- 1 AD = 35 gold
- 1 AP, armor or MR = 20 gold
- Doran's Ring: 150%
- Sell back for 70%
Every stat has a price. Items either beat it or buy something else.
Riot's basic items set the exchange rate: what one point of each stat costs when you buy it on its own.
Rift shop · receipt
Gold values: the official League of Legends wiki's gold-efficiency table, item costs checked against Riot's Data Dragon 16.22.1 (patch 26.22). Read 8 November 2026.
Every item in League of Legends is a trade: gold for stats, plus an effect. Gold efficiency is the tool that separates the two — it tells you how much of an item's price is paid back in raw stats, and therefore how much you're really paying for its passive. Used well, it explains why Doran's Ring is such a good start, why some components are worth holding in your inventory and why the "worst" item on paper can be the best one in your build. This guide gives you the gold value of every stat on patch 26.22 (live since 4 November 2026), shows you how to calculate any item yourself, ranks starters, boots and legendaries, and covers where the gold comes from in 2026.
- Efficiency ignores passives and actives. It compares stats, not power — the official wiki calls it a "theorycrafting heuristic".
- Basic components are 100% by definition, so holding a Long Sword or a Ruby Crystal never wastes gold.
- Starters beat their price: Doran's Ring 150%, Doran's Blade about 125% — but sell for only 40%.
- Ability haste is the priciest common stat at 50 gold a point — items with haste are usually better than they look.
- 2026 gold: plates pay all game, First Blood adds 100 gold and the first turret 300 — and dying while ahead costs more than before.
What gold efficiency means
The idea is simple. Riot sells some stats on their own in cheap basic items: a Long Sword is nothing but 10 AD for 350 gold, so one point of attack damage costs 35 gold. Do that for every stat and you have a price list. Any other item can then be measured against it: if a 3,000-gold item gives stats that would cost 3,400 gold bought separately, it's about 113% gold efficient and the passive comes free. If the same stats would only cost 2,000, you are paying 1,000 gold for the passive — which is fine if the passive is what you need.
The official League of Legends wiki is clear about the limits: gold efficiency is "a theorycrafting heuristic", the gold values are "base values for valuing items", and the true worth of an item depends on its named effects, on penetration, on how items combine and on the champion holding it. Treat the percentage as a lens, not a ranking.
Two AD items for the same champion? Efficiency shows which one gives more stats for the gold.
The gap below 100% is what you pay for an effect. Is that effect worth it in this game?
Every gold you hold as a basic component is fully paid back in stats — never sit on raw gold.
The gold value of every stat (26.22)
These are the baseline items the wiki uses, with costs and stats checked in Riot's own item data for patch 26.22 (Data Dragon 16.22.1). Patch 26.22 didn't touch any of them; its only item changes were to Doran's Bow (8 → 7 attack damage) and Overlord's Bloodmail (30 → 40 attack damage).
Some stats have no single-stat item, so the wiki values them by subtracting the stats it already knows from a mixed component:
Serrated Dirk: 10 lethality + 20 AD for 1,000.
Last Whisper: 18% + 20 AD for 1,450.
Sorcerer's Shoes: 12 + 45 move speed.
Blighting Jewel: 13% + 25 AP for 1,100.
Vampiric Scepter: 7% + 15 AD for 900.
average of four items.
How to calculate an item's efficiency
- List the stats. Only numbers count: attack damage, health, haste and so on. Ignore the passive for now.
- Price each stat with the table above and add them up. That's the item's gold value.
- Divide by the shop price and multiply by 100. Over 100% means the stats alone are worth more than you paid.
- Then judge the passive. The gap is its price. Ask whether it does something your champion needs in this game.
- 18 AP × 20
- 360
- 90 health × 2.67
- 240
- Stat value
- 600
- 400 health × 2.67
- 1,067
- 40 AD × 35
- 1,400
- 20 haste × 50
- 1,000
- Stat value
- 3,467
- 20 MR × 20
- 400
- 45 move speed × 12
- 540
- 30% tenacity
- not priced
- Stat value
- 940
Mercury's Treads is the perfect example of why the number lies. Tenacity has no basic item, so it has no gold value, and the boots look like a bad deal at 75.2%. Against a team full of stuns they're often the best purchase in your build — the crowd control guide explains what that 30% actually does.
Starters: the most efficient gold you'll spend
Starting items are deliberately generous, because you can only hold one and they fall off as the game goes on. On the wiki's table:
Doran's Blade (10 AD, 80 health and 2.5% omnivamp) gets most of its value from the AD and health; the wiki prices omnivamp on top. Doran's Shield is just under 100% because its regeneration passive isn't counted. The catch with all starters is the resale: Doran's items sell back for only 40% instead of the usual 70%, so the value is spent in the first fifteen minutes. Selling a starter to make room is a slot decision, not a gold one — the gold you get back is small. The full list of starters and their costs is in our items guide.
Boots by efficiency
Every pair of Tier 2 boots starts from the same 300-gold Boots, and they show the "price of the passive" idea better than any other slot. Ionian Boots are the most efficient pair because ability haste is the most expensive stat; Mercury's Treads and Boots of Swiftness look poor because their tenacity and passive effects aren't priced:
Spellslinger's Shoes, Gunmetal Greaves, Chainlaced Crushers and Swiftmarch are the Tier 3 boots that only the Mid lane's Role Quest unlocks — they're free upgrades, so their efficiency against the shop price matters less than what they add for nothing. Bot laners who finish their quest move boots into the Role Quest slot instead; our Role Quests guide has the details.
Legendary items: efficient vs effect items
Legendary items cost roughly 2,250–3,200 gold on the current patch. The wiki's table splits them into two families: stat sticks that pay back more than their price, and effect items whose value hides in a passive or an active. A selection, read 8 November 2026:
Serylda's Grudge, Void Staff, Nashor's Tooth and Black Cleaver give you more stats than you pay for. They're rarely wrong picks — when the stats suit you. Void Staff's 40% magic penetration is priced as a stat, which is why it scores so high.
Rabadon's Deathcap multiplies your ability power, Guardian Angel revives you, Sterak's Gage shields you when you're low and Liandry's Torment burns. None of that is in the number — these items are bought for what they do.
Why 100% isn't the whole story
Three reasons the percentage misleads, and how BoostPirate's coaches think about each one:
An item that multiplies what you already own gets better with every other item. Rabadon's Deathcap scores about 74% alone and is usually a third or fourth item for exactly that reason.
Gold value assumes you want the stat. Mana on a manaless champion or crit on a mage is worth zero to you, whatever the table says.
Armor gets more valuable as your health grows and vice versa (see the resistances guide). Raw gold value can't see that balance.
So use efficiency for the choices it's good at: two items with the same job, the order of your components, and whether a cheap item is a fair way to spend leftover gold. For your core build, start from what your champion needs to do, then let efficiency break ties.
Components and partial buys
Because basic components are 100% efficient by definition, the gold in your inventory is never wasted as long as it's in a component. That turns into a few practical rules for every recall:
- Never back with gold you can't spend. Push the wave and stay until you can buy a component that matters — a 300-gold Cloth Armor or a 350-gold Long Sword still beats coins in your pocket.
- Buy the component that wins your lane first. Armor against an AD bully, ability power to trade back — the order inside your build is where efficiency and matchups meet.
- Watch for completion spikes. A legendary's passive only switches on when the item is finished, so the last few hundred gold can be worth more than the first thousand. The power spikes guide covers the timing.
- Use the undo button. The shop's undo refunds 100% of a purchase; selling later only returns 70% (40% for starters).
Recall timing decides how often you can follow these rules — the recall timing guide shows when to back with a crashing wave and a full purse.
Where your gold comes from in 2026
Efficiency is half the economy; the other half is income. Patch 26.1 rebuilt several gold sources, and the ones that matter most for spending decisions are below (values from the 26.1 notes unless noted; the laning numbers are the ones our laning phase guide uses):
Two things stand out. Plates now pay for the whole game, so chipping a side turret is real income long after laning — the split pushing guide builds a plan on that. And Riot cut how much global gold epic monsters hand out (Baron went from 1,525 total to 850 in 26.1), so the buff is worth more than the gold.
Spending small amounts well
Leftover gold after a recall is where efficiency thinking pays most, because there's rarely a "right" answer from the build guide:
No stats, so 0% on the wiki's table — and still one of the best buys in the game, because vision wins objectives. Supports who finish their quest pay 40 gold.
Elixir of Iron (300 health and 25% tenacity), Sorcery and Wrath last three minutes. Buy one for a Baron or Elder fight when your inventory is full — not as a habit.
Full value, permanent and it spikes you towards completion. The default answer when you have 300–900 gold.
Early on, a potion or two lets you stay in lane for another wave — which is more gold than the potion cost.
Common gold mistakes
- Spend every recall's gold on a component of your next item.
- Read efficiency as "what am I paying for the passive?"
- Prefer the efficient item when two do the same job.
- Hit plates whenever the wave lets you — they pay all game in 2026.
- Re-check item stats after each patch; 26.22 changed Doran's Bow and Overlord's Bloodmail.
- Build an item only because it's over 100%.
- Skip Mercury's Treads or Control Wards because they score low.
- Hold 1,000 gold for a minute to "save up" — it's a minute of missing stats.
- Sell starters for the gold; it's 40%, not 70%.
- Die with a shutdown on your head when you could have backed and spent it.
Builds are easier to learn from your own games. A 1-on-1 coach (from $22.00 an hour) goes through your shop timings and recalls on replay. Short on time? A verified booster can take a Solo/Duo climb off your hands.
Read next: armor, magic resist and penetration, power spikes and the items guide.
- Riot Games — Patch 26.22 notes (3 November 2026: Doran's Bow, Overlord's Bloodmail) · Patch 26.1 notes (January 2026: First Blood, first turret, kill-gold devaluation, plates, epic monster gold) · Data Dragon item data 16.22.1 (basic item costs and stats; current version)
- Official League of Legends wiki — Gold efficiency (gold values and item percentages) · Gold (starting gold, selling and undo) · Black Cleaver · Mercury's Treads. Read 8 November 2026.
- Laning gold, plates, Role Quests and item limits: our own data file, from Riot's notes and the wiki (see the laning phase and items guides). Checked 8 November 2026; patch 26.23 is due 18 November 2026.
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Common questions
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