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:

$ \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 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 value is derived from the least expensive basic item that provides only that stat:

Champion Statistic Base Item Item Cost Stat Raised Gold Gold / Stat Bonus
Attack damage Long Sword item Long Sword Gold 350 10 AD Gold 35
Ability power Amplifying Tome item Amplifying Tome Gold 435 20 AP Gold 21.75
Armor Cloth Armor item Cloth Armor Gold 300 15 Armor Gold 20
Magic resistance Null-Magic Mantle item Null-Magic Mantle Gold 450 25 MR Gold 18
Health Ruby Crystal item Ruby Crystal Gold 400 150 HP 0Gold 2.6
Mana Sapphire Crystal item Sapphire Crystal Gold 350 250 MP 0Gold 1.4
Health regeneration Rejuvenation Bead item Rejuvenation Bead Gold 150 50% HP5 0Gold 3
Mana regeneration Faerie Charm item Faerie Charm Gold 125 25% MP5 0Gold 5
Critical strike chance Brawler's Gloves item Brawler's Gloves Gold 400 10% Crit Gold 40
Attack speed Dagger item Dagger Gold 300 12% AS Gold 25
Flat movement speed Boots of Speed item Boots of Speed Gold 300 25 MS Gold 12

Life steal, lethality, magic penetration, on-hit damage, cooldown reduction, and percent movement speed are not found isolated on any single item, so their Gold gold values are calculated using the least Gold gold efficient, lowest-tier items that provide the stat: Vampiric Scepter item Vampiric Scepter, Serrated Dirk item Serrated Dirk, Sorcerer's Shoes item Sorcerer's Shoes, Recurve Bow item Recurve Bow, Kindlegem item Kindlegem and Aether Wisp item Aether Wisp for each of the aforementioned stats respectively. Spell vamp (on an item) is currently only found on the non-static passive Lifegrip on Maw of Malmortius item Maw of Malmortius, making its Gold gold value incalculable.

Champion Statistic Base Item Item Cost Stat Raised Gold Gold / Stat Bonus
Life steal Vampiric Scepter item Vampiric Scepter Gold 900 10% LS
15 AD
Gold 37.5
Gold 35
Lethality Serrated Dirk item Serrated Dirk Gold 1100 10 Lethal
25 AD
Gold 22.5
Gold 35
Magic penetration Sorcerer's Shoes item Sorcerer's Shoes Gold 1100 18 MC Pen
45 MS
Gold 31.1
Gold 12
On-hit damage Recurve Bow item Recurve Bow Gold 1000 15 OH Dmg
25% AS
Gold 25
Gold 25
Cooldown reduction Kindlegem item Kindlegem Gold 800 10% CDR
200 HP
Gold 26.6
Gold 2.6
Percent movement speed Aether Wisp item Aether Wisp Gold 850 5% MS
30 AP
Gold 39.5
Gold 21.75
Heal and shield power Forbidden Idol item Forbidden Idol Gold 800 5% HS Power
50% Base MP5
5% CDR
Gold 83.3
Gold 5
Gold 26.6

Item Statistics

Basic Tier Items

Base Item Item Cost AD Value Gold Gold / AD Long Sword item Long Sword Equivalence
Long Sword item Long Sword Gold 350 10 35 N/A
Pickaxe item Pickaxe Gold 875 25 35 0% Greater Efficiency
B. F. Sword item B. F. Sword Gold 1300 40 32.5 7.69% Greater Efficiency

Base Item Item Cost AP Value Gold Gold / AP Amplifying Tome item Amplifying Tome Equivalence
Amplifying Tome item Amplifying Tome Gold 435 20 21.75 N/A
Blasting Wand item Blasting Wand Gold 850 40 21.25 2.35% Greater Efficiency
Needlessly Large Rod item Needlessly Large Rod Gold 1250 60 20.8334.4% Greater Efficiency

Base Item Item Cost Armor Value Gold Gold/ Armor Cloth Armor item Cloth Armor Equivalence
Cloth Armor item Cloth Armor Gold 300 15 20 N/A
Chain Vest item Chain Vest Gold 800 40 20 0% Greater Efficiency

Base Item Item Cost MR Value Gold Gold / MR Null-Magic Mantle item Null-Magic Mantle Equivalence
Null-Magic Mantle item Null-Magic Mantle Gold 450 25 18 N/A
Negatron Cloak item Negatron Cloak Gold 720 40 18 0% Greater Efficiency

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

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

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

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

Base Item Item Cost Crit Value Gold Gold / Crit chance Brawler's Gloves item Brawler's Gloves Equivalence
Brawler's Gloves item Brawler's Gloves Gold 400 10% 40 N/A

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



Trivia

Start a Discussion Discussions about Gold efficiency

  • Mathematical validity of the Gold Value calculation method.

    3 messages
    • Moyon wrote: Can anyone justify why picking the small items is better than picking the larger items ? Both seems as arbitrary to me. Beca...
    • It's sort of like with SI units. They've been somewhat arbitrarily determined, but something had to be used to determine value so...
  • Gold efficiency item classification

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    • I really want to change the classification of the items in the Gold Effiency page : * Leave Basic Tier Items where they are, without chang...
    • Wrong forum. Use: :'''Wiki discussions and announcements''' :Discussions and announcements pertaining to the wiki