit Damage, giving  a total stacked value of, or '


 * +40 Attack Damage
 * +80 Ability Power
 * +15% Life Steal
 * +15% Spell Vamp
 * Cost Calculation using Basic Item Statistics: 4035 + 80 + 15 + 15
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Heal for 15% of damage dealt. This is 33% as effective for Area of Effect damage.
 * Unique Active: Deals 150 + as magic damage and slows the target champion's movement speed by 40% for 2 seconds (30 second cooldown).
 * is gold efficient even without its active effect.


 * +225 Health
 * +25 Armor
 * +250 Mana
 * +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 225 + 2520 + 250 + 2030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Nearby stealthed enemy traps are revealed.
 * Unique Active: Covers an area with stealth-detecting mist for 5 seconds, granting vision of units which pass through it for 3 seconds. 60 second cooldown.
 * The active and passive of must be valued at  for it to be gold efficient.


 * +500 Mana
 * +65 Armor
 * +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 500 + 6520 + 2030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : After using an ability, your next basic attack deals bonus physical damage to surrounding enemies and creates a field for 2 seconds that slows enemies inside by 30% ( second cooldown). Size of zone increases with bonus armor.
 * The passive of must be valued at  for it to be gold efficient.


 * +65 Attack Damage
 * +20% Critical Strike Chance
 * Cost Calculation using Basic Item Statistics: 6535 + 2040
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Critical strike bonus damage is increased by 50%.
 * The passive of must be valued at  for it to be gold efficient.


 * +10% Cooldown Reduction
 * +45 Movement Speed
 * Cost Calculation using Basic Item Statistics: 1030 + 4512
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Reduces Summoner Spell cooldowns by 10%
 * is gold efficient even without its passive.


 * +80 Ability Power
 * +300 Health
 * Unique Passive: +15 Magic Penetration
 * Cost Calculation using Basic Item Statistics: 80 + 300 + 15
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Dealing spell damage applies a damage-over-time effect that deals bonus magic damage equal to  per second for 3 seconds. This bonus damage is doubled against movement-impaired units and capped at 100 damage per second vs. monsters.
 * The passive of must be valued at  for it to be gold efficient.


 * +80 Ability Power
 * +250 Mana
 * +7% Movement Speed
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 80 + 250 + 7 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : After using an ability, your next basic attack deals +  bonus magic damage ( second cooldown).
 * The passive of must be valued at  for it to be gold efficient.


 * +30 Attack Damage
 * +30% Critical Strike Chance
 * Cost Calculation using Basic Item Statistics: 3035 + 3040
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Critical strikes now cause the target to bleed for an additional as magical damage over 3 seconds and are revealed for the duration of the bleed.
 * Unique Passive – : Nearby stealthed enemy traps are revealed.
 * Unique Active: Covers a target area in a stealth-detecting mist that grants vision for 5 seconds and reveals enemies that enter it for 3 seconds (60 second cooldown).
 * The passive and active of must be valued at  for it to be gold efficient.


 * +400 Health
 * +100% Health Regeneration
 * +20 Magic Resistance
 * +15 Magic Resistance (from passive)
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 400 + 1003 + 2018 + 1518 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Nearby allied minions and champions gain +15 magic resist.
 * Unique Active: Shield yourself and nearby allied champions for 2 seconds, absorbing up to 75 + (15level) damage (60 second cooldown).
 * Each nearby ally increases the gold worth of this item by due to the magic resistance bonus of the aura.
 * becomes gold efficient when at least one other champion benefits from the passive.
 * Alternatively, the active of must be valued at  for it to be gold efficient.


 * +40 Attack Damage
 * Cost Calculation using Basic Item Statistics: 4035
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Grants up to +15% physical damage against enemy champions with greater maximum Health than you (+1.5% damage per 50 Health difference, maxing at 500 Health difference).
 * Unique Passive – : +40% Bonus Armor Penetration.
 * The passives of must be valued at  for it to be gold efficient.


 * +65 Attack Damage
 * +20% Critical Strike Chance
 * Cost Calculation using Basic Item Statistics: 6535 + 2040
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Critical strikes cause enemies to bleed for an additional as magic damage over 3 seconds and reveal them for the duration.
 * The passive of must be valued at  for it to be gold efficient.

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


 * +250 Mana
 * +25 Attack Damage
 * +5 Attack Damage (from passive)
 * +25% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 250 + 2535 + 535 + 255
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Gain attack damage equal to.
 * Unique Passive – : Each time you cast a spell or spend mana, grants + /  maximum mana (occurs up to 2 times every  /  seconds). Transforms into  at +750 mana.
 * is gold efficient when the champion has 1250 mana from base stats and other Items/Runes/Masteries.

(without passive) (with passive)
 * +55 Attack Damage
 * +50 Magic Resistance
 * +10 Armor Penetration
 * Cost Calculation using Basic Item Statistics: 5535 + 5018 + 1040
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +55 Attack Damage
 * +50 Magic Resistance
 * +10 Armor Penetration
 * +25% Attack Speed
 * +10% Spell Vamp
 * +10% Life Steal
 * Cost Calculation using Basic Item Statistics: 5535 + 5018 + 1040 + 2525 + 10 + 10
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : If you would take damage which would leave you at, you gain a shield which absorbs up to 300 + 1 per bonus Magic Resistance for 5 seconds.
 * The passives of must be valued at  for it to be gold efficient.


 * +20 Ability Power
 * +200 Mana
 * Cost Calculation using Basic Item Statistics: 20 + 200
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Grants 4 Glory for a champion kill or 2 Glory for an assist, up to 25 Glory total. Lose 10 stacks of Glory upon dying.
 * Unique Passive – : Grants +5 Ability Power per Glory. Grants 10% Movement Speed if you have at least 15 Glory.
 * Each Glory stack is worth, making  more efficient.
 * At the maximum of 25 stacks, is worth, making it  gold efficient.
 * must have at least 7 stacks to be considered gold efficient.


 * +75 Attack Damage
 * +35 Magic Resistance
 * +10% Life Steal
 * Cost Calculation using Basic Item Statistics: 7535 + 3518 + 10
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Active – : Removes all debuffs from your champion and grants +50% movement speed for 1 second (90 second cooldown).
 * The active of must be valued at  for it to be gold efficient.


 * +25 Magic Resist
 * +45 Movement Speed
 * Cost Calculation using Basic Item Statistics: 2518 + 4512
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Active – : Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 20%.
 * The passive of must be valued at  for it to be gold efficient.


 * +35 Magic Resistance
 * +100% Mana Regeneration
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 3518 + 1005 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Restores every 5 seconds.
 * Unique Active: Removes all stuns, roots, taunts, fears, silences and slows on an allied champion and heals for 150 +.
 * The passive and active of must be valued at  for this item to be gold efficient.


 * +50 Ability Power
 * +50 Armor
 * +50 Magic Resistance
 * Cost Calculation using Basic Item Statistics: 50 + 5020 + 5018
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 35%.
 * is gold efficient even without its passive.


 * +80 Ability Power
 * +100% Mana Regeneration
 * +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 80 + 1005 + 2030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Dealing magic damage to an enemy champion inflicts  to them for 4 seconds.
 * is gold efficient even without its passive.


 * +40 Attack Damage
 * Cost Calculation using Basic Item Statistics: 4035
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Physical damage inflicts Grievous Wounds on enemy champions for 5 seconds.
 * Unique Passive – : +40% Bonus Armor Penetration.
 * The passives of must be valued at  for it to be gold efficient.

N-Q=
 * +1000 Mana
 * +25 Attack Damage
 * +20 Attack Damage (from passive)
 * +25% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 1000 + 2535 + 2035 + 255
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Gain attack damage equal to.
 * Unique Toggle: Your single target spells and attacks consume to deal bonus physical damage equal to twice the amount of mana consumed.
 * With the item's base mana,  passive provides  on its own.
 * is gold efficient even without its passive.


 * +80 Ability Power
 * +50% Attack Speed
 * +15 On-hit Magic Damage
 * +12 On-hit Magic Damage (from passive)
 * Unique Passive: +20% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 80 + 5025 + 1525 + 1225 + 2030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: +15 On-Hit Magic Damage
 * is gold efficient even without its passive.


 * +30 Armor
 * +45 Movement Speed
 * Cost Calculation using Basic Item Statistics: 3020 + 4512
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Blocks 10% of the damage from basic attacks.
 * is gold efficient even without its passive.


 * +350 Health
 * +50 Magic Resistance
 * +350 Mana
 * Cost Calculation using Basic Item Statistics: 350 + 5018 + 350
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Reduces and stores 10% of received.
 * Unique Active: Deals 200 + ( – max 400) magic damage to nearby enemy units (90 second cooldown) (525 range).
 * The passive and active of must be valued at  for this item to be gold efficient.


 * +300 Health
 * +50 Armor
 * +150% Health Regeneration
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 300 + 5020 + 1503 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Grants +20% bonus movement speed that build up over 2 seconds when near turrets.
 * Unique Active: Prevents nearby enemy towers from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds.
 * The passive and active of must be valued at  for this item to be gold efficient.


 * +70 Magic Resistance
 * +100% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 7018 + 1003
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Grants a shield that absorbs up to 30 + (10level) damage. This shield refreshes after no damage is taken from enemy champions for 9 seconds.
 * If you count the passive as health, then it is worth between and, depending on the champion's level (40 and 210). That makes the stats of the item combined worth between  and , also making , when level 14, more cost effective than its Basic Item counterparts.


 * +800 Health
 * +100% Health Regen
 * Cost Calculation using Basic Item Statistics: 800 + 1003
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: On kill or assist, heal for 300 health over 5 seconds.
 * The passive of must be valued at  for it to be gold efficient.

R=
 * +45% Attack Speed
 * +30% Critical Strike Chance
 * Cost Calculation using Basic Item Statistics: 4525 + 3040
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : While within 500 units of an enemy Champion you can see, +12% Movement Speed and you can move through units.
 * Unique Passive – : The last champion hit deals 12% less damage to you (ends after 10 seconds of not hitting).
 * While near enemies, adds  worth of movement speed. 's other passive must still be worth  for it to be gold efficient.


 * +120 Ability Power
 * +42 Ability Power(from passive)
 * Cost Calculation using Basic Item Statistics: 162
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Increases Ability Power by 35%.
 * is gold efficient when the champion has 37 ability power from base stats and other Items/Runes/Masteries.


 * +450 Health
 * +60 Armor
 * Cost Calculation using Basic Item Statistics: 450 + 6020
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Passive: -10% damage taken from critical strikes.
 * Unique Passive – : When hit by basic attacks, reduces the attacker's attack speed by 15% for 1 second.
 * Unique Passive: -10% damage taken from critical strike.
 * Unique Active: Slows the movement speed of nearby enemy units by 35% for 4 seconds (60 second cooldown) (500 range).
 * The passive and active effects of must be worth  for the item to be gold efficient.


 * +30% Attack Speed
 * +30% Critical Strike Chance
 * +8% Movement Speed
 * Cost Calculation using Basic Item Statistics: 3025 + 3040 + 8
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Passive: Moving and attacking will make an attack Energized.
 * Unique Passive – : Your Energized attacks gain 35% bonus range (+150 range maximum) and deal 50~200 bonus magic damage (based on level) on hit. Energized attacks function on structures.
 * The passive of must be valued at  for it to be gold efficient.


 * +75 Attack Damage
 * +100% Health Regeneration
 * +12% Lifesteal
 * Cost Calculation using Basic Item Statistics: 7535 + 1003 + 12
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Passive: Life Steal applies to damage dealt by this item.
 * Unique Passive - : Basic attacks deal to units around your target – ( near the edge).
 * Unique Active - : Deals to units around you – ( near the edge) (10 second cooldown).
 * The passive and active effects of must be worth  for the item to be gold efficient.


 * +500 Health
 * +300 Mana
 * +100% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 500 + 300 + 1003
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Active: Grants +60% Movement Speed to you and nearby allies when moving towards enemies for 3 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions by 80% for one second. 90 second cooldown.
 * The passive of must be valued at  for it to be gold efficient.

(Unstacked) (Fully Stacked)
 * +300 Health
 * +400 Mana
 * +80 Ability Power
 * Cost Calculation using Basic Item Statistics: 300 + 400 + 80
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +300 Health
 * +200 Health (from passive)
 * +400 Mana
 * +400 Mana (from passive)
 * +80 Ability Power
 * +40 Ability Power (from passive)
 * Cost Calculation using Basic Item Statistics: 300 + 200 + 400 + 400 + 80 + 40
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Passive: This item gains 20 health, 40 mana and 4 ability power every /, up to 10 times.
 * Unique Passive – : Upon leveling up, restores 150 health and 200 mana over 8 seconds.
 * One level up with is this item is worth.
 * is gold efficient even without its passives.
 * However, it is not gold efficient on a manaless champion unless stacked.
 * Unstacked on manaless champion:  ( base stats)
 * Stacked on manaless champion:  ( base stats)


 * +500 Health
 * Cost Calculation using Basic Item Statistics: 500
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Item Active cooldowns are reduced by 10%.
 * Unique Active – : Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges and refills when visiting the shop.
 * The passive of must be valued at  for it to be gold efficient.


 * +40% Attack Speed
 * +30% Critical Chance
 * +5% Movement Speed
 * Unique Passive: +15 On-hit Physical Damage
 * Cost Calculation using Basic Item Statistics: 4025 + 3040 + 5 + 1525
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : When basic attacking, bolts are fired at up to 2 enemies near the target, each dealing (25% of Attack Damage) physical damage. Bolts can critically strike and apply on hit effects.
 * is gold efficient even without its passive.

S= (Unstacked) (Fully Stacked)
 * +100 Ability Power
 * +400 Health
 * Cost Calculation using Basic Item Statistics: 100 + 400
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Damaging abilities slow affected enemies based on their type:
 * Single Target: 40% for seconds.
 * Area of Effect: 40% for 1 second.
 * Damage over time, multi-hit, and pet attacks: 20% for 1 second.
 * is gold efficient even without its passive.
 * +45 Attack Damage
 * +10% Life Steal
 * Cost Calculation using Basic Item Statistics: 4535 + 10
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +45 Attack Damage
 * +30 Attack Damage (from passive)
 * +10% Life Steal
 * +5% Life Steal (from passive)
 * Cost Calculation using Basic Item Statistics: 4535 + 3035 + 10 + 5
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Your basic attacks grant +6 attack damage and +1% life steal for 8 seconds (stacking up to 5 stacks).
 * One stack increases the gold efficiency of this item by.
 * is gold efficient when is has 3 or more stacks.


 * +1000 Mana
 * +80 Ability Power
 * +30 Ability Power (from Passive)
 * +50% Mana Regeneration
 * Cost Calculation using Basic Item Statistics: 1000 + 80 + 30 + 505
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Gain ability power equal to.
 * Unique Active – : Drains to shield yourself for an equal amount plus 150 for 3 seconds (120 second cooldown).
 * With this item's base mana, Insight passive provides  on its own.
 * is gold efficient even without its passive.


 * +15 Magic Penetration
 * +45 Movement Speed
 * Cost Calculation using Basic Item Statistics: 15 + 4512
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Although not a basic item, is the item from which the flat magic penetration gold value is derived. From this item derives a value of  per point of magic penetration.


 * +500 Health
 * +70 Magic Resistance
 * +10% Cooldown Reduction
 * +150% Health Regen
 * +50% Health Regen (from passive)
 * Cost Calculation using Basic Item Statistics: 500 + 7018 + 1030 + 1503 + 503
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Increases effectiveness of all sources of healing including self-healing, health regen, lifesteal, and spell vamp by 20%.
 * is gold efficient even without its passive.


 * +35% Attack Speed
 * +30% Critical Strike Chance
 * +5% Movement Speed
 * Cost Calculation using Basic Item Statistics: 3525 + 3040 + 5
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Passive: Moving and attacking will make an attack Energized.
 * Unique Passive – : Your Energized attacks deal 30-100 bonus magic damage (based on level) to up to 5 targets on hit (deals +75% bonus damage to minions and can critically strike).
 * The lightning proc effect on must be worth at least  for the item to be cost efficient.


 * +500 Health
 * +25% Base Attack Damage (assuming ~25 AD)
 * Cost Calculation using Basic Item Statistics: 500 + 2535
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, you gain Primal Rage for 8 seconds. 45 second cooldown.
 * Unique Passive: Gains increased size, +25% base attack damage and a shield equal to that rapidly decays over the duration.
 * The passive must be valued at for  to be considered gold efficient.

T-X=
 * +45 Armor
 * +500 Health
 * Cost Calculation using Basic Item Statistics: 4520 + 500
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Deals 25 + (1level) magic damage per second to nearby enemies.
 * The passive must be valued at for  to be considered gold efficient.


 * +100% Health Regeneration
 * +100% Mana Regeneration
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 1003 + 1005 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Being near a minion death without granting the killing blow grants 6 gold and heals for 10 health (1400 range). You may only be in possession of 1 Gold Income item.
 * Unique Active: 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 for the item to be gold efficient. This comes from Favor being triggered 184 times.


 * +100 Armor
 * Cost Calculation using Basic Item Statistics: 10020
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: On being hit by basic attacks, returns 15% + of damage taken before any reductions such as armor.
 * The passive of must be valued at  for it to be gold efficient.


 * +450 Health
 * +50 Attack Damage
 * +100% Health Regeneration
 * +14 On-Hit Damage(minimum)
 * Cost Calculation using Basic Item Statistics: 450 + 5035 + 1003 + 1425
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Basic attacks on-hit deal 5 + bonus physical damage to your target and 40 +  physical damage to all enemies in a cone behind them (385 range).
 * Unique Active – : Cleave damage to all targets is increased to 40 + and the area of effect is larger. Activating Crescent resets your attack timer (20 second cooldown).
 * Even assuming lowest champ health at level 1, the passive and active of are gold efficient.


 * +250 Health
 * +25 Attack Damage
 * +20% Critical Strike Chance
 * +15% Attack Speed
 * +10% Cooldown Reduction
 * +5% Movement Speed
 * +250 Mana
 * Cost Calculation using Basic Item Statistics: 250 + 2535 + 2040 + 1525 + 1030 + + 250 + 5
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds.
 * Unique Passive – : After using an ability, your next basic attack deals bonus damage equal to as physical damage ( second cooldown).
 * The passives of must be valued at  for it to be gold efficient.


 * +80 Ability Power
 * Cost Calculation using Basic Item Statistics: 80
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: +35% Magic Penetration.
 * The passive of must be valued at  for it to be gold efficient.


 * +850 Health
 * +200% Health Regeneration
 * Cost Calculation using Basic Item Statistics: 850 + 2003
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Activates once.
 * Unique Passive – : Restores each second if damage hasn't been taken within 8 seconds.
 * is gold efficient even without its passive.


 * +10% Cooldown Reduction
 * +80 Ability Power
 * +15% Spell Vamp
 * Cost Calculation using Basic Item Statistics: 1030 + 80 + 15
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Your abilites heal you for 15% of the damage dealt (calculated before your opponent's resistances) (33% effect for AoE)
 * is gold efficient even without its passive.

(Unstacked) (Fully Stacked)
 * +40% Attack Speed
 * +40 Magic Resistance
 * +40 On-Hit Damage
 * Cost Calculation using Basic Item Statistics: 4025 + 4018 + 4025
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * +40% Attack Speed
 * +40 Magic Resistance
 * +40 On-Hit Damage
 * +25 Magic Resistance (from passive)
 * Cost Calculation using Basic Item Statistics: 4025 + 4018 + 2518 + 4025
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Your basic attacks deal 40 bonus magic damage.
 * Unique Passive: Your basic attacks steal 5 Magic Resistance of your target for 5 seconds (stacks up to 5 times).
 * The MR stealing passive of must be valued at  when not stacked to be gold efficient.

Y-Z=
 * +100 Ability Power
 * +45 Armor
 * +25 Ability Power(from passive)
 * Cost Calculation using Basic Item Statistics: 100 + 4520 + 25
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive: Increases Ability Power by 25%
 * Unique Active: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (90 second cooldown).
 * is gold efficient even without its active and passive.


 * +65 Attack Damage
 * +10% Cooldown Reduction
 * Unique Passive: +20 Armor Penetration
 * Cost Calculation using Basic Item Statistics: 6535 + 1030 + 2040
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Active: Gain 20% movement speed and 40% attack speed for 6 seconds(45 second cooldown).
 * The active provides worth of attack speed and  worth of movement speed, for a total of, making   gold efficient.
 * is gold efficient even without its active


 * +250 Mana
 * +30 Armor
 * +50 Ability Power
 * +10% Cooldown Reduction
 * Cost Calculation using Basic Item Statistics: 250 + 3020 + 50 + 1030
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Active – : Bind to target ally (60 second cooldown).
 * Unique Passive: When within 1000 units of each other, you and your ally generate Charges. Attacking or casting spells generates extra Charges. At 100 Charges, causing damage consumes them, increasing your and your ally's Ability Power by 20% and Critical Strike Chance by 50% for 8 seconds.
 * Triggering 100 stacks both grants you and your ally worth of Critical Strike Chance, and gives you  worth of Ability Power as the sole source of AP.
 * Total value while triggered is with neither partner having any other AP.
 * The active and passive of must be valued at  for it to be gold efficient.


 * +100 Ability Power
 * +45 Armor
 * Cost Calculation using Basic Item Statistics: 100 + 4520
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Active – : Places your champion in stasis for seconds, rendering you invulnerable and untargetable, but unable to take any actions.
 * The active of must be valued at  for it to be gold efficient.


 * +60 Magic Resist
 * +60 Armor
 * +125% Base Health Regen
 * Cost Calculation using Basic Item Statistics: 6018 + 6020 + 1253
 * Calculated Cost using Basic Item Statistics:
 * Actual Cost:
 * Gold Efficient: 
 * Unique Passive – : Grants +20% bonus movement speed that build up over 2 seconds when near turrets (including fallen turrets) or Void Gates.
 * Unique Active: Spawns a Void Gate at target location for 150 seconds. Every 4 seconds the gate makes a that travels down the nearest lane and decays over time. Voidspawn explodes when attacking structures.  ignore champions and void targets (150 second cooldown). The first and every fourth voidspawn gain  as damage (150 second cooldown).
 * The active and passive of must be valued at  for it to be gold efficient.

Trivia

 * An affecting all five champions on a team was (before V5.16) the most gold efficient item that all champions can be said to make at least some use of, with a theoretical price of ;  of its purchase price.
 * With the maximum amount of ability power, a grants about 424 ability power, with a theoretical price of ; 280% of its purchase price.
 * The two snowball items, and, both begin with very low gold efficiency, but upon reaching maximum stacks have some of the best possible in the game.
 * has a theoretical price of when fully stacked;  of its purchase price.
 * has a theoretical price of when fully stacked;  of its purchase price.
 * Technically you can use 6 and the unique passive would only come from 1 of them. With a full rune page of scaling mana runes,  at level 18 and, you will achieve  mana, which is converted into 261 AP by the passive. Combined with the other stats, it could reach a theoretical price of ; 355% of its purchase price.
 * With the same setup except with 6, the mana is converted into 174 AD. Combined with the other stats, it could reach a theoretical price of &mdash; 448% of its purchase price.
 * However, acquiring all of the items for the additional mana would cost over in either case, reducing the overall efficiency.
 * An Warmog's Armor could theoretically have infinite gold efficiency due to which infinitely increases his health, which is converted into HP5.
 * A can also reach infinite gold efficiency due to  or.

Eficiencia de oro Gold efficiency