Gold efficiency

The Gold efficiency of an item relates the stats it provides to the purchase price of the item. The more stats an item provides per gold, the more "gold efficient" it is.

A base gold value for each stat has to be defined in order to calculate gold efficiency. This is a form of "theory-crafting" because gold value is not a part of the game's rules; the number has to be derived from the prices of in-game items (see below).

Gold efficiency is then the ratio of the item's theoretical gold value to its actual in-game price.

In general the theoretical gold efficiency is most useful for comparing items' relative, theoretical values. The "real" value of an item during an actual game is influenced by many other factors that are not easily modeled (in terms of gold or otherwise).

Calculating Gold Efficiency
The formula for the gold efficiency of an item (as a percentage figure) is simple:

$$\pagecolor{Black}\color{White}{\rm Gold\ efficiency}={{\rm Gold\ value} \over {\rm Item\ price}} \times 100$$

The difficulty is in determining the gold value given the stats on the item. It is done by using the price of "reference items" (see next section).

If the item has passive or active effects they are only taken into account if they provide stats with a gold value (e.g. if an item's effect added a temporary flat movement speed, the gold value of this effect could be determined, because there is a reference value for movement speed). See the next section for how the base gold value of various stats is derived from "reference items".

The item price is simply the price from the in-game shop.

Since gold efficiency is usually given as a percentage value, we have to multiply the ratio by 100.

An item is said to be gold efficient if its gold efficiency is at least 100%. Usually, items that are less than 100% gold efficient have other (passive or active) effects that are not taken into account when determining their gold value. This then results in a theoretical gold deficit in the item's value; in those cases, the items passive or active effects usually make up for the deficit.

Base Statistic Prices
The values assigned to stats are not measures of the effectiveness of those stats. They are simply base values meant to be used in determining the theoretical value of other items (or effects that are not item-related, such as Dragon buffs or Runes).

A stat's value is derived from the least expensive basic item that provides only that stat: Life steal, Lethality, magic penetration, on-hit damage, cooldown reduction, and percent movement speed are not found isolated on any single item, so their values are calculated using the least  efficient, lowest-tier items that provide the stat:, , , ,  and  has been generally accepted to be a fair  value for life steal, armor penetration, magic penetration, on-hit damage, cooldown reduction, and percent movement speed respectively. Spell vamp (on an item) is currently only found on the non-static passive on, making its  value incalculable.

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 per statistics, however, these are among the most cost efficient items in the shop.

provides 7 Attack damage, heals 3 life on hit, and grants 1 extra per minion kill. Reaching 100 minion kills gives and disables the passive


 * 7 35 per  =
 * 3 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.

provides 8 Attack damage, 80 Health, and 3% Life steal.


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

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

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


 * 15  per  =
 * 60  per  =
 * 50% 5 per %  =
 * 4 per kill =

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

provides 80 Health, 6 Health regeneration, +5 damage to minions on-hit, and 20 health over 10 seconds after taking damage from an enemy champion.


 * 80  per  =
 * 6 ?? per  =
 * Basic attacks deal +5 damage to minions on-hit =
 * Regain 20 health over 10 seconds after taking damage from an enemy champion =

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

provides 15 Ability power, 100 Mana, +25% increased healing from potions, and the unique passive and, which grants bonus Ability power upon killing or assisting kills, but losing 12 Ability power upon dying.


 * 15  per  =
 * 100  per  =

Using the Basic Items Statistics, the actual value of is, making it  gold efficient excluding the passives. can reach a gold efficiency of at maximum stack of Glory. Gold= -generating items are items that, while being moderately inefficient to start out, boost the 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, 5% Cooldown reduction and the unique passive, which grants 4 and heals for 5 health whenever a nearby minion dies that the user did not kill.


 * 25% 5 per  =
 * 5% CDR per CDR =
 * 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  (~23 minion deaths).

provides 75 Health, per 10 seconds, and the unique passive, which grants the user charges which cause melee attacks to execute minions below 195 + (5*level) health, healing you and the nearest allied champion for 40 health and grants them  equal to the kill.


 * 75  per  =
 * 2 = +2
 * Unique Passive – : Melee auto-attacks execute minions below 195 + (5*level) health. Killing a minion by any means heals you and the nearest allied champion for 15 health and grants them 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, 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, per 10 seconds and the unique passive, which deal 10 additional damage and grant  whenever the wielder damages an enemy champion or structure.


 * 5  per  =
 * 25% 5 per  =
 * 2 = +2
 * Unique Passive – : Spells and basic attacks against champions or buildings deal 10 additional damage and grant . 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 an additional every 10 seconds and an additional  after attacking an enemy champion or structure. The becomes gold efficient after generating.

Gold efficiency/Component Items|Component Items Gold efficiency/Finished Items|Finished Items Gold efficiency/All|All Items Efficiency

Trivia

 * Spell vamp used be a statistic available on items. It was valued at per percentage point before it was removed from . It is still available through runes, masteries, and.
 * The former values for Mp5 and Hp5 were and  respectively. Even though flat Mp5 is nonexistent on the Rift, flat Hp5 is still available on certain items like  and.
 * 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 snowball item begins with a very low gold efficiency, but upon reaching maximum stacks has one of the best possible in the game.
 * has a theoretical price of when fully stacked;  of its purchase price.
 * has no gold efficiency cap with or  because they infinitely increase their health, which will scale Health regeneration.
 * A also has no gold efficiency cap with  or.

Goldeffizienz Eficiencia de oro Gold efficiency