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The Gold efficiency of an item tells you how much stats it provides for its price (gold cost). This is a theoretical value with no direct game impact, used mainly to compare items.

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:

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 gold Gold gold 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 gold Gold gold value is derived from the least expensive basic item that provides only that stat:

Champion Statistic Base Item Item Cost Stat Raised Gold Gold Gold / Stat Bonus
Attack damage Long Sword Long Sword 350 Gold 350 10 AD 35 Gold 35
Ability power Amplifying Tome Amplifying Tome 435 Gold 435 20 AP 21.75 Gold 21.75
Armor Cloth Armor Cloth Armor 300 Gold 300 15 Armor 20 Gold 20
Magic resistance Null-Magic Mantle Null-Magic Mantle 450 Gold 450 25 MR 18 Gold 18
Health Ruby Crystal Ruby Crystal 400 Gold 400 150 HP 2.67 Gold 2.67
Mana Sapphire Crystal Sapphire Crystal 350 Gold 350 250 MP 1.4 Gold 1.4
Health regeneration Rejuvenation Bead Rejuvenation Bead 150 Gold 150 50% HP5 3 Gold 3
Mana regeneration Faerie Charm Faerie Charm 250 Gold 250 50% MP5 5 Gold 5
Critical strike chance Cloak of Agility Cloak of Agility 600 Gold 600 15% Crit 40 Gold 40
Attack speed Dagger Dagger 300 Gold 300 12% AS 25 Gold 25
Flat movement speed Boots Boots 300 Gold 300 25 MS 12 Gold 12

Life steal, lethality, percent armor penetration, flat magic penetration, percent magic penetration, on-hit damage, ability haste, percent movement speed, omnivamp, and heal and shield power are not found isolated on any single item, so their gold Gold gold values are calculated using the least expensive items that provide the stat: Vampiric Scepter Vampiric Scepter, Serrated Dirk Serrated Dirk, Last Whisper Last Whisper, Sorcerer's Shoes Sorcerer's Shoes, Blighting Jewel Blighting Jewel, Recurve Bow Recurve Bow, Kindlegem Kindlegem, Aether Wisp Aether Wisp, Leeching Leer Leeching Leer, and Forbidden Idol Forbidden Idol for each of the aforementioned stats respectively.

Champion Statistic Base Item Item Cost Stat Raised Gold Gold Gold / Stat Bonus
Life steal Vampiric Scepter Vampiric Scepter 900 Gold 900 10% LS
15 AD
37.5 Gold 37.5
35 Gold 35
Lethality Serrated Dirk Serrated Dirk 1100 Gold 1100 10 Lethality
30 AD
5 Gold 5
35 Gold 35
Percent armor penetration Last Whisper Last Whisper 1450 Gold 1450 20% Arm Pen
20 AD
37.5 Gold 37.5
35 Gold 35
Magic penetration Sorcerer's Shoes Sorcerer's Shoes 1100 Gold 1100 18 Magic Pen
45 MS
31.11 Gold 31.11
12 Gold 12
Percent magic penetration Blighting Jewel Blighting Jewel 1250 Gold 1250 15% Magic Pen
25 AP
47.08 Gold 47.08
21.75 Gold 21.75
On-hit damage Recurve Bow Recurve Bow 1000 Gold 1000 15 OH Dmg
25% AS
25 Gold 25
25 Gold 25
Ability haste Kindlegem Kindlegem 800 Gold 800 10 AH
200 HP
26.67 Gold 26.67
2.67 Gold 2.67
Percent movement speed Aether Wisp Aether Wisp 850 Gold 850 5% MS
30 AP
39.5 Gold 39.5
21.75 Gold 21.75
Heal and shield power Forbidden Idol Forbidden Idol 800 Gold 800 10% HS Power
50% Base MP5
55 Gold 55
5 Gold 5
Omnivamp Leeching Leer Leeching Leer 1300 Gold 1300 10% Omnivamp
150 HP
20 AP
46.5 Gold 46.5
2.67 Gold 2.67
21.75 Gold 21.75

Item Statistics

Basic Tier Items

Base Item Item Cost AD Value Gold Gold Gold / AD Long Sword Long Sword Equivalence
Long Sword Long Sword 350 Gold 350 10 35 N/A
Pickaxe Pickaxe 875 Gold 875 25 35 100% Efficiency
B. F. Sword B. F. Sword 1300 Gold 1300 40 32.5 107.69% Efficiency

Base Item Item Cost AP Value Gold Gold Gold / AP Amplifying Tome Amplifying Tome Equivalence
Amplifying Tome Amplifying Tome 435 Gold 435 20 21.75 N/A
Blasting Wand Blasting Wand 850 Gold 850 40 21.25 102.35% Efficiency
Needlessly Large Rod Needlessly Large Rod 1250 Gold 1250 60 20.83 104.4% Efficiency

Base Item Item Cost Armor Value Gold Gold Gold / Armor Cloth Armor Cloth Armor Equivalence
Cloth Armor Cloth Armor 300 Gold 300 15 20 N/A
Chain Vest Chain Vest 800 Gold 800 40 20 100% Efficiency

Base Item Item Cost MR Value Gold Gold Gold / MR Null-Magic Mantle Null-Magic Mantle Equivalence
Null-Magic Mantle Null-Magic Mantle 450 Gold 450 25 18 N/A
Negatron Cloak Negatron Cloak 900 Gold 900 50 18 100% Efficiency

Base Item Item Cost HP Value Gold Gold Gold / HP Ruby Crystal Ruby Crystal Equivalence
Ruby Crystal Ruby Crystal 400 Gold 400 150 2.67 N/A
Giant's Belt Giant's Belt 900 Gold 900 350 2.57 103.7% Efficiency

Base Item Item Cost MP Value Gold Gold Gold / MP Sapphire Crystal Sapphire Crystal Equivalence
Sapphire Crystal Sapphire Crystal 350 Gold 350 250 1.4 N/A

Base Item Item Cost Hp5 Value Gold Gold Gold / Hp5 Rejuvenation Bead Rejuvenation Bead Equivalence
Rejuvenation Bead Rejuvenation Bead 150 Gold 150 50 3 N/A

Base Item Item Cost Mp5 Value Gold Gold Gold / Mp5 Faerie Charm Faerie Charm Equivalence
Faerie Charm Faerie Charm 250 Gold 250 50 5 N/A

Base Item Item Cost Crit Value Gold Gold Gold / Crit chance Cloak of Agility Cloak of Agility Equivalence
Cloak of Agility Cloak of Agility 600 Gold 600 15 40 N/A

Base Item Item Cost AS Value Gold Gold Gold / % AS Dagger Dagger Equivalence
Dagger Dagger 300 Gold 300 12 25 N/A

All items base efficiency

The following table displays all the item base gold efficiencies (without considering passives and actives). Full item gold efficiencies (with passives) can be found on the respective items' pages.

#invoke:Do for every item

Item Cost Base Efficiency
Availability

Trivia

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