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Sortable Table – Page 2 – StrategyZero
Oct 202011
 

Mages are the primary users of mana, practically being useless without their spells. Tanks and carries rely much less on it but always find it useful to have their skills available. Mana is a statistic not always kept in mind when making a build unless the champion relies on its intensive use. That is the case of Anivia abusing Glacial Storm or Karthus having Defile always on.

Whether you are building Kog’Maw as a Living Artillery mortar or a Kassadin that teleports instead of walking you will need lots of mana. The following table shows the items that provide mana and their cost effectiveness: the cost of each unit of mana. Let’s click on the last header and see what the sorted table reveals.
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Oct 132011
 

Mobility is a great asset for any champion in League of Legends. A highly movable champion will be able to assist accross lanes and return to the fray faster. Walking time is wasted time, so whatever diminishes it is worth considering.

Items that increase movement speed (MS) can be divided in two categories: boots and other items. Boots increase MS by a flat amount while other items increase it by a percentage. To see which items provide the highest increase to MS for the least gold we’ll check their cost effectiveness: cost divided by the boost provided. The cost effectiveness is the cost of each unit of the boost: one MS or 1% bonus MS.
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Oct 062011
 

Cooldown reduction (CDR) is a very useful statistic in League of Legends and also one of the most difficult to boost with items. The problem originates with carries demanding huge quantities of attack damage (AD) and mages ability power (AP). Items that are effective as pure AD or AP boosts don’t provide CDR while items that do provide CDR give small amounts of AD or AP; if any.

All champions benefit from being able to use their abilities more often. Therefore, an analysis of items that provide CDR will help in determining what items with a CDR bonus help carries, mages, tanks and support perform their role.
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Sep 292011
 

Carries’ most important stat is attack damage (AD). Attack speed (AS) is an important stat also, but usually is secondary to AD as it doesn’t improve skill damage and its effectiveness is based on AD itself. Critical strikes (CS) shares a lot in common with AS, as it can be considered a secondary stat for carries. Both AS and CS depend on AD but they can each double the damage output of a champion if properly built.

There are carries with a certain affinity to specific stats, for example Ashe with CS. In case of such a build it becomes useful to know which items give the most critical strike chance bonus per gold cost. The table below has all the items that boost CS with their gold cost and cost effectiveness. That is, how much each unit of the bonus costs in gold. Clicking on the last header we can order the table by cost effectiveness and make an analysis.
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Sep 232011
 

Carries’ objective is to maximize their damage output and for that many statistics can be improved. If attack damage (AD) is the more direct, attack speed (AS) comes closely behind. Some champoins with powerful passives can benefit from AS, so as to trigger bonus damage or make the most of an extra effect to their auto-attacks.

In the table below are listed all items that provide an AS bonus. Clicking on a header sorts the table with that criterium. Cost effectiveness is obtained by dividing the gold cost by the bonus provided. Let’s see what surprises await after sorting.
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Sep 162011
 

Magic resistance (MR) is the third of the principal defensive stats in League of Legends. It only protects against magical damage, but taking into account the burst potential of mages and that most ultimates deal magic damage, it becomes a stat worth considering.

The table below contains the items that provide magic resistance and their gold cost per unit of magic resistance. Click on each header to sort by that criterium and check some numbers. From now we’ll concentrate on the final criterium: cost per magic resistance.
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Sep 092011
 

Further study of defensive items takes us to armour bonuses. Armour not only protects against champions’ physical attacks but also against minions; whether neutral or not. This makes armour a good counter to carries and an important stat for junglers.

The table below can be sorted by clicking on each header. The last column provides us with the cost effectiveness of each item according to its armour bonus. A few expected and unexpected results come up after sorting the table.
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Sep 022011
 

We have already covered offensive items for carries and mages so this time we focus on defensive items. Items with a health bonus are not only useful for tanks, because they can also increase the survavibility of squishy carries and mages. Let’s take a look at the cost effectiveness of these items.

The first thing that comes to mind while inspecting the Cost/Health column is that health is cheap in comparison with attack damage (AD) and ability power (AP). With the exception of Trinity Force, all other items provide a unit of health for less than ten gold. However, considering that health is gained in hundreds even small variations in the cost of a hit point are important.
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Aug 262011
 

Continuing our series on items’ cost effectiveness we bring our attention to mages by analysing items that grant bonus ability power (AP). While other stats like maximum mana and mana regeneration are relevant, ability power is the one stat that truly powers a mage.

The table below can be sorted by clicking on each header. The column Cost/AP shows the gold cost of each unit of AP. The lower the gold cost, the more AP you get per gold unit.
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Aug 192011
 

Sometimes it’s useful to know the cost effectiveness of items. If you are building a carry concentrating on attack damage (AD) you would want to know what items are best suited at increasing that stat using the smallest gold investment possible.

The sortable table included organizes all items that increase AD and compares their cost effectiveness. The simple division of gold cost by AD bonus provides an exact measure of how much gold is spent per unit of AD. Each column can be sorted by pressing on its header but sorting by Cost/AD provides the most interesting results.
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