A champion can only carry six items and a trinket at a time, making the selection of items an important part of achieving victory. Items are only obtainable through the item shop located at the fountain (and through everywhere on the map). This is also where items are sold back for 70% of the total gold spent to obtain them. Some items are sold for 40% of their total cost.
The shop menu in the All Items tab can be filtered using the checkboxes to the left:
- Starter items - includes items obtainable with the starting gold, suitable for the laning phase or jungling.
- Tools - Includes consumables and trinkets.
- Defense - includes items that grant statistics such as health, armor or magic resistance.
- Attack - includes items that grant statistics such as attack damage, attack speed or critical strike chance.
- Magic - includes items that grant statistics such as ability power, mana or cooldown reduction.
- Movement - includes items that grant increased movement speed.
- A basic item does not require any component items to be purchased.
- If an item has a specified recipe that consists of basic items and a combined cost, it is considered an advanced item.
- When purchasing an advanced item, all basic items within the advanced item's recipe are consumed when they are in the inventory.
- An advanced item can still be purchased without having all of its components in the inventory. In that case, the combined cost will be increased by the cost of the missing components.
- The same is also true for finished items, which have at least one advanced or basic item in their recipe.
Most items can be upgraded by paying the cost in gold. Some, however, cannot be purchased and are obtained solely through the process of transformation - a unique effect that occurs under a specific condition, either gaining a specified amount of stacks on the item or completing explicit quests.
Enchantments are a special group of item upgrades that apply the same additional effect to several different items. Currently, there are enchantments available for Tier 2 jungle items.
Consumables are different from other item types in two ways. First, most consumable items may be stacked, allowing duplicates of items to occupy the same item slot up to a cap. Secondly, consumable items may be expended to perform a specific function, permanently removing that item from the champion's inventory. On charge-based items such as the , the charge is consumable but the item cannot be stacked or consumed.
Trinkets are a special category of items that do not occupy any of the six item slots and have their own, seventh slot. The trinket slot cannot be used for non-trinket items. They are considered item actives.
Most items provide buffs to champions. Some buffs improve the stats of the champion, while others provide other types of benefits.
- Stat buffs improve the champion's statistics. Most items grant some form of stat buff.
- Active effects function similarly to champion abilities. They are temporary and are triggered by clicking on the item or by pressing the item's hotkey. Like champion abilities, active effects have cooldowns. Once the item has been activated, it goes on cooldown and cannot be triggered again until it has come off cooldown. The cooldown of active effects is not affected by the cooldown reduction stat.
- Passive effects are constantly active when the champion has the item equipped, like champion innate abilities.
- Auras are buffs or debuffs that affect nearby friendly or enemy units, respectively. All aura effects are unique.
- The holder of an aura item is not affected by the aura and thus can still benefit from an aura. This allows auras to stack up to twice on champions who possess the aura themselves. Other allies don't benefit beyond the first aura.
- Consumable items are potions, elixirs and . Control wards provide vision of an area. Potions and elixirs boost a stat for a brief period. Consuming an item destroys it or consumes one of its charges, similar to stock abilities. Charge-based consumable items have their charges restocked when the holder returns to their spawn.
Some item effects are unique. Typically, a unique effect means that if a champion were to purchase two identical items, the unique effects would only be granted once. Some items grant basic statistics—such as cooldown reduction and spell vamp—with a unique tag to prevent abuse cases where the item could be stacked to exploit the statistics it provides. Aura items circumvent this restriction since the effect is received under different conditions.
Some items feature unique named effects, such as Spellblade. A named effect is similar to a unique effect, except that the conditions of being unique are global. The effects of the named effect can only be gained once, even if the two items are entirely unrelated (such as Tenacity).
Once a unique effect goes on cooldown, all other instances sync to the most recent cooldown even if they haven't been activated.
- Unless the effect is named, two different items with the same passive will stack. For example, the 10% cooldown reduction from and will stack, however owning multiple will not grant additional cooldown reduction beyond the first. This is likely designed as such to deter multiple stacking of a cost efficient item.
- Only the unique/named-unique effects will not stack. Other effects provided by the item will stack.
List of Items
- Starter items
- Potions and Consumables
- Basic items
- Advanced items
- Finished items
- Minion and Turret items
- Special Game Mode Exclusive items
- Removed items