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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 theroycrafting within the game, but it does follow a set of guideline 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 +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An external tabular analysis of items' gold efficiencies can be found here.(Slightly outdated.)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.
Champion Statistic | Base Item | Item Cost | Stat Raised | Gold / Stat Bonus |
---|---|---|---|---|
Attack Damage | 360g | 10 AD | 36 | |
Ability Power | 435g | 20 AP | 21.75 | |
Armor | 300g | 15 Armor | 20 | |
Magic Resistance | 500g | 25 MR | 20 | |
Health | 400g | 150 HP | 2.67 | |
Mana | 400g | 200 MP | 2 | |
Health Regeneration | 180g | 50% Hp5 | 3.6 | |
Mana Regeneration | 180g | 25% Mp5 | 7.2 | |
Strike Chance | 400g | 8% CSC | 50 | |
Attack Speed | 450g | 15% AS | 30 | |
Movement Speed | 325g | 25 MS | 13 |
Cooldown reduction, life steal, spell vamp armor pen, percent movement speed and magic pen 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. , , , and has been generally accepted to be a fair gold value for spell vamp, armor pen, percent movement speed, and magic pen respectively.
Champion Statistic | Base Item | Item Cost | Stat Raised | Gold / Stat Bonus |
---|---|---|---|---|
Armor Penetration | 1337 | 25 AD 10% CDR 10 Armor Pen |
36g / AD 31.67g / %CDR 12g / Armor Pen | |
Cooldown Reduction | 850g | 200 Health 10% CDR |
2.66g / Health 31.67g / %CDR | |
Life Steal | 800g | 10 AD 8% LS |
36g / AD 55g / %LS | |
Percentage Movement Speed | 850 | 30 AP 5% MS |
21.75g / AP 39.5g / %MS | |
Magic Penetration | 1100 | 45 MS 15 Magic Pen |
13g / MS 34.33g / Magic Pen | |
Spell Vamp | 1200g | 40 AP +12% Spell Vamp |
21.75g / AP 27.5g / %SV |
Item Statistics
Basic Tier Items
Base Item | Item Cost | AD Value | Gold / AD | Equivalence |
---|---|---|---|---|
360g | 10 | 36 | N/A | |
875g | 25 | 35 | 2.86% Greater Efficiency | |
1550g | 50 | 31 | 16.13% Greater Efficiency |
Base Item | Item Cost | AP Value | Gold / AP | Equivalence |
---|---|---|---|---|
435g | 20 | 21.75 | N/A | |
860g | 40 | 21.5 | 1.16% Greater Efficiency | |
1600g | 80 | 20 | 8.75% Greater Efficiency |
Base Item | Item Cost | Armor Value | Gold / Armor | Equivalence |
---|---|---|---|---|
300g | 15 | 20 | N/A | |
750g | 40 | 18 | 6.67% Greater Efficiency |
Base Item | Item Cost | MR Value | Gold / MR | Equivalence |
---|---|---|---|---|
500g | 25 | 20 | N/A | |
850g | 45 | 19 | 5.88% Greater Efficiency |
Base Item | Item Cost | HP Value | Gold / HP | Equivalence |
---|---|---|---|---|
400g | 150 | 2.67 | N/A | |
1000g | 380 | 2.63 | 1.3% Greater Efficiency |
Base Item | Item Cost | MP Value | Gold / MP | Equivalence |
---|---|---|---|---|
400g | 200 | 2 | N/A |
Base Item | Item Cost | Hp5 Value | Gold / Hp5 | Equivalence |
---|---|---|---|---|
180g | 50% | 3.6 | N/A |
Base Item | Item Cost | Mp5 Value | Gold / Mp5 | Equivalence |
---|---|---|---|---|
180g | 25% | 7.2 | N/A |
Base Item | Item Cost | CSC Value | Gold / CSC | Equivalence |
---|---|---|---|---|
400g | 8% | 50 | N/A | |
730g | 15% | 48.666 | 2.74% Greater Efficiency |
Base Item | Item Cost | AS Value | Gold / % AS | Equivalence |
---|---|---|---|---|
450g | 15% | 30 | N/A | |
900g | 30% | 30 | 0% Greater Efficiency |
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.
Attack Damage, 70 Health, and 3 Life Steal.
provides 7- 7 AD * 36 gold per AD = 252g
- 70 HP * 2.67 gold per HP = 187g
- 3% LS * 55 gold per LS = 165g
Using the Basic Item Statistics, a
is worth 604g, making it 137% gold efficient.Ability Power, 60 Health, and recovers 4 Mana each time you get a kill.
provides 15- 15 AP * 21.75 gold per AP = 326g
- 60 HP * 2.67 gold per HP = 160g
- 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 666g, making it 166.5% gold efficient excluding the passive. Doran's Ring the most cost-efficient of the Doran's items.Health, 6 Health Regeneration, and blocks 8 damage from single target attacks and spells from champions.
provides 80- 80 HP * 2.67 gold per HP = 214g
- 8 Hp5 * 36 gold per Hp5 = 216g
- Blocks 8 damage from single target attacks and spells from champions == ??g
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.
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.
provides 25%- 25% Mp5 * 7.2 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.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.
provides 75- 75 Health * 2.67 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.Ability Power, 25% 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.
provides 5- 5 AP * 21.75 gold per AP = 109g
- 25% Mp5 * 7.2 gold per Mp5 = 180g
- 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.
Advanced Tier Items
- 20 Armor
- 200 Health
- 20 Magic Resist (from passive)
- 75% Health Regeneration (from passive)
- Calculated Cost using Basic Item Statistics: 1603g
- Actual Cost: 1900g
- Unique Passive - Legion: Nearby allied Champions recieve 20 Magic Resistance, and 75% Hp5.
- Each nearby ally increases the gold worth of this item by 670g 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.
- 30 Ability Power
- Unique: +5% Movement Speed
- Calculated Cost using Basic Item Statistics: 850g
- Actual Cost: 850g
- 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 39.5 gold per point of armor penetration.
- 10% Critical Strike Chance
- Calculated Cost using Basic Item Statistics: 500g
- Actual Cost: 800g
- Unique Passive- Avarice: Gain +3 gold per ten seconds.
- Unique Passive - 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.
- 25 Attack Damage
- Unique: 10% Cooldown Reduction
- Unique: +10 Armor Penetration
- Calculated Cost using Basic Item Statistics: 1337g
- Actual Cost: 1337g
- Although not a basic item, is the item from which the flat armor penetration gold value is derived. From this item derives a value of 12 gold per point of armor penetration.
- 200 Health
- 300 Mana
- Calculated Cost using Basic Item Statistics: 1133g
- Actual Cost: 1200g
- Unique Passive - Valor's Reward: On leveling up, restores 150 Health and 200 Mana over 8 seconds.
- The passive of must be valued at 67g 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 800g, making this item gold-efficient during the laning phase after a single level-up.
- 40 Armor
- Calculated Cost using Basic Item Statistics: 750g
- Actual Cost: 800g
- is more gold efficient than its Basic Item counterparts.
- 25 Magic Resistance
- 50% Mana Regeneration
- Calculated Cost using Basic Item Statistics: 860g
- Actual Cost: 1000g
- Unique Passive - Mana Font: Restores 2% of missing mana every 5 seconds.
- The passive of must be valued at 140g for it to be gold efficient.
- 200 Health
- 50% Health Regeneration
- Calculated Cost using Basic Item Statistics: 600g
- Actual Cost: 713g
- is more gold efficient than its Basic Item counterparts.
- 30 Ability Power
- Unique: +10% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 970g
- Actual Cost: 820g
- is more gold efficient than its Basic Item counterparts.
- 50% Mana Regeneration
- Unique: +10% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 677g
- Actual Cost: 600g
- is more gold efficient than its Basic Item counterparts.
- 20 Ability Power
- 50% Mana Regeneration
- Calculated Cost using Basic Item Statistics: 578g
- Actual Cost: 865g
- 2 Gold per 10 seconds
- Unique Passive - Tribute: Spells and basic attacks against a champion or structure will deal 15 additional damage and grant 10 gold. You generate one charge of Tribute every 10 seconds, storing up to 3. Killing a minion disables this passive for 12 seconds.
- Unique Passive - Gold Income: You may only be in possession of 1 Gold Income item.
- The passive of must be valued at 287g for it to be gold efficient.
- 380 Health
- Calculated Cost using Basic Item Statistics: 1013g
- Actual Cost: 1000g
- is more gold efficient than its Basic Item counterparts.
- 45 Armor
- 300 Mana
- Unique: 10% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 1822g
- Actual Cost: 1500g
- is more gold efficient than its Basic Item counterparts.
- 200 Health
- 125% Health Regeneration
- Calculated Cost using Basic Item Statistics: 983g
- Actual Cost: 1015g
- Unique Passive: Nearby enemy spell casts reduce the cooldown of Battle Cry by 1 second.
- Unique Active - Battle Cry: Gain 30% movement speed, 20 armor and 20 magic resistance for 3 seconds. 25 second cooldown.
- The active of must be valued at 32g for it to be gold efficient.
(Unstacked)
- 40 Ability Power
- 30 Attack Damage
- Calculated Cost using Basic Item Statistics: 1950g
(Fully Stacked)
- 40 Ability Power (+32 Ability Power)
- 30 Attack Damage
- (32% Attack Speed)
- Calculated Cost using Basic Item Statistics: 3606g
- 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 207g.
- Unique Passive: Falling below 50% health grants you 20% Attack Speed, 10% Life Steal and 10% Spell Vamp until you exit combat.
- āWhen this passive is active, its added valued at 1425g.
- With full stacks and when below 50% health, this item is valued at 5031g.
is a gold efficient item at 3 or more stacks, or if the unique passive is enabled.
- 25 Ability Power
- 200 Health
- Unique - Eyes of Pain: +15 Magic Penetration
- Calculated Cost using Basic Item Statistics: 1592g
- Actual Cost: 1485g
- 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.
- 25 Attack Damage
- 25 Magic Resist
- Calculated Cost using Basic Item Statistics: 1500g
- Actual Cost: 1350g
- Unique Passive- 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.
- 40 Ability Power
- Unique: 12% Spell Vamp
- Calculated Cost using Basic Item Statistics: 1200g
- Actual Cost: 1200g
- "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 27.5 gold per point of armor penetration.
- 80 Attack Damage
- 20% Critical Strike Chance
- Calculated Cost using Basic Item Statistics: 3880g
- Actual Cost: 3800g
- Unique Passive: +50% Critical Strike Damage
- is more gold efficient than its Basic Item counterparts even without its passive.
- 200 Health
- Unique Passive: 10% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 850g
- Actual Cost: 850g
- Although not a basic item, is the item from which the cooldown reduction gold value is derived. From this item derives a value of 31.67 gold per point of armor penetration.
- 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.
- 15% Attack Speed
- Calculated Cost using Basic Item Statistics: 450g
- Actual Cost: 750g
- Unique Passive - Maim: Basic attacks against monsters deal 50 bonus magic damage and restore 8 health.
- The passive of must be valued at 300g for it to be gold efficient.
(Unstacked)
- 20 Ability Power
- Calculated Cost using Basic Item Statistics: 435g
(Starting Stacks)
- 60 Ability Power
- Calculated Cost using Basic Item Statistics: 1305g
(Fully Stacked)
- 180 Ability Power
- 15% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 4390g
- Actual Cost: 1400g
- Unique Passive: Your champion gains 8 Ability Power per stack and 5 stacks upon first purchase. Gains 2 stacks for a kill or 1 stack for an assist (max 20 stacks). Half of the stacks are lost upon death. At 20 stacks, grants 15% Cooldown Reduction.
- Each stack is worth 174g.
- For to be cost efficient, it requires at least 6 stacks.
- 45 magic Resistance
- Calculated Cost using Basic Item Statistics: 850g
- Actual Cost: 900g
- is more gold efficient than its Basic Item counterparts.
- 25% Health Regeneration
- 25% Mana Regeneration
- 10 Movement Speed
- Calculated Cost using Basic Item Statistics: 400g
- Actual Cost: 865g
- 2 Gold per 10 seconds
- Unique Passive - Favor: Being near a minion death without granting the killing blow grants 3 gold and heals for 10 health.
- Unique Passive - Gold Income: You may only be in possession of 1 Gold Income item.
- The passives of must be valued at 465g for it to be cost efficient.
- Alternatively, the item becomes gold efficient after 38 minutes and 45 seconds. Each minion death reduces the timer by 15 seconds.
- 70 Magic Resistance
- 100% Health Regeneration
- Calculated Cost using Basic Item Statistics: 1760g
- Actual Cost: 2210g
- Unique Passive: Grants a shield that absorbs up to 30 + (10 per level) 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 560g. That makes the stats of the item combined 2320g, also making more cost effective than its Basic Item counterparts.
- 20 Attack Damage
- 200 Health
- Calculated Cost using Basic Item Statistics: 1253g
- 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 72g for it to be gold efficient.
- 45 Magic Resistance
- Calculated Cost using Basic Item Statistics: 600g
- Actual Cost: 1250g
- Unique Active - Quicksilver: Remove all debuffs from your champion. 90 second cooldown.
- The active of must be valued at 650g for it to be gold efficient.
- 120 Ability Power
- Calculated Cost using Basic Item Statistics: 2610g
- Actual Cost: 3300g
- Unique Passive: +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.
- 30 Armor
- 100% Health Regeneration
- Calculated Cost using Basic Item Statistics: 960g
- Actual Cost: 1000g
- Unique Passive - Point Runner: Grants +30% bonus movement speed that build up over 2 seconds when near turrets.
- The passive of must be valued at 40g for it to be gold efficient.
- 70% Attack Speed
- Calculated Cost using Basic Item Statistics: 2100g
- Actual Cost: 2400g
- Unique Passive (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 of must be valued at 300g for it to be gold efficient.
(Unstacked)
- 30 Armor
- 25 Ability Power
- Calculated Cost using Basic Item Statistics: 1144g
(Fully stacked)
- 45 Armor
- 40 Ability Power
- Calculated Cost using Basic Item Statistics: 1770g
- Actual Cost: 1200g
- Unique Passive: 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.
- is not gold efficient with no stacks. Its gold efficiency rises by +21 per stack, becoming gold efficient by the third stack and reaching +461 gold efficiency at maximum stacks.
- 25 Ability Power
- 200 Mana
- Calculated Cost using Basic Item Statistics: 944g
- Actual Cost: 1200g
- Unique Passive - Spellblade: On cast, your next standard attack deals additional physical damage equal to to 100% of your base attack damage.
- The passive of must be valued at 256g for it to be gold efficient.
- 256g is the equivalent of 7.1 Attack Damage.
- 150 Health
- Calculated Cost using Basic Item Statistics: 400g
- Actual Cost: 800g
- Unique Passive - Ward Refresh: Holds 4 charges and refills upon visiting the shop.
- Unique Active - Ghost Ward: Consumes a charge to place a that reveals the surrounding area for 3 minutes. A player may only have 3 Stealth Wards on the map at one time.
- The active of must be valued at 400g (or at least 6 wards placed for there maximum time,) for it to be gold efficient.
- 200 Health
- 35 Magic Resistance
- Calculated Cost using Basic Item Statistics: 1233g
- Actual Cost: 1200g
- Unique Passive: grants 100% health regeneration for 10 seconds after taking damage from an enemy champion.
- This passive grants gold's worth in Health Regeneration equal to 360g while active.
- is gold efficient even without its passive.
- 40% Attack Speed
- Unique Passive: 10% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 1557g
- Actual Cost: 1250g
- is more gold efficient than its Basic Item counterparts.
(Unstacked)
- 10 Ability Power
- Calculated Cost using Basic Item Statistics: 360g
(Starting Stacks)
- 35 Ability Power
- Calculated Cost using Basic Item Statistics: 1260g
(Fully Stacked)
- 110 Ability Power
- 120% Attack Speed
- Calculated Cost using Basic Item Statistics: 4560g
- Actual Cost: 1400g
- Unique Passive: Your champion gains 5 Ability Power per stack and 5 stacks upon first purchase. Gains 2 stacks for a kill or 1 stack for an assist (max 20 stacks). Half of the stacks are lost upon death. At 20 stacks, grants 20% Attack Speed.
- Each stack is worth 180g.
- For to be cost efficient, it requires at least 6 stacks.
- 175 Health
- 50% Health Regeneration
- Calculated Cost using Basic Item Statistics: 713g
- Actual Cost: 865g
- Unique Passive - Spoils of War: Melee autoattacks execute minions below 240 (+100%AD) health. Killing a minion by any means heals yourself and the nearest allied champion for 50 health and grants them gold equal to the kill. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds. Max 3 charges.
- Unique Passive - Gold Income: You may only be in possession of 1 Gold Income item.
- The passive of must be valued at 152g for it to be gold efficient.
(Unstacked)
- 250 Mana
- 25% Mana Regeneration
- Calculated Cost using Basic Item Statistics: 680g
(Fully Stacked)
- 1000 Mana
- 25% Mana Regeneration
- Calculated Cost using Basic Item Statistics: 2180g
- Actual Cost: 720g
- Unique Passive ā Mana Charge: Grants +4 / 5 mana (max +750 mana) for each spell cast and mana expenditure. (occurs up to 2 times every 8 / 6 seconds). Gains +1 mana every 8 / 6 seconds.
- The passive of must grant at least 20 mana (40g) to be gold efficient.
- 40 Attack Damage
- 100% Health Regeneration
- Calculated Cost using Basic Item Statistics: 1800g
- Actual Cost: 1900g
- Unique Passive - 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 Active - Crescent (Melee only): Deals physical damage up to 100% of your Attack Damage to units around you, decaying down to 60% near the edge. 10 second cooldown.
- The passive and active of must be valued at 100g for it to be gold efficient.
- 10 Attack Damage
- 10% Life Steal
- Calculated Cost using Basic Item Statistics: 800g
- Actual Cost: 800g
- Although not a basic item, is the item from which the life steal gold value is derived. From this item derives a value of 55 gold per point of life steal.
- 70 Ability Power
- Calculated Cost using Basic Item Statistics: 1523g
- Actual Cost: 2295g
- Unique: 35% Magic Penetration
- Because many champions do not have naturally scaling magic resistance, value is highly dependent on the opposing team's Magic Resist item composition.
- The passive of must be valued at 772g for it to be gold efficient
- 45 Armor
- Calculated Cost using Basic Item Statistics: 900g
- Actual Cost: 1050g
- Unique Passive - Cold Steel: 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 150g for it to be gold efficient
- 20 Attack Damage
- 10% Critical Strike Chance
- Calculated Cost using Basic Item Statistics: 1220g
- Actual Cost: 1200g
- Unique Passive: Critical strikes causes your target to bleed for an additional 60% of your bonus AD as physical damage over 3 seconds.
- is gold efficient even without its passive.
(Unstacked)
- 50% Attack Speed
- 30 Magic Resistance
- Calculated Cost using Basic Item Statistics: 2100g
(Fully Stacked)
- 50% Attack Speed
- 55 Magic Resistance
- Calculated Cost using Basic Item Statistics: 2600g
- Actual Cost: 2600g
- Unique Passive: Your basic attacks deal 42 bonus magic damage.
- Unique Passive: Your basic attacks increase your Magic Resistance by 5 for 5 seconds (up to five stacks).
- The passive of must be fully stacked for it to be gold efficient.
- 20% Attack Speed
- 10% Critical Strike Chance
- +5% Movement Speed
- Calculated Cost using Basic Item Statistics: 1298g
- Actual Cost: 1100g
- is more gold efficient than its Basic Item counterparts.
Legendary Tier Items
- 70 Ability Power
- 45 Magic Resistance
- Calculated Cost using Basic Item Statistics: 2523g
- Actual Cost: 2440g
- Unique: Nearby enemy champions suffer -20 Magic Resistance.
- has greater gold efficiency than its Basic Item counterparts even without its Passive.
- 250 Mana
- 60 + 7.5(from passive) Ability Power
- 50% Mana Regeneration
- Calculated Cost using Basic Item Statistics: 2328g
- Actual Cost: 2700g
- Unique Passive - Insight: Grants Ability Power equal to 3% of your maximum mana.
- Unique Passive - 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.
- is gold efficient when the champion has 285 mana from base stats and other Items/Runes/Masteries.
- When fully stacked, this item upgrades into .
- 60 Ability Power
- 25 Magic Resistance
- 50% Mana Regeneration
20% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 2798g
- Actual Cost: 2700g
- Unique Passive - Mana Font: Restores 2% of missing mana every 5 seconds.
- Unique Passive: Restores 15% of your maximum mana on kill or assist.
- is gold efficient even without its passive.
- 200 Health
- 60 Ability Power
- 20 + 20 (from passive) Magic resistance
- 10% Cooldown Reduction
- 75% (from passive) Health Regeneration
- Calculated Cost using Basic Item Statistics: 3241g
- Actual Cost: 3000g
- Unique Aura - Legion: Grants nearby allies +20 magic resistance and +75% base health regeneration.
- Unique Active - Promote: 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.
- 450 Health
- 55 Magic Resistance
- 100% Health Regeneration
- Calculated Cost using Basic Item Statistics: 2660g
- 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 40 seconds.
- The passive of must be valued at 90g for it to be gold efficient.
- 25 Attack Damage
- 8% Life Steal
- Calculated Cost using Basic Item Statistics: 1340g
- Actual Cost: 1400g
- Unique Active: Deals 100 magic damage and slows the target champion by 25% for 2 seconds (450 range). 90 second cooldown.
- The passive of must be valued at 60g for it to be gold efficient.
- 200 Health
- 50 Attack Damage
- 10% Cooldown Reduction
- Unique Passive: +10 armor penetration
- Calculated Cost using Basic Item Statistics: 2770g
- Actual Cost: 3000g
- 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 passive of must be valued at 230g for it to be gold efficient.
- 80 Attack Damage
- Unique Passive: 20% Life Steal
- Calculated Cost using Basic Item Statistics: 3980g
- Actual Cost: 3500g
- 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.
- is gold efficient even without its passive.
- 50% Attack Speed
- 45 Magic Resistance
- 10% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 2717g
- Actual Cost: 2700g
- Unique Active ā Quicksilver: Removes all debuffs from your champion. Melee champions also gain +50% movement speed for 1 second. 90 second cooldown.
- is gold efficient even without its active.
- 55 Attack Damage
- 275 Health
- Calculated Cost using Basic Item Statistics: 2713g
- Actual Cost: 2700g
- Unique Passive - 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 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.
- 80 Attack Damage
- 10 Life Steal
- 10% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 3747g
- Actual Cost: 3200g
Unique Passive: Your basic attacks restore mana equal to between 2% and 8% of the physical damage dealt, based on your missing mana.
- is gold efficient even without its passive.
- 500 Health
- 100% Health Regeneration
- 10% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 2010g
- Actual Cost: 2200g
- Unique Passive - Spoils of War: Melee autoattacks execute minions below 400 (+100% AD) health. Killing a minion by any means heals yourself and the nearest allied champion for 50 (+1% of your maximum health) health and grants them gold equal to the kill. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds for a maximum of 4 charges.
Unique Passive - Gold Income: You may only be in possession of 1 Gold Income item.
- Unique Active - Deadly Phalanx: You shield the target ally for 10% of your maximum health for 4 seconds. After 4 seconds, the shield explodes, dealing magic damage equal to (100% of the target's AD) + (30% of the target's AP), regardless of if the shield remained intact. 60 second cooldown.
- The passive and active of must be valued at 190g for it to be gold efficient.
- 50 Ability Power
- 10% Cooldown Reduction
- 50% Mana Regeneration
- +2 gold per 10 seconds
- Calculated Cost using Basic Item Statistics: 1764g
- Actual Cost: 2200g
- UNIQUE Passive - Tribute: Your next damaging ability or autoattack against a champion or structure will deal 15 additional damage and grant 10 gold. You generate one charge of Tribute every 10 seconds, storing up to 3.
- Unique Passive - Gold Income: You may only be in possession of 1 Gold Income item.
- Unique Active - Arctic Embrace: Fire an ice lance that detonates at the target location, dealing 50 (+5 per level) magic damage to enemies and slowing them by 80%, decaying over 2 seconds. 60 second cooldown.
- active must have a value of 436g for the item to be gold efficient. Alternately, the item must be held for 36 minutes and 20 seconds, including time spent holding and . Each proc of Tribute decreases the time by 50 seconds.
- 100 Armor
- 400 Mana
- 20% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 3433g
- Actual Cost: 2450g
- Unique Passive: Reduces the attack speed of nearby enemies by 15%. (700 range)
- is gold efficient even without its passive.
- 700 Health
- 30 Attack Damage
- Calculated Cost using Basic Item Statistics: 2947g
- Actual Cost: 3300g
- Unique Passive - Icy: Your basic attacks slow your target's Movement Speed by 40% for 1.5 seconds (30% slow for ranged attacks).
- The passive of must be valued at 353g for it to be gold efficient.
- is NOT gold efficient if used solely as a source of Health.
- 15 Attack Damage
- 30% Attack Speed
- Calculated Cost using Basic Item Statistics: 1440g
- Actual Cost: 1740g
- Unique Passive ā Maim: Basic attacks against monsters deal 75 bonus magic damage and restore 10 health.
- Unique Passive: Gain 30% increased gold from monsters.
- Unique Passive ā Trap Detection: Nearby stealthed enemy traps are revealed.
- Unique Active: A stealth-detecting mist grants vision in the target area for 5 seconds and reveals enemies that enter it for 3 seconds. 60 second cooldown.
- The passives and active of must be valued at 300g for it to be gold efficient.
- 50 Armor
- 50 Magic Resistance
- Calculated Cost using Basic Item Statistics: 2000g
- Actual Cost: 2800g
- Unique Passive: Revives your champion upon death, restoring 30% of your maximum health and mana.
- The passive of must be valued at 300g for it to be gold efficient.
- 225 Health
- 25 Armor
- 250 Mana
- 20% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 2233g
- Actual Cost: 2130g
- Unique Passive - Trap Detection: 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.
- is gold efficient even without its passive and active.
- 30 Ability Power
- 500 Mana
- 60 Armor
- 10% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 3170g
- Actual Cost: 2900g
- Unique Passive - Spellblade: After using an ability, your next basic attack deals 125% base AD bonus physical damage to surrounding enemies and creates a field for 2 seconds that slows enemies inside by 30% (1.5 second cooldown).
- is gold efficient even without its passive.
- 50 Ability Power
- 300 Health
- 15 Magic Penetration
- Calculated Cost using Basic Item Statistics: 2403g
- Actual Cost: 2900g
- Unique Passive: Dealing spell damage applies a damage-over-time effect that deals bonus magic damage equal to 2% of the target's current health 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 497g for it to be gold efficient.
- 80 Ability Power
- 250 Mana
- 5% Movement Speed
- Calculated Cost using Basic Item Statistics: 2438g
- Actual Cost: 3000g
- Unique Passive - Spellblade: After using an ability, your next basic attack deals 75% base AD (+ 50% AP) bonus magic damage. (1.5 second cooldown.)
- The passive of must be valued at 562g for it to be gold efficient.
- 30 Attack Damage
- 30% Attack Speed
- Calculated Cost using Basic Item Statistics: 2540g
- Actual Cost: 2280g
- Unique Passive ā Critical Vision: Critical strikes now cause the target to bleed for an additional 90% of your bonus AD as physical damage over 3 seconds and are revealed for the duration of the bleed.
- Unique Passive ā Trap Detection: 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.
- is gold efficient even without its passives and active.
- 400 Health
- 20 + 20 (from passive) Magic Resistance
- 10% Cooldown Reduction
- 75% Health Regeneration (from passive)
- Calculated Cost using Basic Item Statistics: 2454g
- Actual Cost: 2800g
- Unique Passive: - Legion: Nearby allied minions and champions gain +20 magic resist and +75% health regeneration.
- 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 670g 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 of must be valued at 346g for it to be gold efficient.
- 80 Attack Damage
- 25% Critical Strike Chance
- Calculated Cost using Basic Item Statistics: 4130g
- Actual Cost: 3800g
- Unique Passive: +50% critical strike damage.
- is gold efficient even without its passive.
- 250 Mana
- 20 Attack Damage
- 25% Mana Regeneration
- Calculated Cost using Basic Item Statistics: 1400g
- Actual Cost: 2200g
- Unique Passive - Awe: Gain attack damage equal to 2% of your maximum mana.
- Unique Passive - Mana Charge: Grants +4 / 8 maximum mana (max +750 mana) for each basic attack, spell cast, and mana expenditure (occurs up to 2 times every 8 / 6 seconds).
- is gold efficient when the champion has 282 mana from the passives.
- When fully stacked, this item upgrades into . See this item's entry for further details.
- 60 Attack Damage (+35 Attack Damage at 30% or lower Health)
- 40 Magic Resistance
- Calculated Cost using Basic Item Statistics: 2960g (4220g at 30% or lower Health)
- Actual Cost: 3200g
- Unique Passive: Grants +1 attack damage for every 2% of missing health, capped at 35 Attack Damage.
- Unique Passive - 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 400 magic damage for 5 seconds.
- The passives of must be valued at 240g for it to be gold efficient.
- Alternatively, {ii|Maw of Malmortius}} is gold efficient when its user at at 86% health or lower.
- 80 Attack Damage
- 35 Magic Resistance
- Calculated Cost using Basic Item Statistics: 3580g
- Actual Cost: 3700g
- Unique Active ā Quicksilver: Removes all debuffs from your champion and grants +50% movement speed for 1 second. 90 second cooldown.
- The active of must be valued at 120g for it to be gold efficient.
- 40 Magic Resistance
- 100% Mana Regeneration
- 10% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 1837g
- Actual Cost: 2450g
- Unique Passive - Mana Font: Restores 2% of missing mana every 5 seconds.
- Unique Active: Removes all stuns, roots, taunts, fears, silences and slows on an allied champion and heals for 150 (+ 10% of the target's maximum health).
- The passive and active of must be valued at 613g for this item to be gold efficient.
- 50 Ability Power
- 50 Armor
- 50 Magic Resistance
- Calculated Cost using Basic Item Statistics: 3088g
- Actual Cost: 2620g
- Unique Passive - Tenacity: The duration of crowd control that does not suppress you or render you airborne is reduced by 35%.
- is gold efficient even without its passive.
- 80 Ability Power
- 100% Mana Regeneration
- 20% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 3093g
- Actual Cost: 2300g
- Unique Passive: Dealing magic damage to an enemy champion below 40% health inflicts Grievous Wounds to them for 4 seconds.
- is gold efficient even without its passive.
- 60 Ability Power
- 50% Attack Speed
- Unique Passive: 20% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 3438g
- Actual Cost: 2920g
- Unique Passive: Basic attacks deal 15 (+15% AP) bonus magic damage on hit
- is gold efficient even without its passive.
- 350 Health
- 50 Magic Resistance
- 350 Mana
- Calculated Cost using Basic Item Statistics: 2633g
- Actual Cost: 2500g
- Unique Passive: Reduces and stores 10% of the magic damage dealt to your champion.
- Unique Active: Deals 200 + (stored magic damage - max 200) to nearby enemy units. 90 second cooldown.
- is gold efficient even without its passive and active.
- 300 Health
- 50 Armor
- 100% Health Regeneration
- 10% Cooldown Reduction
- Calculated Cost using Basic Item Statistics: 2477g
- Actual Cost: 2600g
- Unique Passive - Point Runner: Grants +30% 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 of must be valued at 123g for it to be gold efficient.
- 850 Health
- Calculated Cost using Basic Item Statistics: 2261g
- Actual Cost: 2455g
- Unique Passive: On kill or assist, heal for 300 health over 5 seconds.
- The passive of must be valued at 194g for it to be gold efficient.
- 50% Attack Speed
- 35% Critical Strike Chance
- 5% Movement Speed
- Calculated Cost using Basic Item Statistics: 3448g
- Actual Cost: 2800g
- Unique Passive: Your champion ignores unit collision.
- is gold efficient even without its passive.
- 500 Health
- 70 Armor
- Calculated Cost using Basic Item Statistics: 2733g
- Actual Cost: 2850g
- Unique Passive - Cold Steel: When hit by basic attacks, reduces the attacker's attack speed by 15% for 1 second.
- Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 (+ 0.5% armor) (+ 0.5% magic resistance) seconds. 60 second cooldown.
- The passive and active effects of must be worth 117g for the item to be gold efficient.
- 75 Attack Damage
- 100% Health Regeneration
- 12% Lifesteal
- Calculated Cost using Basic Item Statistics: 3720g
- Actual Cost: 3300g
- Unique Passive: Life Steal applies to damage dealt by this item.
- Unique Passive - Cleave: Basic attacks deal 20% to 60% of total Attack Damage as bonus physical damage to enemies near the target on hit (enemies closest to the target take the most damage).
- Unique Active - Crescent: Deals 60% to 100% of total Attack Damage as physical damage to nearby enemy units (closest enemies take the most damage). 10 second cooldown.
- is gold efficient even without its passives and active.
- 500 Health
- 300 Mana
- 100% Health Regeneration
- Calculated Cost using Basic Item Statistics: 2293g
- Actual Cost: 2500g
- Unique Passive - Valor's Reward: On leveling up, restores 150 health and 200 mana over 8 seconds.
- 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. 60 second cooldown.
- The passive and active of must be valued at 207g for it to be gold efficient.
(Unstacked)
- 450 Health
- 450 Mana
- 60 Ability Power
- Calculated Cost using Basic Item Statistics: 3405g
(Fully Stacked)
- 650 Health
- 650 Mana
- 80 Ability Power
- Calculated Cost using Basic Item Statistics: 4773g
- Actual Cost: 2800g
- Passive: This item gains 20 health, 20 mana and 2 ability power every minute / 40 seconds, up to 10 times.
- Unique Passive ā Valor's Reward: On leveling up, restores 150 health and 200 mana over 8 seconds.
- However, it is NOT gold efficient on a manaless champion unless stacked.
is gold efficient even without its passives.
- 400 Health
- Calculated Cost using Basic Item Statistics: 1067g
- Actual Cost: 1600g
- Unique Passive - Ward Refresh: Holds 5 charges and refills upon visiting the shop.
- Unique Active- Ghost Ward: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 3 minutes. A player may only have 3 Stealth Wards on the map at one time.
- The passive of must be valued at 523g for it to be gold efficient.
- Assuming each ward is allowed its maximum duration of three minutes, this item becomes cost efficient after 8 wards have been placed.
- 100 Ability Power
- 400 Health
- Calculated Cost using Basic Item Statistics: 3241g
- Actual Cost: 2900g
- Unique Passive - (Icy): Dealing spell damage slows the target's movement speed by 35% for 1.5 seconds (15% for multi-target and damage-over-time spells).
- is gold efficient even without its passive.
(Unstacked)
- 45 Attack Damage
- 10% Life Steal
- Calculated Cost using Basic Item Statistics: 2170g
(Fully Stacked)
- 75 Attack Damage
- 15% Life Steal
- Calculated Cost using Basic Item Statistics: 3425g
- Actual Cost: 2275g
- Unique Passive: Your basic attacks grant +6 attack damage and +1% life steal for 8 seconds (maximum 5 stacks).
- is gold efficient when is has 1 or more stacks.
- 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.
- 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.
- 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.
- 100% Health Regeneration
- 100% Mana Regeneration
- 10% Cooldown Reduction
- 20 Movement Speed
- Calculated Cost using Basic Item Statistics: 1657g
- Actual Cost: 2000g
- 2 Gold per 10 seconds
- Unique - Favor: Being near a minion death without granting the killing blow grants 3 goldand heals for 10 health.
- 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 443g for the item to be gold efficient. Alternately, it will become gold efficient if it is held for a combined total of 36 minutes and 55 seconds. Each trigger of Favor while holding reduces it by 15 seconds.
- 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.
- 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.
- 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.
- 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.
- 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 23.8 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
- must have at least one ally nearby to benefit from the aura to be gold efficient.
by 1160g due to the attack damage and lifesteal from its aura.
- 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 2.5 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 (min. 100) and healing you by the same amount. Additionally you steal 25% of their movement speed for 3 seconds - 90 second cooldown. (450 range)
- The passive and active of must be valued at 550g for it to be gold efficient.
- 45 Attack Damage
- 65 Ability Power
- 12% Life Steal
- Unique Passive: 20% Spell Vamp
- Calculated Cost using Basic Item Statistics: 4244g
- 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.
- 1000 Mana
- 25 + 20 (from passive) Attack damage
- 25% Mana Regeneration
- Calculated Cost using Basic Item Statistics: 3800g
- Actual Cost: 2200g
- 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 bonus physical damage equal to twice the amount of mana consumed.
- With the item's base mana, Awe passive provides 20 attack damage on its own.
- is gold efficient even without its passive.
- 1000 Mana
- 60 + 30 (from passive) Ability Power
- 50% Mana Regeneration
- Calculated Cost using Basic Item Statistics: 4318g
- 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 gold efficient even without its passive.
Trivia
- 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 4283; 225% of its purchase price.
- A champions on a team is currently the most gold efficient item in the game, with a theoretical price of 7670; 301% of its purchase price. affecting all five
- With the maximum amount of ability power, a grants about 424 ability power, with a theoretical price of 9222 gold; 280% of its purchase price.
- The two snowball items,
- has a theoretical price of 4383 when fully stacked; 354.9% of its purchase price.
- has a theoretical price of 4560 when fully stacked; 325.7% of its purchase price.
and , both begin with very low gold efficiency, but upon reaching maximum stacks have some of the best possible in the game.
- Technically you can use 6 Expanded Mind, 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 6
- However, acquiring all of the items for the additional mana would cost over 10000 gold in either case, reducing the overall efficiency.
s, the mana is converted into 174 AD. Combined with the other stats, it could reach a theoretical price of 9404 gold—448% of its purchase price.
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 - With the same setup except with 6
- An Warmog's Armor could theoretically have infinite gold efficiency due to
- A can also reach infinite gold efficiency due to 's or 's .
's which infinitely increases his health, which is converted into HP5.