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Gold efficiency is the comparison of 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, and is in fact acknowledged by Riot Games Inc. as a lever for game balance.

Calculating Gold Efficiency

The gold efficiency of an item can be determined by comparing its purchase price to its theoretical price, which is the combined gold value of all the stats bonuses it provides. The value of individual bonuses is determined from reference items. Reference items are basic items whith just one effect that provides a bonus to a single stat. They provide a baseline to determine the gold value of the stat they improve.

The theoretical price of an item seldom takes into account any passive or active effects. However, if an item's passive is "Gain a 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 gold efficient if its gold efficiency is greater than or equal to 100%. Items which are not gold efficient have a gold deficit, which is the difference between their purchase price and their theoretical price. The gold deficit helps in determining whether it's worth buying an item. It is worth buying the item if its passive and/or active abilities are considered to be worth more than their gold deficit.

The gold values assigned to stats are not measures of the effectiveness of those stats. They are simply base prices meant to be used in determining the theoretical prices of higher-tier items. The goal of this page is to provide a valuation of items by comparing the bonuses they provide to the bonuses provided by a combination of base items with the same total price. For example, comparing an item which provides +20 AD and +20 Armor to an item which provides +20 AD and +20 Armor.

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 (Outdated)

Base Statistic 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 Long Sword Long Sword 350 Gold 350 10 AD 35 Gold 35
Ability power Amplifying Tome Amplifying Tome 435 Gold 435 20 AP 21 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 02 2.666
Mana Sapphire Crystal Sapphire Crystal 350 Gold 350 250 MP 01 1.4
Health regeneration Rejuvenation Bead Rejuvenation Bead 150 Gold 150 50% HP5 03 Gold 3
Mana regeneration Faerie Charm Faerie Charm 125 Gold 125 25% MP5 05 Gold 5
Critical strike chance Brawler's Gloves Brawler's Gloves 400 Gold 400 10% Crit 40 Gold 40
Attack speed Dagger Dagger 300 Gold 300 12% AS 25 Gold 25
Flat movement speed Boots of Speed Boots of Speed 300 Gold 300 25 MS 12 Gold 12

Life steal, Lethality, 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: Vampiric Scepter Vampiric Scepter, Serrated Dirk Serrated Dirk, Sorcerer's Shoes Sorcerer's Shoes, Recurve Bow Recurve Bow, Kindlegem Kindlegem and Aether Wisp Aether Wisp has been generally accepted to be a fair gold 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 Lifegrip on Maw of Malmortius Maw of Malmortius, making its gold value incalculable.

Champion Statistic Base Item Item Cost Stat Raised Gold / Stat Bonus
Life steal Vampiric Scepter Vampiric Scepter 900 Gold 900 10% LS
15 AD
37 37.5
35 Gold 35
Lethality Serrated Dirk Serrated Dirk 1100 Gold 1100 10 Lethal
25 AD
22 22.5
35 Gold 35
Magic penetration Sorcerer's Shoes Sorcerer's Shoes 1100 Gold 1100 15 MC Pen
45 MS
37 37.333
12 Gold 12
On-hit damage Recurve Bow Recurve Bow 1000 Gold 1000 15 OH Dmg
25% AS
25 Gold 25
25 Gold 25
Cooldown reduction Fiendish Codex Fiendish Codex 900 Gold 900 10% CDR
30 AP
24 24.75
21 21.75
Percent movement speed Aether Wisp Aether Wisp 850 Gold 850 5% MS
30 AP
39 39.5
21 21.75

Item Statistics

Basic Tier Items

Base Item Item Cost AD Value 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 0% Greater Efficiency
B. F B. F. Sword 1300 Gold 1300 40 32.5 7.69% Greater Efficiency

Base Item Item Cost AP Value 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 2.35% Greater Efficiency
Needlessly Large Rod Needlessly Large Rod 1250 Gold 1250 60 20.833 4.4% Greater Efficiency

Base Item Item Cost Armor Value 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 0% Greater Efficiency

Base Item Item Cost MR Value 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 720 Gold 720 40 18 0% Greater Efficiency

Base Item Item Cost HP Value Gold / HP Ruby Crystal Ruby Crystal Equivalence
Ruby Crystal Ruby Crystal 400 Gold 400 150 2.666 N/A
Giant's Belt Giant's Belt 1000 Gold 1000 380 2.63 1.46% Greater Efficiency

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

Base Item Item Cost Mp5 Value Gold / Mp5 Faerie Charm Faerie Charm Equivalence
Faerie Charm Faerie Charm 125 Gold 125 25% 5 N/A

Base Item Item Cost Crit Value Gold / Crit Brawler's Gloves Brawler's Gloves Equivalence
Brawler's Gloves Brawler's Gloves 400 Gold 400 10% 40 N/A
Cloak of Agility Cloak of Agility 800 Gold 800 20% 40 0% Greater Efficiency

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

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.

Cull Cull provides 7 Attack damage, heals 3 life on hit, and grants 1 extra gold per minion kill. Reaching 100 minion kills gives 350 gold and disables the passive

  • 7 AD × 35 gold per AD = 245 Gold 245
  • 3 Life on hit = ?? Gold ??

Using the Basic Items Statistics, the actual value of a Cull Cull is 245 Gold 245, making it 54.44% gold efficient. Once 100 minions have been killed, becomes 154.44% gold efficient.

Doran's Blade Doran's Blade provides 8 Attack damage, 80 Health, and 3% Life steal.

  • 8 AD × 35 gold per AD = 280 Gold 280
  • 80 HP × 2.666∞ gold per HP = 213 213.333
  • 3% LS × 37.5 gold per LS = 112 112.5

Using the Basic Item Statistics, a Doran's Blade Doran's Blade is worth 605 605.833, making it 134.63% gold efficient.

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

  • 15 AP × 21.75 gold per AP = 326 326.25
  • 60 HP × 2.666∞ gold per HP = 160 Gold 160
  • 50% MP5 × 5 gold per % MP5 = 250 Gold 250
  • 4 MP per kill = ?? Gold ??

Using the Basic Items Statistics, the actual value of a Doran's Ring Doran's Ring is 736 736.25, making it 184.06% gold efficient excluding the passive. Doran's Ring is the most cost-efficient of the Doran's items.

Doran's Shield Doran's Shield 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 HP × 2.666∞ gold per HP = 213 213.333
  • 6 HP5 × ?? gold per HP5 = ?? Gold ??
  • Basic attacks deal +5 damage to minions on-hit = ?? Gold ??
  • Regain 20 health over 10 seconds after taking damage from an enemy champion = ?? Gold ??

Using the Basic Items Statistics, the actual value of a Doran's Shield Doran's Shield is 213 213.333, making it 47.41% gold efficient excluding the passives.

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

  • 15 AP × 21.75 gold per AP = 326 326.25
  • 100 MP × 1.4 gold per MP = 140 Gold 140
Using the Basic Items Statistics, the actual value of The Dark Seal The Dark Seal is 466 466.25, making it 133.21% gold efficient excluding the passives. The Dark Seal The Dark Seal can reach a gold efficiency of 319.64% at maximum stack of Glory.

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.

Ancient Coin Ancient Coin provides 25% Mana regeneration, 5% Cooldown reduction and the unique passive Favor, 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 = 125 Gold 125
  • 5% CDR × 26.666∞ gold per CDR = 133 133.33
  • Unique Passive – Favor: Grants 4 Gold 4 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 Ancient Coin Ancient Coin is 258 258.33, without counting the passive, making it 64.58% gold efficient. By counting the passive, you get 4 Gold 4 for every minion death, making the Ancient Coin Ancient Coin gold efficient after generating 91 91.67 (~23 minion deaths).

Relic Shield Relic Shield provides 75 Health, 2 gold per 10 seconds, and the unique passive Spoils of War, 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 gold equal to the kill.

  • 75 HP × 2.666∞ gold per HP = 200 Gold 200
  • 2 Gp10 = +2 gold every 10 seconds
  • Unique Passive – Spoils of War: 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 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 Relic Shield Relic Shield is 200 Gold 200, without counting the passive, making it 50% gold efficient. The Relic Shield Relic Shield becomes gold efficient after granting 150 Gold 150 to allies utilizing the Spoils of War passive.

Spellthief's Edge Spellthief's Edge provides 5 Ability power, 25% Mana regeneration, 2 gold per 10 seconds and the unique passive Tribute, which deal 10 additional damage and grant 8 gold whenever the wielder damages an enemy champion or structure.

  • 5 AP × 21.75 gold per AP = 108 108.75
  • 25% MP5 × 5 gold per MP5 = 125 Gold 125
  • 2 Gp10 = +2 gold every 10 seconds
  • Unique Passive – Tribute: Spells and basic attacks against champions or buildings deal 10 additional damage and grant 8 Gold 8. 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 Spellthief's Edge Spellthief's Edge is 233 233.75, without counting the passives, making it 58.44% 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 Spellthief's Edge Spellthief's Edge becomes gold efficient after generating 116 116.25.



Trivia

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