LoL Items List
134 of 134 shownFrom shop to Rift
where a full cart meets the mapHow gold efficiency actually works
Every item does two jobs: it hands you raw stats, and it hands you an effect. Gold efficiency prices only the stats, using the shop's own basic items as the price list: a Long Sword is 350 gold for 10 attack damage, so attack damage is worth 35 a point. An Amplifying Tome sets ability power at 20, a Ruby Crystal sets health at 2.67, and Cloth Armor and a Null-Magic Mantle both land on 20 apiece for armor and magic resist. Clear 100% and the stats pay for the item on paper. Sit under it, and you're really buying the active, the aura, or a passive that scales, which is usually the whole point.
Gold efficiency is a floor, not a verdict
The percentage is only a first screen. It catches an overpriced stat-stick fast, but it reads every game-deciding buy as low, because the effect you actually paid for, the reason the item exists, never lands in the stat line. Trust it to flag the traps, then override it the moment a fight wants the effect more than the numbers.
From the shop to the rest of your game
Knowing what an item is worth is step one; fitting it into a game is step two. The build pages lay out the order the best players buy in, and the counter pages name the armor and magic resist that drags a losing lane back. The tier list ranks which champions get the most out of the shop.




































































































































