In past articles we have discussed what is effective health and how items compare to each other. The final question to ask is: what items provide the most effective health for the least gold?
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The past article relied on Leona to calculate the effective health (EH) that each item provides. Based on those values we can calculate the cost effectiveness by dividing the price of each item by the amount of EH provided and get the cost of each unit of EH that an item provides.
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StrategyZero’s first post was published on July the 13th. Since then much has happened: the site was redesigned from its basic layout, article series were incorporated and we’ve associated with great websites like The LoL Fansite and Dominate Dominion.

2011 is coming to an end and we’d like to take a moment to reflect on all that you, our readers, have helped to shape. Your input and interest is what has made StrategyZero what it is today, so let’s take look at what we’ve covered.
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In our previous article What is Effective Health? we proposed an analysis on the effective health that items provide. Such an analysis can only be performed if a champion’s base health, armour and magic resistance are included; because they also contribute to effective health. For this reason Leona has volunteered as a test subject tank to make a thorough comparison between items.
For each of Leona’s levels we’ll calculate the effective health provided by each item and we’ll plot it against the other items taking into consideration Leona’s base statistics. The analysis is divided in two parts: physical and magical. Effective health depends on the value of armour or MR available so the best way of comparing items is to consider what kind of damage they are preventing.
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What can be done to win a match? There are, actually, many ways to collaborate towards a victory. Killing enemies, pushing waves, capturing points, interrupting captures, the list goes on. Despite how varied Dominion is, people tend to think that offensive activity is the only way of producing a victory. Just as important as doing it’s to avoid performing actions that can give the enemy an advantage.
In this article I would like to put on the spotlight defensive play. In other words, to play safe so as to deny the opponent advantages and the chance of exploiting any of the mentioned ways that grant a victory. Aggressive play is all over the place but being reckless can easily cost your team the match. Let’s approach victory from another angle and try to replace risky actions with safer but effective alternatives.
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It has been said that diminishing returns on armour and magic resistance (MR) don’t exist. The answer given is that every point of armour or magic resistance increases your effective health. So, what is effective health? First, let’s give a quick view to how armour and magic resistance work and how they reduce damage.
In terms of the damage reduction that armour and magic resistance provide they do have diminishing returns. In a previous article about armour and magic resistance’s damage reduction we examined how the more you buy of these statistics the less damage reduction increases.
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How do you manage a losing streak? I have no definite answer to that question. I have to admit that I’m not a very good player, or in other words I’m a bad player. I lose a lot so I have some experience on losing and experimenting losing streaks. We are all different so I don’t think there’s only one answer to this question. Nonetheless, I can tell about my experience and you may find something useful.
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In League of Legends there are 125 items divided in tiers and among the two existing game types: Classic and Dominion. The tiers are basic, advanced, legendary and consumable. Basic items can be bought with just gold, advanced items require at least a basic item to be bought while legendary items require at least one advanced item, consumables are items that once used are removed from a champion’s inventory.
There are 28 basic items, 62 advanced items, 26 legendary items and 9 consumables. From the whole 125 items, 97 are available in both game types. The remaining 28 are divided like this: 18 are available only in Classic and 10 only in Dominion. To buy the 125 items in League of Legends would cost 195778 gold.
The following table contains all items available in League of Legends. It can be sorted by clicking on a header and by holding the Shift key and clicking on additional headers to add other criteria.
The items’ list is up to date according to version 1.0.0.130 of the game.
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All Dominion matches start the same way: five champions standing at the Healing Fountain that divide to capture three points. From there all matches are different but there are a few strategies, tactics and builds that are frequently used due to their effectiveness. This time we’ll go over the most popular openings in Dominion and analyse what they have to offer.
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In a previous article about the cost of statistics we couldn’t evaluate the cost of raising cooldown reduction (CDR), spell vamp (SV) and gold per ten (Gp10) because there aren’t any basic items that provide boosts to them. Moving on to advanced items we can find a few bonuses that will allows us to derive the cost of the mentioned statistics.
The table below lists all advanced items that provide CDR, SV and Gp10. Knowing the cost of the other statistics’ bonuses we can subtract their cost from the cost of each item until only the cost of CDR, SV or Gp10 remains. For better accuracy, the cost for the basic stats is taken from the items used in the recipe of each item. For example, Hextech Revolver’s AP cost is taken from Amplifying Tome; not from Blasting Wand.
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There’s been much talk recently regarding the rework of Sivir. Some players love the new Sivir and other hate her. I won’t try to convince anyone if she’s good or bad now; or if she was. The truth is that she was underplayed but the few players she had, loved her.
After the rework many things changed for Sivir. Let’s see where she stood and where she stands now. Sivir fulfills three roles: carry, pusher and, to an extent, support. The roles are clear and they imply that Sivir was viable in any of them.
In reality, the old Sivir was a weak carry, a good pusher and a respectable support champion. However the remake was aimed at making her a better carry, as stated by Statikk here. Let’s go over the patch notes to see what was modified:
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