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 has been generally accepted to be a fair Gold 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 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 8% HS Power
50% Base MP5
10% CDR
Gold 35.416
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 20.833∞ 4.4% 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 2.666∞ N/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
Cloak of Agility item Cloak of Agility Gold 800 20% 40 0% Greater Efficiency

Base Item Item Cost AS Value Gold Gold / % AS Dagger item Dagger Equivalence
Dagger item Dagger 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 gold per statistics, however, these are among the most cost efficient items in the shop.

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

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

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

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

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

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

Doran's Ring item 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 gold per AP = Gold 326.25
  • 60 HP × 2.666∞ Gold gold per HP = Gold 160
  • 50% MP5 × 5 Gold gold per % MP5 = Gold 250
  • 4 MP per kill = Gold ??

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

Doran's Shield item 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 gold per HP = Gold 213.333∞
  • 6 HP5 × ?? Gold 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 item Doran's Shield is Gold 213.333∞, making it 47.41% gold efficient excluding the passives.

The Dark Seal item 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 gold per AP = Gold 326.25
  • 100 MP × 1.4 Gold gold per MP = Gold 140

Using the Basic Items Statistics, the actual value of The Dark Seal item The Dark Seal is Gold 466.25, making it 133.21% gold efficient excluding the passives. The Dark Seal item The Dark Seal can reach a gold efficiency of 319.64% at maximum stack of Glory.

Gold Gold-generating items are items that, while being moderately inefficient to start out, boost the Gold 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 item Ancient Coin provides 25% Mana regeneration, 5% Cooldown reduction and the unique passive Favor, which grants 4 Gold gold and heals for 5 health whenever a nearby minion dies that the user did not kill.

  • 25% MP5 × 5 Gold gold per MP5 = Gold 125
  • 5% CDR × 26.666∞ Gold gold per CDR = Gold 133.33
  • Unique Passive – Favor: Grants 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 item Ancient Coin is Gold 258.33, without counting the passive, making it 73.81% gold efficient. By counting the passive, you get Gold 4 for every minion death, making the Ancient Coin item Ancient Coin gold efficient after generating Gold 91.67 (~23 minion deaths).

Relic Shield item Relic Shield provides 75 Health, Gold 2 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 gold equal to the kill.

  • 75 HP × 2.666∞ Gold gold per HP = 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 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 item Relic Shield is Gold 200, without counting the passive, making it 57.14% gold efficient. The Relic Shield item Relic Shield becomes gold efficient after granting Gold 150 to allies utilizing the Spoils of War passive.

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

  • 5 AP × 21.75 Gold gold per AP = Gold 108.75
  • 25% MP5 × 5 Gold gold per MP5 = 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 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 item Spellthief's Edge is Gold 233.75, without counting the passives, making it 66.79% gold efficient. By counting the passives, you get an additional Gold 2 every 10 seconds and an additional Gold 8 after attacking an enemy champion or structure. The Spellthief's Edge item Spellthief's Edge becomes gold efficient after generating Gold 116.25.



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...
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