Lowest price The cheapest boosting of any established site we checked · 11 sites compared · found it lower? We match it See the comparison
BoostPirate logo BoostPirate
Become a booster
EN
LoL · Systems · Gold

LoL Gold Efficiency Guide (2026): Stat Values, Items and Income

What every stat in League of Legends is worth in gold on patch 26.22, how to work out an item's gold efficiency yourself, which starters, boots and legendaries pay more than they cost — and why the best item is often the one with the lowest number.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • 1 AD = 35 gold
  • 1 AP, armor or MR = 20 gold
  • Doran's Ring: 150%
  • Sell back for 70%
Patch 26.22 · the gold standard

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.

Long Sword item icon Attack damage35 gper point
Glowing Mote item icon Ability haste50 gper point
Cloak of Agility item icon Crit chance40 gper 1%
Dagger item icon Attack speed25 gper 1%
Amplifying Tome item icon Ability power20 gper point
Cloth Armor item icon Armor20 gper point
Null-Magic Mantle item icon Magic resist20 gper point
Boots item icon Move speed12 gper point
Faerie Charm item icon Mana regen4 gper 1%
Rejuvenation Bead item icon Health regen3 gper 1%
Ruby Crystal item icon Health2.67 gper point
Sapphire Crystal item icon Mana1 gper point

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.

Short answer: one point of a stat is worth what its lowest-cost basic item charges for it: 1 attack damage = 35 gold (Long Sword), 1 ability power, armor or magic resist = 20 gold, 1 health ≈ 2.67 gold and 1 ability haste = 50 gold. Add up an item's stats, divide by its price and you have its gold efficiency. Over 100% means the stats alone beat the price — Doran's Ring is 150% — while items like Rabadon's Deathcap (about 74%) charge for a passive the number can't see.
Key takeaways
  • 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.

Compare like with like

Two AD items for the same champion? Efficiency shows which one gives more stats for the gold.

Price the passive

The gap below 100% is what you pay for an effect. Is that effect worth it in this game?

Choose components

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).

StatBasic itemCostGivesGold value
Attack damage Long Sword icon Long Sword 350 g10 AD 35 g per point
Ability haste Glowing Mote icon Glowing Mote 250 g5 haste 50 g per point
Critical strike chance Cloak of Agility icon Cloak of Agility 600 g15% 40 g per 1%
Attack speed Dagger icon Dagger 250 g10% 25 g per 1%
Ability power Amplifying Tome icon Amplifying Tome 400 g20 AP 20 g per point
Armor Cloth Armor icon Cloth Armor 300 g15 armor 20 g per point
Magic resist Null-Magic Mantle icon Null-Magic Mantle 400 g20 MR 20 g per point
Move speed (flat) Boots icon Boots 300 g25 12 g per point
Base mana regen Faerie Charm icon Faerie Charm 200 g50% 4 g per 1%
Base health regen Rejuvenation Bead icon Rejuvenation Bead 300 g100% 3 g per 1%
Health Ruby Crystal icon Ruby Crystal 400 g150 health 2.67 g per point
Mana Sapphire Crystal icon Sapphire Crystal 300 g300 mana 1 g per point

Some stats have no single-stat item, so the wiki values them by subtracting the stats it already knows from a mixed component:

Lethality30 gold

Serrated Dirk: 10 lethality + 20 AD for 1,000.

% armor penetration41.67 per 1% gold

Last Whisper: 18% + 20 AD for 1,450.

Flat magic penetration46.67 gold

Sorcerer's Shoes: 12 + 45 move speed.

% magic penetration46.15 per 1% gold

Blighting Jewel: 13% + 25 AP for 1,100.

Life steal53.55 per 1% gold

Vampiric Scepter: 7% + 15 AD for 900.

% move speed65.1 per 1% gold

average of four items.

League of Legends gold value per stat on patch 26.22: ability haste 50 gold a point, critical strike 40 gold per percent, attack damage 35, attack speed 25 per percent, ability power 20, armor 20, magic resist 20, flat move speed 12, base mana regen 4 per percent, base health regen 3 per percent, health 2.67 and mana 1 gold a point, from Glowing Mote, Cloak of Agility, Long Sword, Dagger, Amplifying Tome, Cloth Armor, Null-Magic Mantle, Boots, Faerie Charm, Rejuvenation Bead, Ruby Crystal and Sapphire Crystal
The exchange rate, ranked. Ability haste and crit are the dearest stats per point; health and mana the least expensive — which is why tank items look "efficient" so easily.Graphic: BoostPirate

How to calculate an item's efficiency

  1. List the stats. Only numbers count: attack damage, health, haste and so on. Ignore the passive for now.
  2. Price each stat with the table above and add them up. That's the item's gold value.
  3. Divide by the shop price and multiply by 100. Over 100% means the stats alone are worth more than you paid.
  4. Then judge the passive. The gap is its price. Ask whether it does something your champion needs in this game.
Doran's Ring iconDoran's Ring400 gold · starter
18 AP × 20
360
90 health × 2.67
240
Stat value
600
150%stats worth half as much again as the price
Black Cleaver iconBlack Cleaver3,000 gold · legendary
400 health × 2.67
1,067
40 AD × 35
1,400
20 haste × 50
1,000
Stat value
3,467
115.56%123.56% while Fervor's movement speed is up
Mercury's Treads iconMercury's Treads1,250 gold · boots
20 MR × 20
400
45 move speed × 12
540
30% tenacity
not priced
Stat value
940
75.2%you're buying the tenacity

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:

StarterGold efficiency · 100% marked
Doran's Ring iconDoran's Ring150%
Doran's Blade iconDoran's Blade125.19%
Doran's Shield iconDoran's Shield97.19%

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:

BootsGold efficiency · 100% marked
Ionian Boots of Lucidity iconIonian Boots of Lucidity115.56%
Spellslinger's Shoes110.19%
Berserker's Greaves iconBerserker's Greaves105.91%
Sorcerer's Shoes iconSorcerer's Shoes100%
Gunmetal Greaves100%
Plated Steelcaps iconPlated Steelcaps86.67%
Mercury's Treads iconMercury's Treads75.2%
Chainlaced Crushers74.29%
Boots of Swiftness iconBoots of Swiftness66%
Swiftmarch52%

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:

Legendary itemStats only · 100% marked
Serylda's Grudge iconSerylda's Grudge126.11%
Void Staff iconVoid Staff124.87%
Nashor's Tooth iconNashor's Tooth124.14%
Black Cleaver iconBlack Cleaver115.56%
Mortal Reminder iconMortal Reminder111.62%
Ravenous Hydra iconRavenous Hydra111.14%
Trinity Force iconTrinity Force109.45%
Bloodthirster iconBloodthirster105.98%
Stormsurge iconStormsurge103.24%
Warmog's Armor iconWarmog's Armor95.7%
Zhonya's Hourglass iconZhonya's Hourglass95.38%
Infinity Edge iconInfinity Edge94.93%
Guardian Angel iconGuardian Angel88.28%
Blade of the Ruined King iconBlade of the Ruined King80.02%
Rabadon's Deathcap iconRabadon's Deathcap74.29%
Liandry's Torment iconLiandry's Torment66.67%
Sterak's Gage iconSterak's Gage33.33%
Over 100%: stat sticks

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.

Under 100%: effect items

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.

League of Legends splash art of Gangplank, the Saltwater Scourge, raising a heavy mechanical fist in a misty green harbour
Gangplank, the Saltwater Scourge. Pirate or not, every champion faces the same question at the shop: stats now, or an effect later?Image: Riot Games

Why 100% isn't the whole story

Three reasons the percentage misleads, and how BoostPirate's coaches think about each one:

MultipliersRabadon's · crit · penetration

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.

Stats you can't useMana on a Garen

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.

Effective statsHealth vs resists

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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):

500
Starting goldEnough for one starter and a potion — the wiki lists 500 gold on Summoner's Rift.
500 g
1:05
Ambient goldPassive income starts at 1:05 since 26.1 — a steady trickle for every player, whatever happens in lane.
passive
20
MinionsMelee 20 gold, caster 14, cannon 50, +1 every 90 seconds. The steadiest income in the game.
per minion
FB
First BloodBack in 2026: +100 gold for the first kill of the game.
+100 g
K
Champion kills300 gold at levels 1–6, rising to 420 at level 18, with up to 150–210 gold shared by assisters. Since 26.1 a champion who has been feeding is devalued faster: 0.2 → 0.4 gold less per gold given on death (26.1).
300–420 g
120
Turret plates120 gold a plate, 10 gold less per plate each minute from 11:00, down to 80. Plates stay for the whole game — they no longer fall off at 14:00, and inner and inhibitor turrets have plates too: 600 gold across 5 plates.
120 g
T1
First turretNearby players share 300 bonus gold for the first turret of the game.
+300 g
1
Voidgrubs30 local gold each (90 for all three).
objective
2
Elemental drake75 kill gold.
objective
3
Rift Herald100 gold to the killer.
objective
4
Baron Nashor100 to the killer + 150 to every teammate (850 in total).
objective
5
Elder Dragon100 to the killer + 150 to every teammate.
objective
Bot
Bot lane Role Quest+300 gold, then +2 gold per minion and +40 gold per champion takedown; your boots move to the Role Quest slot, freeing a seventh item slot.
quest

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.

League of Legends splash art of Twisted Fate in a long coat, fanning glowing playing cards in a dim alley
Play the cards you can afford. Plates, minions and kills are your income; components are where that income is stored at full value.Image: Riot Games

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:

Control Ward iconControl Ward · 75 g

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 iconElixirs · 500 g

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.

Long Sword iconA component of your next item

Full value, permanent and it spikes you towards completion. The default answer when you have 300–900 gold.

Health Potion iconPotions · 50 g

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

Do
  • 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.
Don't
  • 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.

Sources
  • 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.
Free: LoL Rank-Up & LP Calculator LP to your target rank, the games and days it takes at your win rate, and what a verified booster would need — same speed and price engine as a real order.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

How is gold efficiency calculated in League of Legends?
Each stat gets a gold value from the lowest-cost basic item that gives only that stat — a Long Sword's 10 attack damage for 350 gold makes 1 AD worth 35 gold. Add up the value of every stat on an item and divide by its price: above 100% the stats alone are worth more than you paid.
What is the most gold-efficient starting item?
Doran's Ring, at 150% on the official wiki's table: 18 ability power and 90 health are worth 600 gold and it costs 400. Doran's Blade is about 125%. Starters sell back for only 40%, so their value is in the first minutes, not in a resale.
Does gold efficiency decide the best item?
No. The calculation ignores passives and actives, so items like Rabadon's Deathcap (about 74%) or Sterak's Gage (about 33%) look poor on paper and are still core on the right champion. Use efficiency to compare similar items and to choose components, not to replace a build.
How much gold is one point of armor or magic resist worth?
20 gold each: Cloth Armor gives 15 armor for 300 gold and Null-Magic Mantle 20 magic resist for 400 gold (Data Dragon 16.22.1). Health is worth about 2.67 gold a point and ability haste 50.
How much gold do you get back when you sell an item?
Most items sell for 70% of their cost; starters such as Doran's items, consumables and wards sell for 40%. Undoing a purchase with the shop's undo button refunds 100%.

Ready to climb the Rift?

More League of Legends guides

LoL Ranks in Order (2026): All 10 Tiers, Divisions & LP ExplainedEvery League of Legends rank in order — the ten tiers, the four divisions, how LP and the apex ladder work, what share of players sits in each rank, and what counts as a good rank in 2026. LoL Rank Distribution 2026: What Percentage of Players Are in Each RankThe share of League of Legends solo-queue players in every tier and division on patch 26.20, the percentile each rank puts you in, how the ladder has moved since Emerald arrived, and what the numbers say about a good rank. How LoL Ranked Works in 2026: LP, MMR, Promotions, Demotion Shields & ResetsThe complete 2026 ranked system in plain words: unlocking ranked, how LP and hidden MMR interact, promotions without series, division and tier demotions, placements, the three-season year with one annual reset, decay, dodges and the apex tiers. LoL Placement Matches Explained (2026): 5 Games, the Annual Reset and Where You LandHow League of Legends placements work in 2026 — five games per queue, what the annual reset does to your starting point, how MMR decides where you land, the Diamond III cap, and how to play them. LoL Rank Decay Explained: Diamond & Master Rules, Banked Days and How to Stop ItWhich ranks decay, how banked days work in Diamond and the apex tiers, how much LP a day of decay costs, where a decayed account lands — decay stops below Diamond — and how to keep a rank while you are away. LoL Dodge Penalty Explained: LP Loss, Queue Lockouts and When Dodging Is Worth ItExactly what a champion-select dodge costs in League of Legends in 2026 — LP, queue lockouts, how the 24-hour tiers stack across queues, the Master+ full-loss rule since patch 26.1, autofill carryover and the maths of when a dodge beats playing the game. How Long Does It Take to Rank Up in LoL? Games & Days per Division (2026)Realistic numbers for a League of Legends climb — the LP maths behind games per division at every win rate, how game length changes by tier, what a full tier costs in hours, and how a verified booster's tier-by-tier pace compares. What Is LoL Boosting? How Elo Boosting Works, Prices & Safety (2026)League of Legends boosting explained without the sales pitch — what a booster actually does, piloted versus duo, division boosts versus net wins and placements, what it costs, how long it takes, Riot's rules, and how to tell a safe service from a risky one.

All League of Legends guides →

League of Legends and all related assets are © Riot Games; splash art via Data Dragon. BoostPirate isn't endorsed by Riot Games.