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League of Legends: Critical Strike Chance Items’ Cost Effectiveness – StrategyZero
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.

Critical Strike Items Table
Name CS Other Bonuses Cost Cost/CS
Atma’s Impaler 18 +45 Armor, UNIQUE Passive: 2% of your maximum health is added to your AD 2405 134
Avarice Blade 12 UNIQUE Passive: 5 Gp10 750 63
Brawler’s Gloves 8 400 50
Cloak and Dagger 20 +20% AS, +35 Tenacity 1450 73
Cloak of Agility 18 830 46
Elixir of Agility 8 Click to Consume: grants 12-22% AS, based on champion level, and 8% CS for 4 min. 250 31
Executioner’s Calling 15 +18% LS, UNIQUE Passive: on hit, you cause 4 damage per sec. for 8 sec., UNIQUE Active: inflicts target enemy champion with Grievous Wound, causing 50% reduced healing and regeneration for 8 sec. (20 sec. CD) 1350 90
Infinity Edge 25 +80 AD, UNIQUE Passive: critical hits now deal 250% damage instead of 200% 3830 153
Phantom Dancer 30 +55% AS, +15% MS 2845 95
Trinity Force 15 +30 AD, +30 AP, +30% AS, +12% MS, +250 Health, +250 Mana, UNIQUE Passive: 25% chance on hit to slow the target by 35% for 2.5 seconds; on cast, your next attack deals bonus damage equal to 150% of your base attack 4070 271
Youmuu’s Ghostblade 15 +30 AD, UNIQUE Passive: +20 Armor Penetration, 15% CDR, UNIQUE Active: you gain +20% MS and +50% AS for 4 sec. Attacking enemy units with melee attacks increases the duration by 2 to a maximum of 8 seconds (60 sec. CD) 2687 179
Zeal 10 +20% AS, +8% MS 1195 120

As is to be expected, basic items are the most cost effective. Considering that we normally want to build more powerful items, cost effectiveness experiences a steep decrease. Similar is the case of Avarice Blade, another item that while effective, is usually built into Yoummu’s Ghostblade; which is quite ineffective.

Cloak and Dagger does appear as a bit of a surprise, not only does it provide the always useful Tenacity but it also provides a nice bonus to CS. Executioner’s Calling doesn’t seem a bad investment as it’s lifesteal helps with survavibility and is an excelent choice against healers.

Phantom Dancer is the last item that is able to keep the cost per unit of CS below 100 gold. It really doesn’t need an introduction as it’s one of the most used items in carries. It is important to note that, if building CS, Phantom Dancer is a net improvement over Zeal. Stacking Zeals proves to be a worse way of improving CS than to build a Phantom Dancer.

While Atma’s Impaler, Youmuu’s Ghostblade and Trinity Force position in the table won’t surprise anyone. It does seem unexpected to find Infinity Edge so low in cost effectiveness; being a prime item for any carry. Fortunately, it does make up for it thanks to its unique passive and bonus AD; both bonuses greatly help in optimizing the damage from critical strikes.

In conclusion, Phantom Dancer and Infinity Edge are still the core of any CS based carry build. However, the analysis brings to light some other overlooked items that a carry can consider: Cloak and Dagger and Executioner’s Blade. It also shows that, Zeal being less cost effective than a Phantom Dancer, stacking Zeals is a poor choice for improving CS. Other builds have other requirements but as far as CS is concerned, the old classics remain on top.

– Acronyms: AD: attack damage, AP: ability power, AS: attack speed, CD: cooldown, CDR: cooldown reduction, CS: critical strike chance, Gp10: gold per 10 sec., Hp5: health regen per 5 sec., LS: life steal, MD: magic damage, Mp5: mana regen per 5 sec., MR: magic resist, MS: movement speed, PD: physical damage, SV: spell vamp
– You can sort multiple columns by holding shift and clicking on other column headers




  2 Responses to “League of Legends: Critical Strike Chance Items’ Cost Effectiveness”

  1. your calculatings aint right. you count the damge whit the costs of the crit chance, this is the way how to do it good.

    from basic items that cost arround the 700-900 gold

    cc: 53,3 gold per crit chance (cloak of agility)
    ad: 33,2 gold per damge (pickaxe)

    ———————————————-
    infinity egde

    25×1,25=31 (i count the crit damge whit the crit chance because it is only effective whit crit chance)

    stats
    31% crit chance
    70 damage

    costs
    crit 31×53,3=1652,3 gold
    damage 70×33,2 =2324 gold

    total 3976,3 gold should cost these stats whit basic items
    so it is cheaper to buy the recipe, u would spare
    3976,3-3800= 176,3 gold

    2324\3976,3= 58,4% cost of damge
    1652\3976,3= 41,6% cost of crit

    real price is 3800 gold
    cost of damage 0,584×3800=2220
    cost of crit chance 0,416×3800=1580

    price per one

    2220\70=31,7 gold per damage
    1580\31=51 gold per crit chance

    • Your calculations are interesting but the table is much simpler actually. It just compares the amount of critical chance with respect to total gold cost; it doesn’t consider damage or any other statistics. The idea was to have a simple table that would compare which items give the most critical chance per total gold spent.

      A more thorough analysis should reduce each items’ price per bonus given and then compare the raw cost of critical chance; as you show. In fact, doing that for each item and statistic could prove useful.

      Thanks for the information.

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