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    @SacrilegeGG

    Infinite Crisis builds for General

    Ultimate Item and Stat Overview

    A General guide by asylumkonata
    Last updated: Jun 7th, 2014
    Link to guide: www.dawnbase.com/guides/qV1UUsfh
    16,080 9
    Score:

    1

    Intro
    You call that a guide? THIS is a guide!

    As you can imagine, going over all of the items in Infinite Crisis is no easy task. In all, there are 71 items, 22 attack, 22 defense, 22 power and 5 others.

    For this guide, I will aslo calculate the cost for every base stat using the most basic item for that stat. Example, the Code Blade at level 1 costs 500 credits and grants 12 attack, giving attack a base cost of 42 credits a point. This, as you can tell, isnt perfect at all, and I will be rounding to the nearest point to make things a little more simple on me. There are not basic items like in League, so, as far as i can tell, you can't perfectly calculate the value of every stat.

    I will be just looking at the final component of each item progression, with the exception of the gambits at level 2, since they give credits over time, and are worth not upgrading before starting a new item in most cases.

    (If an item listed here is different than what is descriped on Dawnbase, i have made sure that I have the right one by looking at the item in game)




    Base Statistic Calculations:

    Stat: Attack Damage

    Definition: Provides the initial damage value of basic attacks and scaling on some abilities.

    Item: Coda Blade (1)

    12 attack damage for 500 credits

    500/12 = 41.6667 = 42

    Attack damage has a value of 42 credits per point.




    Stat: Attack Speed

    Definition: The rate at which a unit uses their basic attack, based on attacks per second.

    Item: [[Cheetah's Claw (1)]]

    5% attack speed for 250 credits

    250/5 = 50

    Attack Speed has a value of 50 credits per percentage point.




    Stat: Attack Lifesteal

    Definition: The percentage of any attack damage done by a unit that is returned to them as a heal.

    Item: Atlantis Gambit (1)

    3% Attack Lifesteal for 250 credits

    250/4 = 83.3 = 83

    Attack Lifesteal has a value of 83 credits per percentage point.




    Stat: Critical Chance

    Definition: The percent chance that a basic attack will critically strike to deal double damage.

    Item: [[Joe Chill's Revolver (1)]] / Zeiss Goggles (1)

    20 attack damage and 10% critical chance for 1,500 credits

    1500 - 35(41.667) = 41.655/10 = 4.165

    10 attack damage and 3% critical chance for 500 credits

    500 - 10(41.667) = 83.33 / 3 = 27.777

    (27.777 + 4.165) = 15.971 = 16

    Critical Chance has a value of 16 credits per percentage point.




    Stat: Health

    Definition: The total damage a unit can take before dying.

    Item: Olympus Gambit (1)

    75 health for 250 credits

    250/75 = 3.3 (not going to round this)

    Health has a value of 3.3 credits per point




    Stat: Health Regeneration

    Definition: The rate at which a unit's health is naturally restored.

    Item: Ruby Of Life (1), The Medusa Mask (1)

    100 health and 10 health regen per 10 for 500 credits

    500 - 100(3.3) = 170/10 = 17

    6 Health Regen per 10 and 4 Will Regen per 10 for 250 credits

    250 - 4(31) = 126 = 21

    (17 +  21 / 2 = 38 = 19

    Health Regen has a value of 19 per point per second.




    Stat: Attack Armor

    Definition: Used to calculate the reduced damage taken from basic attacks and abilities that deal attack damage. Calculated by Attack Armor/(Attack Armor + 100)

    Item: Suit Of Sorrows (1)

    35 armor for 750 credits

    750/35 = 21.429 = 21

    Armor has a value of 21 credits per point.




    Stat: Power Armor

    Definition: Used to calculate the reduced damage taken from abilities that deal power damage. Calculated by Power Armor/(Power Armor + 100)

    Items: Spear Of Destiny (1), Kryptonian War Armor (1), Phantom Stranger's Necklace (1), [[Ra's al Ghul's Robe (1)]]

    10 Attack Armor and 35 Power Armor for 100 credits

    1000 - 10(41.667) = 583.334 / 35 = 16.667

    10 Health Regen and 25 Power Armor for 750 credits

    750 - 23(10) = 550 / 25 = 20.8

    6 Armor 6 Power Armor 250 credits

    250 - 6(21.429) = 121.574 / 6 = 20.238

    30 Armor 30 Power Armor for 1250 credits

    1250 - 30(21.429) = 607.13 / 30 = 20.238

    (16.667 + 20.8 + 20.238 + 20.238) / 4 = 19.486 = 19

    Power Armor has a value of 19 credits per point.




    Stat: Resilience

    Definition: Reduces the duration of Slow, Stun, Blind, Silence, and Knock-ups by the percentage amount.

    Item: [[Diana's Bracers (1)]]

    15% Resilience 20 Health Regen for 750 credits

    750 - 20(19) =370/15  = 24.667 = 25

    Resilience has a value of 25 credits per percentage point.




    Stat: Power Damage

    Definition: Provides scaling for some abilities.

    Item: [[Fatality's Energy Lance (1)]]

    20 Power Damage for 500 credits

    500/20 = 25

    Power Damage has a value of 25 credits per point.




    Stat: Will

    Definition: The maximum will available to a champion for casting abilities (not all champions use will).

    Item: Qward Gambit (1)

    125 Will 

    250 / 125 = 2

    Will has a value of 2 credits per point.




    Stat: Will Regeneration

    Definition: The rate at which a champion's mana is naturally restored.

    Item: [[Doctor Destiny's Dreamstone (1)]] 

    8 Will Regen per 10

    250/8 = 31.25 = 31

    Will Regen has a value of 31 credits per point per second.




    Stat: Power Lifesteal

    Definition: The percentage of any power damage done by a unit that is returned to them as a heal.

    Item: [[Eclipso's Diamond (1)]]

    30 Power Damage 20 Power Armor 10% Power Lifesteal for 1,500 credits

    1500 - 30(25) - 20(19) = 370/10 = 37

    Power Lifesteal has a value of 37 credits per percentage point.




    Stat: Cooldown Reduction

    Definition: The percent reduction in the time after an ability is used by a champion before it can be used again (max 40%).

    Item: [[Huntress' Crossbow (1)]]

    15 Attack Damage 5% Cooldown Reduction for 750 credits

    750 - 15(41.667) = 124.995/5 = 24.999 = 25

    Cooldown Reduction has a value of 25 credits per percentage point.




    Stat: Move Speed

    Definition: The speed at which a unit moves around the map.

    Item: Speed Force Battery (1) (April patch)
    (yes I know this isn't accurate but its the best I have at the moment)

    10 Move Speed for 500 credits

    500/10 = 50

    Move Speed has a value of 50 credits per point.




    Yay I got every statistic's value calculated, saved for the stats that are unique to only one item (example, flat and percentage penetration for attack and power penetration).

    So then we (I) move on to individual items at their max level build. I will add their additional cost effectiveness with each amp if i have the time.

    I will add my opinion of each item once I can, to give an accurate situation in where it would be useful.

    (note that keywords with the same name and different numbers only apply the highest number unless they explicitly say that they stack)

    Items are organized by group first, then alphabetically.




    Individual Items:

    Atlantis Gambit (2)

    Cost: 750 credits

    8% Attack Lifesteal

    Investment: Gain 3 Credits every 10 seconds.

    8(83) = 664 credits

    750 - 664 = 86 / 3 * 10 / 60 = 4.78 = 4 minutes and 47 seconds

    Level 2 Atlantis Gambit is cost effective after having it for 4 minutes 47 seconds.

    When to get it: Like all gambits, get this when you are behind and can benefit from the stats.

    Atlantis Gambit (4)

    Cost: 2,250 credits

    8% Attack Lifesteal

    Atlantis Aura: +15% Attack Speed and +10% Attack Lifesteal for all nearby allies.

    Targeting System: Activate on a target to slow them by 20% and mark them for 4 seconds. Allies who Basic Attack marked targets are healed 10 Health per hit (60 second cooldown).

    8(83) + (15(50) + 10(83)) = 2244 credits with only you in aura


    Atlantis Gambit is cost effective without anyone else in the aura and without its active. 

    When to get it: Traditionally, an aura item is build on supports to, well, support their team. If your team comp includes three marksmen or bruisers that can really use the aura, then it would be good on a support, while adding a decent slow on a high priority target. Alternatively, an assassin, such as Nightmare Batman could use the active to slow his target while reaping the benefits of its stats as well.




    Atomic Axe (2)

    Cost: 2,250 credits

    30 Attack Damage

    Razor 2: + 30% Attack Penetration

    30(42) = 1260 credits

    Atomic Axe needs its passive to have a value of at least 990 credits to be cost effective

    When to get it: The idea is pretty basic; if you deal mainly physical damage, and your opponents are building attack armor, you get this item. However, I would get this anyway on anyone who has high damage output, like marksmen, attack damage assassins or attack damage blasters, as a core item to any build.




    [[Batman's Utility Belt (4)]]

    Cost: 3,250 credits

    300 Health, 15% Attack Speed, 10% Cooldown, Reduction, 10 Move Speed for 3,250 credits

    Purge: Activate to purge negative status effects and gain 50% resilience for 5 seconds (60 second cooldown).

    300(3.3) + 15(50) + 10(25) + 10(50) = 2490 credits

    Batman's Utility Belt needs its active to have a value of at least 760 credits to be cost effective

    When to get it: This item gives a little bit of everything, but is mainly build on marksmen having problems with being CC locked. The active can save your life, thus turning the tide of a team fight. Good on any attack damage champion, though. 




    [[Cheetah's Claw (4)]]

    Cost: 2,250 credits

    12% Attack Lifesteal , 20% Attack Speed

    Desperate Speed 1: Upon falling below 50% health you gain 20% Attack Speed and 10 Move Speed until you do not deal or take damage for 5 seconds.

    10(83) + 20(50) = 1830 credits without passive

    With active 1830 + 50(20) + 10(50) = 3330 credits with passive

    Cheetah Claw is not cost effective without its active triggered.

    When to get it: This item is all about how well you can use its passive before leaving the fray. Its good early and mid game on squishy champions, since you can gain the upper hand when burst damage is relatively low while its passive is in effect. However, it tends to fall off late game, as anyone who can get a squishy that low is able to kill him/her/it without the user having to escape the fight completely. If your team is ahead, this probably won't happen.




    Claw Of Horus (3)

    Cost: 2,750 credits

    40 Attack Damage, 40 Attack Armor

    Kinetic Armor: Your Basic Attacks steal 3 Attack Armor for 5 seconds (max 5 stacks).

    40(42) + 40(21) = 2520 credits

    2520 + 15(21) = 2835 credits when adding the armor gained with the passive

    2830 + 15(21) = 3150 credits when stealing armor from enemy champion (assuming every point taken away adds to the item value)

    The Claw of Horus needs its passive to have a value of 230 to be cost effective, and is cost effective when stealing 2 stacks worth of armor from an enemy champion.

    When to get it: This item is an attack damage bruiser item by nature, since it gives attack armor and attack damage, with a splash of attack lifesteal. Plus, the attack armor shred is good against low attack armor targets, due to armor's diminishing returns.




    Coda Blade (4)

    Cost: 2,500 credits

    40 Attack Damage

    Piercing: + 15 Attack Penetration

    Wounding Attack: Targets hit by your Basic Attacks have their healing and regeneration reduced by 50% for 1.5 seconds.

    40(42) = 1680 credits

    Coda Blade needs its passives to have a value of 820 credits to be cost effective.

    When to get it: Its good if you deal lots of attack damage through abilities to low armor targets. It can also be useful if you need to build attack damage on a low budget if you are behind. Moreover, if you are dueling high sustain champions, its Wounding passive will ruin your enemy's day in a hurry. In conclusion, its 'hit or miss' and situational.




    [[Deadshot's Visor (3)]]

    Cost: 2,750 credits

    300 Will, 15% Attack Speed, 40 Attack Damage

    Intensity: Toggle on to spend 3% of your current Will to deal bonus Attack Damage equal to 2 times the spent Will to all targets of single-target skills and basic attacks.

    300(2) + 15(50) + 40(42) = 3030 credits

    Deadshot's Visor is cost effective without its toggle.

    When to get it: If you need the stats while getting a bunch of auto attacks off (or single target spells i guess) this item is for you. Which is a shame because the toggle works best with assassins/blasters, neither of which really benefits from attack speed. Oh well worth.




    [[Deathstroke's Claymore (2)]]

    Cost: 3,000 credits

    50 Attack Damage, 25% Attack Speed

    Slayer: Your Basic Attacks deal 5% of the target's current Health as bonus Attack Damage.

    50(42) + 25(50) = 3350 credits

    Deathstroke's Claymore is cost effective without its passive. 

    Unique mod: Empowered - adds the active Terminate (Activate to deal 5% of your target's max Health as Attack Damage and increase further damage you deal to them by 10% for 5 seconds (60 second cooldown).) at tier two.

    When to get this: It gives a Marksman's their favorite stats: attack damage and attack speed. Usually a core item instead of a situation item for them due to the fact that the passive can be disreguarded. It is also a good item for assassins and some bruisers when coupled with the terminate active, giving the user much more single target burst. 




    [[Huntress' Crossbow (3)]]

    Cost: 2,500 credits

    50 Attack Damage, 15% Cooldown Reduction

    50(42) + 15(25) = 2475 credits

    Huntress' Crossbow isn't cost effective.

    When to get this: Crossbow is core on any attack damage champions that rely on abilities to kill enemies. Simple really, and it's even worth keeping late game, dispite its relatively low cost. The exception is Catwoman, since her cooldowns are already low and her passive gives reduces her cooldowns per credit gained, but I'm not saying it is bad on her.




    [[Joe Chill's Revolver (4)]]

    Cost: 4,000 credits

    70 Attack Damage, 20% Critical Chance

    Deadly 2: + 50% Critical Damage

    70(42) + 20(16) = 3260 credits

    Joe Chill's Revolver needs its passive to have a value of at least 740 to be cost effective.

    When to get it: Critical chance is for almost exclusively auto attackers, and i think the cost effectiveness of this stat is an outlier in my calculations. Its great for dealing high amounts of burst damage to single targets, just keep in mind you are giving up a certain amount of damage early for the late game.




    [[Joker's Crowbar (2)]]

    Cost: 1,000 credits

    12 Attack Damage

    Attack Harvest: Gain 1 Attack Damage every 90 seconds and with each Champion Kill or Assist (max 40 Attack Damage). Gain 10 Move Speed at 40 stacks.

    12(42) = 504 credits

    504 + 40(42) + 10(50) = 2684 credits when fully stacked

    1000/42 = 23.810 = 24 attack damage

    24 - 12 = 12

    12 * 90 = 1080/ 60 = 18 minutes

    The Joker's Crowbar needs to stack for 18 minutes  (minus 90 seconds per kill/assist) to be cost effective

    When to get it: To be honest its the least useful of the three harvest items. There are more items that give more attack damage plus other stats and passives that outshine the vanilla verson of this item. If you are looking to get this I would get one of the mods for it. The move speed is nice but it doesn't make up for what this item lacks overall. I mean look at how many auto attacks it took the Joker to kill Todd. Too soon?




    [[Lobo's Chain (4)]]

    Cost: 3,000 credits

    300 Health, 30 Attack Damage

    Attack Harrier: Basic Attacks slow your target's Move Speed by 25% decaying over 2 seconds (20% slow for Ranged Basic Attacks).

    300(3.3) + 30(42) = 2250 credits

    Lobo's Chain needs its passive to have a value of at least 750 credits to be cost effective.

    Unique mod: Hook Shot: Activate to throw a hooked chain that Cripples the first target hit for several seconds or until the target moves far enough away to break the chain (45s Cooldown). (Tier 4)

    When to get it: Another bruiser item or a pseudo defensive item for a squishy attack damage champion. The slow also guarantees that champions that have no escape or have used their escape cannot, well, escape. Better on auto attack champions, due to how the slow decay works (meaning you want to proc it as soon as possible between attacks).




    Marauder Knife (4)

    Cost: 2,250

    40 Attack Damage, 5% Attack Lifesteal

    Marauder Burst 3: +30% Damage to Creatures

    Marauder Syphon: When you deal damage to a creature, regain Health equal to 6% of the damage dealt and Will equal to 4% of the damage dealt.

    40(42) + 5(83) = 2095

    Marauder Knife needs its passives to have a value of at least 155 to be cost effective.

    When to get it: The situation is pretty straight forward; If you are jungling with an attack damage champion, you should get this. Simple as that. It offers good damage and sustain for going between jungle camps. However I honestly think if you are considering taking this item to level 4  Soultaker Katana (4) is better overall in lane. 




    Mega Rod (3)

    Cost: 3,000 credits

    30 Attack Damage, 30% Attack Speed

    Shockwave 3: Your Basic Attacks explode, dealing 10 damage + 50% of your total Attack Damage to other enemies nearby.

    30(42) + 30(50) = 2760 credits

    The Mega Rod needs its passive to have a value of at least 240 to be cost effective.

    When to get this: This item has one purpose and one purpose only: split pushing. The faster you can clear a wave, the faster turrets fall to your feet. I don't think the radius of the splash is that great to work that well in team fights, unless your enemies are reeeeally packing up tight.




    Nil Weapon

    Cost: 500 credits

    75 Health, 5 Attack Damage

    Attack Syphon: Auto attacks heal you for 5 health.

    75(3.3) + 5(42) = 523.5 = 457.5 credits

    Nil Weapon is cost effective without its passive.

    When to get it: Its a good starting item. Not much else to say about it. Don't underestimate its passive, continue to auto attack to get back health, bit by bit. 



    Promethium Mace (4)

    Cost: 1,500 credits

    30 Attack Damage

    Refundable: You can sell this Artifact back for full value.

    30(42) = 1260 credits

    Promethium Mace needs its passive to have a value of at least 240 credits to be cost effective.

    When to get it: If you got extra credits and want a bit more attack damage, get this item. Be sure to upgrade it all the way before selling it, though.




    [[Rip Hunter's Time Pack (4)]]

    Cost: 3,000 credits

    20 Attack Damage, 12 Will Regen, 20% Cooldown Reduction, 350 Will

    Time Anchor: Activate once to record a position. Activate again within 5 seconds to return to that position (60 second cooldown).

    20(42) + 12(31) + 20(25) + 350(2) = 2412 credits

    Rip Hunter's Time Pack needs its passive to have a value of at least 588 to be cost effective.

    When to get it: Its good on controllers along with will hungry assassins and blasters. For the controllers it give you everything they need plain and simple. For champions that want to deal damage it solves their will problems and if used right would allow them to jump in tear someone to shreds and jump out. It's up to you if you like [[Deadshot's Visor(4)]] or this item more in that case.




    [[Shade's Cane (3)]]

    Cost: 2,500 credits

    42 Attack Damage, 42 Power Damage

    Darkness Manipulation 3: Basic Attacks grant stacks of 3 Attack Damage and 3 Power Damage, up to 7 stacks, lasting 7 seconds. 

    Desperate Endurance: Upon falling below 30% Health, gain 10% Attack and Power Lifesteal until you do not take or deal damage for 5 seconds.

    42(42) + 42(25) = 2814 credits

    Shade's Cane is cost efficient without its passives.

    When to get it: The passive is a bit weird and is overall unreliable. Fortunately, its a luxury to have, as its stats are good enough to buy the item. Unfortunately, only hybrid champions really benefits from the overall item, and its not that effective in my opinion even then, as most people tend to build either attack damage or power damage, not both. 




    Soultaker Katana (4)

    Cost: 3,250 credits

    40 Attack Damage, 9% Attack Lifesteal

    Attack Damage Collector: + 0.5 Attack Damage and 0.1% Attack Lifesteal when you collect a coin (max 60 stacks, lose half of death).

    40(42) + 9(83) = 2427 credits

    2427 + 14.5(42) + 2.9(83) = 3268 credits

    2427 + 30(42) + 6(83) = 4185 credits

    Soultaker Katana needs at least 29 stacks to be cost effective.

    When to get it: If you need attack damage and attack lifesteal, you (gasp) buy this item. Lots of champions benefit form those stats, but if you can't hold on to those stats, then don't bother. Better as a snowball item or if you are really that confident in the art of not dying.




    Sword Of Beowulf (3)

    Cost: 2.750 credits

    40 Attack Damage, 50 Power Armor

    Response Shield 2: When you take Power Damage that puts you below 30% Health, gain a Shield that lasts 5 seconds and blocks 300 Power Damage (60s Cooldown).

    40(42) + 50(19) = 2630 credits

    Sword Of Beowulf needs its passive to have a value of at least 130 credits to be cost effective.

    When to get it: If you are tired of getting roled by burst power damage, this item is for you. Better on bruisers, since they can survive long enough for Desperate Endurance to really be an asset, but it's good on any attack damage champion who needs a bit of power damage.




    Velocity 9 Implants (4)

    Cost: 3,500 credits

    40% Attack Speed, 20% Critical Chance, 15 Move Speed

    Attack Fervor: Basic Attacks grant 10% Move Speed for 1.5 seconds.

    40(50) + 20(16) + 15(50) = 3070 credits

    Velocity 9 Implants needs its passives to have a value of at least 430 credits to be cost effective.

    When to get it: If you are playing an auto attack champion, then highly consider it for single target burst. Passive and stat move speed great for sticking to an enemy for kiting if you are that gosu. It sucks as a first item, so back it up with some attack damage first, or you are arming yourself with a tickle gun.




    Zeiss Goggles (4)

    Cost: 2,750 credits

    50 Attack Damage, 15% Critical Chance

    Frenzy: Activate to gain 20 Attack Damage and 20% Critical Chance while increasing damage taken by 10% for 5 seconds (60 second cooldown).

    50(42) + 15(16) = 2340 credits

    Zeiss Goggles need its active to have a value of at least 410 credits to be cost effective.

    When to get it: Critical chance is for almost exclusively auto attackers, and I think the cost effectiveness of this stat is an outlier in my calculations. Other than that, it is a great mid game item, as the fights are longer, and the window of taking advantage of its active is wider. However if you cannot take advantage of its active effectively, then your just hurting yourself. 




    Amulet Of Isis (3)

    Cost: 2,250 credits

    300 Health, 12 Will Regen, 10% Cooldown Reduction, 5 Movement Speed

    Mercury's Gift 1: Grant a 20% Move Speed buff to all nearby allies for 4 seconds (60 second cooldown).

    300(3.3) + 12(31) + 10(25) + 5(50) = 1862 credits

    Amulet Of Isis needs its active to have a value of at least 512 credits to be cost effective.

    When to get it: I see it as a support item, for a bit of beef, ability to get more abilites out, and having better engage/disengage. Good overall item, but you can't carry with it. Best mid game, but it can fall off late.




    [[Booster Gold’s Power Suit (3)]]

    Cost: 3,000 credits

    200 Health, 50 Attack Armor, 15% Cooldown Reduction

    Shield Boost: Increases the magnitude of any Health Shields you receive by 10%.

    Real Hero: Reduces the damage you take from turrets by 10%

    200(3.3) + 50(21) + 15(25) = 2085 credits

    Booster Gold’s Power Suit needs its passive to have a value of at least 915 credits to be cost effective.

    When to get it: Don't underestimate the effectiveness of attack armor and health in one item. It's the best stat combination in MOBAs. The turret damage reduction is useful for diving turrets (duh) and thShield Boost may require a controller, item or skill to actually be used, but it does have synergy with Invulnerability naturally, so also consider that when building this item.




    [[Diana's Bracers (2)]]

    Cost: 1,750 credits

    30% Resilience, 40 Health Regen

    Health Balance: Gain +1% Health Regen per 1% of Health you are missing.

    30(25) + 40(19) = 1510 credits

    Diana's Bracers needs its passive to have a value of at least 240 credits to be cost effective.

    When to get it: When you have tons of health and they have tons of CC. Too bad the passive sucks, since it is based on missing health, so if you are low enough for the passive to be effective, you are going back to base anyway. There should also be an easter egg when you buy it a Wonder Woman, but sadly, there isn't.




    Entropy Aegis (4)

    Cost: 3,000 credits

    250 Will, 60 Power Armor, 200 Health

    Skill Block 1: Grants a Skill Shield that prevents the damage and effects of the next enemy skill. This effect has a 30 second cooldown.

    250(2) + 60(19) + 200(3.3) = 2305 credits

    Entropy Aegis needs its passive to have a value of at least 695 credits to be cost effective.

    When to get it: As a fifth or sixth item against a good amount of power damage. Prevents some poke with its passive and you can avoid getting one shotted by a fed power damage bruiser or blaster. Continue to blame teammates if you still die (only if you know them, of course).




    Fragment Of Mogo (3)

    Cost: 3,000 credits

    200 Health, 50 Attack Armor,

    Burning Core: Active to deal 50 Power Damage to all nearby enemies and then, for 15 seconds, deals 30-15 decaying Power Damage per second to enemies nearby (60 second cooldown).

    200(3.3) + 50(21) = 1715 credits

    Fragment of Mogo needs its active to have a value of at least 1290 credits to be cost effective.

    When to get it: Theoretically, it deals 387.5 power damage if you have an enemy in the area for the entire 15 seconds, but i say you would be lucky to get in 200 against an enemy champion in my experience with the item. It is still good mid game, where the damage can count for a good chunk of their health. It is the best item if you need attack armor and health. So naturally buy it only if you need both health and attack armor.



    [[Hawkman's Harness (4)]]

    Cost: 1,500 credits

    275 Health

    Refundable: You can sell this Artifact back for full value.

    275(3.3) = 908 credits

    Hawkman's Harness needs its passive to have at least a value of 592 credits to be cost effective.

    When to get it: When you need to stop dying and you are penniless. Its good for everyone as a credit filler. 




    Helm Of Fate (3)

    70 Power Armor, 50 Power Damage, 10 Move Speed

    Mystic Surge: When Mystic Surge is activated, you'll gain bonus Power Damage based off 30% of your bonus power armor for 10 seconds. 

    70(19) + 50(25) + 10(50) = 3080 credits

    Helm of Fate is cost effective without its active.

    When you get it: If you are dishing out the power damage and taking too much attack damage. Usually good for the mid and late game alike. You don't need any attack armor to justify it, the active mainly rounds out your total armor values.




    Kryptonian War Armor (4)

    Cost: 3,000 credits

    25 Health Regen, 60 Power Armor, 30 Move Speed

    Vitality 1: + 20% Healing Received

    25(19) + 60(19) + 30(50) = 3115 credits

    Kryptonian War Armor is cost effective without its passive.  

    When you get it: When you need to stop taking huge amounts of power damage and you have the health already to make it count for the late game. It also turns you into the goddamn ba- gingerbread man, so unless they have CC available and you aren't an one shot, you are making a clean getaway. Unfortunatly this item just doesn't compete with other power armor items with its stats. So unless you can abuse its passive its an iffy buy. 




    Marauder Shield (4)

    Cost: 2,250 credits

    250 Health, 30% Resilience

    Marauder Burst 3: + 30% Damage to Creatures

    Marauder Syphon: When you deal damage to a creature, regain Health equal to 6% of the damage dealt and Will equal to 4% of the damage dealt.

    250(3.3) + 30(25) = 1575 credits

    Marauder Shield needs its passive to have a value of at least 675 to be cost effective

    When you get it: Jungling tanky champions. 30% resilience is really nice too if they have tons of CC. I personally take it to level 2 and leave it there, but if you need the resilence, take this, it's dange... nevermind. 




    [[Metallo's Heart (3)]]

    Cost: 3,000 credits

    300 Will, 70 Attack Armor, 10% Cooldown Reduction

    Dampening Aura: - 20% Attack Speed for all nearby enemies.

    300(2) + 70(21) + 10(25) = 2320 credits

    Assuming that the attack speed it takes away from your enemies is equal to the value if it was given to you:

    2220 + 20(50) = 3320 credits

    Metallo's Heart is cost effective when there is at least one enemy in the aura.

    When you get it: When you need the stats and you are in the thick of the fight late in the match. Its much better if backed by health for plenty of plays that don't involve dying. Also, don't underestimate its aura, it prevents more damage than you may think in long fights.




    [[Mirror Master's Prism (4)]]

    Cost: 1,750 credits

    200 Health, 40 Power Armor

    Deadly Mirror 2: 25% Power Reflect

    200(3.3) + 40(25) = 1660 credits

    Mirror Prism needs its passive to have a value of at least 90 credits to be cost effective.

    When to get it: It's good when you are against an aggro power damage champion and you are planning on building tanky anyway. The damage reflect will actually stick to your opponent as well, since power damage champions don't have a reliable source of sustain like attack damage champions have in life steal.




    Nil Cloak

    Cost: 500 credits

    75 Health, 10 Health Regen

    Toughness: Blocks 5 damage from Champion basic attacks.

    75(3.3) + 10(19) = 337.5 = 438 credits.

    Nil Cloak needs its passive to have a value of at least 62 credits to be cost effective.

    When you get it: It's a starting item. You buy it, and it makes you harder to kill. And since the lane drones are more deadly than General Grievous's assassin drones, your enemy auto attacking you once will automatically win you that trade with this item. 




    Oa Gambit (2)

    Cost: 750 credits

    15 Power Damage, 15 Power Armor

    Investment: Gain 3 Credits every 10 seconds.

    15(25) + 15(19) = 660 credits

    750 - 660 = 90 / 3 = 30 * 10 = 300 / 60 = 5 = 5 minutes

    Level 2 Oa Gambit is cost effective after having it for 3 minutes. 

    When to get it: Like all gambits, get this when you are behind and can benefit from the stats.




    Oa Gambit (4)

    Cost: 2,250 credits

    40 Power Damage, 35 Power Armor

    Oa Aura: - 15 Power Armor for all nearby enemies.

    Protection Field: Grants a temporary 40 + 10 per level Health shield to you and nearby allies that lasts for 4 seconds (60 second cooldown).

    40(25) + 35(19) = 1665 credits

    Assuming that the power armor it takes away from your enemies is equal to the value as if it was given to you:

    1665 + 15(20)(3) = 2565 credits

    Oa Gambit is cost effective when there are 3 enemies in the aura OR if its aura and active are worth at least 585 credits.

    When to get it: Good on power damage bruisers when both teams have plenty of power damage of their own. I mean, your team deals more power damage and you take less. If you are ranged, usually don't buy it, as the aura is wasted. The active can tip the scales in your favor as well, so use it before it hits the fan.




    Olympus Gambit (2)

    Cost: 750 credits

    100 Health, 5 Attack Armor, 5 Power Armor

    Investment: Gain 3 Credits every 10 seconds.

    100(3.3) + 5(21) + 5(19) = 530 credits

    750 - 530 = 220 / 3 = 73.333 * 10 = 733.333 / 60 = 12.222 = 12 minutes 13 seconds

    Level 2 Olympus Gambit is cost effective after having it for 12 minutes 13 seconds.

    When to get it: Like all gambits, get this when you are behind and can benefit from the stats.




    Olympus Gambit (4)

    Cost: 2,500 credits

    200 Health, 10 Attack Armor, 10 Power Armor

    Olympus Aura: + 15 Attack Armor, + 15 Power Armor, and + 10 Health Regen per 10 seconds for all nearby allies.

    Bastion: Activate to reduce damage taken by 25% and reduce damage dealt by 25% for 3 seconds (60 second cooldown).

    200(2.5) + 25(21) + 25(19) + 10(19) = 1650 credits

    1650 + 15(21) + 15(19) + 10(19) = 2440 credits

    Olympus Gambit is cost effective when there is an ally in the aura OR if its aura and active are worth at least 850 credits.

    When to get it: If you are playing a support, or any champion that is in the middle of your team. The more allies that get the aura, the better. Don't forget to throw down your spell rotation, then use the active when the retaliate. Item actives win games people.




    Phantom Stranger's Necklace (3)

    Cost: 2,000 credits

    20 Attack Armor, 15 Power Armor, 10% Cooldown Reduction

    Armor Collector: + 0.5 Attack and Power Armor when you collect a coin (max 30 Attack and Power Armor, lose half on death).

    20(21) + 15(19) + 15(25) = 1080 credits

    1080 + 20 credits per stack

    1080 + 49(20) = 2000 credits

    Phantom Stranger's Necklace is cost effective at 49 stacks.

    When to get it: When you already have the health to back it up and the enemy champions have mixed damage overall. If you can keep it stacked, its really, really good mid game. The cooldown reduction is just a bonus to a really good item.




    [[Ra's al Ghul's Robe (2)]]

    Cost: 2,750 Credits

    45 Attack Armor, 30 Power Armor

    Lazarus Effect 1: If you would fall to 0 health, you instead gain a shield worth 50% of your health and are unable to act. If the shield is unbroken after 5s, the remaining shield is converted to health and you regain 50% Will (4 minute Cooldown).

    45(21) + 30(19) = 1515

    Ra's al Ghul's Robe needs its passive to have a value of at least 1235 credits to be cost effective.

    When to get it: A common item for a squishy champion as a last item. If you are targeted down, it saves you, and your team has 4 seconds to fight them off before you can clean up. When it is on cooldown, switch to another defense item if you have the funds. Also gives you wings when its passive is up.




    Ruby Of Life (4)

    Cost: 2,750 credits

    325 Health, 20 Health Regen

    Health Collector: + 3.75 Health and + 0.5 Health Regen when you collect a coin (max 225 Health, 30 Health Regen, lose half on death).

    325(3.3) + 20(19) = 1452.5 credits

    3.75(3.3) + 0.5(19) = 21.9 credits per stack

    1452.5 + (60)21.9 = 2766.5 credits

    Ruby of Life is cost effective with 60 stacks.

    When to get it: As it is good at all stages of the game, whether you are stacking it in lane, making the health count mid game, or building armor with it late, its really good. Think of it this way; if your health drops to 0, you die. This item gives you health. Great success. If you can't keep the stacks, then don't bother.




    Spear Of Destiny (2)

    Cost: 2,250 credits

    25 Attack Damage, 40 Power Armor

    Enforcement 1: Gain 1.5% of your Max Health as additional Attack Damage.

    25(42) + 40(19) = 1810 credits

    2250 - 1810 = 440 credits, need 10 attack damage from passive

    10 / 0.015 = 667 Health needed

    With its passive, Spear Of Destiny is cost effective, assuming you are level 3 or 4 when you are able to purchase this item. .

    When you get it: I feel like i don't need to explain this, but if you are a somewhat beefy attack damage champion with plenty of health, get it to resist power damage. It's good in all stages of the game. It is outshined by  Sword Of Beowulf (3) at all stages of the game, so don't even consider it.




    [[Steel's Breastplate (3)]]

    Cost: 2,500 credits

    300 Will, 50 Attack Armor, 10 Move Speed

    Iron Will: Activate to redirect 20% of damage taken to your Will for the next 5s (60s Cooldown).

    300(2) + 50(21) + 10(50) = 2150 credits

    Steel's Breastplate needs its active to have a value of at least 350 credits to be cost effective.

    When to get it: Its a good item for controllers overall. It grants good will and attack armor, along with an active to make to really tanky in a fight. I would consider it core for any will scaling champion in the game.




    Suit Of Sorrows (4)

    Cost: 3,000 credits

    100 Attack Armor

    Mirror Defense: + 30% Attack Reflect
    (30% of damage done to you with any attack damage ability or auto attack is done to your to your attacker)

    100(21) = 2100 credits

    Suit Of Sorrows needs its passive to have a value of at least 900 credits to be cost effective.

    When you get it: Look, it gives you a ton of attack armor. That allows you to resist attack damage. Therfor, you don't die. As a bonus, squishy targets can't auto attack you, becuase they would be killing both of you, and the guy with 100 bonus attack armor is going to outlast the other. Welcome to bruiser town.




    The Crime Bible (2)

    Cost: 1,000 credits

    75 Health, 10 Health Regen

    Health Harvest: Gain 15 Health every 90 seconds and with each Champion Kill or Assist (max 400 Health). Gain 50 health regen at full stacks.

    75(3.3) + 10(19) = 437.5 credits

    437.5 + 400(3.3) + 50(19) = 2707.5 credits at max stacks

    1000 - 10(19) = 810 / 3.3 = 246 health needed to be cost effective

    246 - 75 = 171 / 15 = 11.4 = 12 stacks

    12(90) = 1080 seconds / 60 = 18 minutes

    The Crime Bible needs to stack for 18 minutes (minus 90 seconds per kill/assist) to be cost effective.

    When to get it: It's good for an early buy on bruisers and enforcers alike. Cheap health and it is viable in a 6 item build. However since it does require you to buy it first i would suggest getting the overclocked mod since you aren't gonna get many kills.




    The Medusa Mask (4)

    Cost: 2,500 credits

    200 Health, 12 Health Regen, 10 Will Regen

    Medisys: On leveling up, regain 75 Health and Will over 10 seconds.

    Psychosis: Use the mask's power on an ally and grant them a heal over time, or use it on an enemy and deal damage over time and wound them for 5 seconds.

    200(3.3) + 12(19) + 10(31) = 1198 credits

    The Medusa Mask needs its passive and active to have a value of at least 1302 credits for it to be cost effective.

    When to get this: If you want the stats and early lane sustain, get this. It will almost guarantee that you will outlast your opponent(s) and increase your chances of getting their turret first. Either that or to survive a 2v1 lane if your 'teammates' leave you out to rot. 




    [[Abin Sur's Lantern (4)]]

    Cost: 2,750 credits

    450 Will, 15% Cooldown Reduction

    Shining Will Aura: You and nearby allies gain 8 Will Regen per 10s

    Will Collector: Gain 7.5 Max Will and 0.2 Will Regen when you collect a coin (max 450 Will, 12 Will Regen per 10s).

    450(2) + 15(25) + 8(31) = 1523 credits

    7.5(2) + 0.2(31) = 21.2 credits

    1523 + 21.2(59) = 2773.8 credits

    Abin Sur's Lantern is cost effective with 59 stacks without its aura OR have its passives have a value of at least 1227 credits to be cost effective.

    When to get it: Are you a support building will? If yes build this first. Simple.




    Atlantean Royal Seal (4)

    Cost: 3,000 credits

    300 Health, 60 Power Damage

    Skill Harrier: Targets damaged by your skills are slowed by 20% with single target skills and 10% with multi-target skills.

    300(3.3) + 50(25) = 2240 credits

    Atlantean Royal Seal needs its passive to have a value of at least 760 credits to be cost effective.

    When you get it: Need health to combat burst damage as a power damage champion? This is the item for you. Like [[Lobo's Chain (4)]], you get to slow poeple for free if you time your abilities right when they have no escape. #killsecured.




    Blue Scarab (3)

    Cost: 3,000 credits

    30% Attack Speed, 30 Power Damage

    Charged Armor: Your Basic Attacks steal 3 Power Armor for 5 seconds (max 5 stacks)

    Charged Attack: Your Basic Attacks deal bonus Power Damage equal to 10 + 10% of your Power Damage.

    30(50) + 30(25) = 2250 credits

    2250 + 30(19) = 2820 credits

    Blue Scarab needs its passives to have a value of at least 750 credits to be cost effective.

    When to get it: This Item has great synergy with itself. And thats about it. There are some champions that can effectivly utilize it with the proper modification, but if you are not running a mod for this, then don't buy it.  Oh and Charged Attack procs power lifesteal, which is cool.




    Cosmic Belt (3)

    Cost: 2,000 credits

    200 Health, 30 Power Damage

    Devastating 2: +15 Power Penetration

    200(3.3) + 30(25) = 1410 credits.

    Cosmic Best needs its passive to have a value of at least 590 credits to be cost effective. 

    When to get it: It's a good starting item for any power damage champion bruiser or someone in a tough lane. honestly there isn't a good reason not to get it, so you might as well. 




    Cosmic Staff (3)

    Cost: 2,500 credits

    70 Power Damage, 10% Cooldown Reduction

    Disintegration: Dealing damage from skills applies an effect dealing 1.5% of the target's current Health per second for 4 seconds

    Wounding Skill: Targets of your Skills that are below 50% health are Wounded (healing and regeneration reduced by 50%) for 3 seconds.

    70(25) + 10(25) = 2000 credits

    Cosmic Staff needs its passives to have a value of at least 1000 credits to be cost effective.

    When to get it: This item is totally situational. If your enemy targets have absurd amounts of healing and/or health, then you need this item to scale properly.




    [[Doctor Destiny's Dreamstone (4)]]

    Cost: 2,500 credits

    20 Will Regen, 30 Power Armor, 20% Cooldown Reduction

    Will Balance: Gain + 1% Will Regen per 1% of Will you are missing

    20(31) + 30(19) + 20(25) = 1690 credits

    Doctor Destiny's Dreamstone needs its passive to have a value of at least 810 credits to be cost effective.  
     
    When to get it: If you are running out of will early, this item will prevent that. It gives alot of stats, but if you aren't against any power damage, then you may consider buying a different item, but it would still be good.




    [[Eclipso's Diamond (2)]]

    Cost: 2,7500 credits

    50 Power Damage, 40 Power Armor,  20% Power Lifesteal

    50(25) + 40(19) + 20(50) = 3010 credits

    Eclipso's Diamond is cost effective.

    When to get it: If you need the sustain and need to stop being one shotted by power damage champions, while wanting to return the favour. Questionable early, but really good late game. 




    Eye Of Ekron (4)

    Cost: 2,750 credits

    400 Will, 50 Power Damage, 10 Move Speed

    Will Force: Gain Power Damage based on 3% of bonus Will.

    400(2) + 50(25) + 10(25) = 2300 credits

    2300 + 25(600(0.03)) = 2750

    Eye Of Ekron needs its user to have 600 bonus will in conjunction with its passive to be cost effective

    When to get it: Not only does it add extra burst and split pushing potential, it also grants other useful stats for a blaster, making it a good mid game item.  Note that this item DOES NOT proc on the target that was auto attacked, so buying it for burst damage is pointless.




    [[Fatality's Energy Lance (4)]]

    Cost: 3,000 credits

    70 Power Damage, 10% Cooldown Reduction

    Energy Blast: Activate to deal 15% of your target's current Health as Power Damage and increase further damage you deal to them by 10% for 5 seconds (60 second cooldown).

    70(25) + 10(25) = 2000 credits

    Fatality's Energy Lance needs its passive to have a value of at least 1000 credits to be cost effective.

    When to get it: If you want the power to one shot enemies or almost one shot, along with the cooldown reduction to be able ot one shot enemies more often, then this rocks. It's an awesome mid game item for assassin like power damage champions, but can fall off late game.




    [[Gorilla Grodd's Helmet (4)]]

    Cost: 2,500 credits

    400 Will, 30 Power Armor, 15% Resilience

    Gorilla City Aura: 15% Resilience

    Psychic Shield: Targeted ally gains a 3s temporary health shield and immunity to CC as long as the shield lasts.

    400(2) + 30(19) + 30(16) = 1850 credits

    Gorilla Grodd's Helmet needs its passive and active to have a value of at least 650 credits to be cost effective. 

    When to get it: A good support time that makes your whole team more resilient (no play on words intended) to CC. The active is also nice to help a squishy teammate engage or to help an ally escape a sticky situation.




    Marauder Ring (4)

    Cost: 2,250 credits

    60 Power Damage, 10% Cooldown Reduction

    Marauder Burst 3: + 30% Damage to Creatures

    Marauder Syphon: When you deal damage to a creature, regain Health equal to 6% of the damage dealt and Will equal to 4% of the damage dealt.

    60(25) + 10(25) = 1750 credits

    Marauder Ring needs its passive to have a value of at least 500 credits to be cost effective.

    When to get it: The more I try getting this item at level 4 on more champions the more I like it. The stats make it godlike as a first item to do power damage not only in the jungle but in lane also. It gives just the right amount of will regen and cooldown to be relevent in using basic abilities and having your ult up when you need it. Despite having a lack luster item value credit wise, i think it is just too good to pass up. Even on someone 'traditionally' tanky. 




    [[Mr. Terrific's T-Mask (4)]]

    Cost: 2250 credits

    20% Resilience, 40 Power Damage, 15% Power Life Steal

    ECM Burst: After a short fuse, disable all enemy cameras in a range for a period of time. Any camera hit by the burst will also permanently have their stealth systems taken offline

    20(25) + 40(25) + 20(50) = 2500

    Mr. Terrific's T-Mask is cost effective without its active.

    When to get it: Its an interesting item for top lane champions and junglers that give the ability to dive through CC and disable cameras to open up gank paths. I can't come up with a joke here this time. : /




    [[Neron's Contract (4)]]

    Cost: 3,000 credits

    50 Attack Armor, 50 Power Damage

    Blood Bargain: Upon activation you are placed in a strong health shield (250 + 75*lvl) . You will be unable to move or act until either the shield's duration expires or the shield is destroyed by damage (120 second cooldown).

    50(21) + 50(25) = 2300 credits

    Neron's Contract needs its active to have a value of at least 700 credits to be cost effective.

    When to get it: If the enemy team is targeting you or you need to jump in the thick of things in team fights and squishy as hell, this item saves lifes. Atomic Wonder Woman ulting you? NOPE. Batman diving you? NOPE. Arcane Green Lantern trying to ult to you in an attempt to escape a gank? NOPE. Its late game control with its stats and active (too lazy to change this).




    Nil Ring

    Cost: 500 Credits

    75 Health, 75 Will, 5 Will Regen, 10 Power Damage

    75(3.3) + 75(2) + 5(31) + 10(25) = 802.5 credits

    Nil Ring is cost effective.

    When to get it: Always start this on power damage champions with will. It's good, it's cost effective, it's you baby.




    [[Pandora's Box (4)]]

    Cost: 2,500 credits

    50 Power Damage, 10% Cooldown Reduction, 20 Move Speed

    Blood Spirit 1: Release a restless spirit to seek out the nearest enemy champion, travelling up to 35m. If the spirit reaches them, the champion will be slowed by 20% and revealed for 3 seconds. You can release 1 spirit before you must refill by returning to base.

    50(25) + 10(25) + 20(50) = 3365 credits

    Pandora's Box is cost effective without its passive

    When to get it: It gives lots of goodies for a support mid game or any ability caster late game. It's also a good way to screw over stealth champions that fall off a bit late game like Gaslight Catwoman, and make them vulnerable for a whole 3 seconds, AKA an eternity in a team fight.




    Psi-Scimitar (3)

    Cost: 2,750 credits

    35 Attack Damage, 60 Power Damage

    Skilled Attack: After skill use, your next Basic Attack deals 25 + 25% Power Damage or 100% base Attack Damage (2 second cooldown). Activate to toggle.

    35(42) + 60(25) = 2970 credits

    Psi-Scimitar is cost effective without its passive. 

    When to get it: If you need more burst damage on a hybrid damage champion, like another spell. It's good all stages of the game, although less effective than some items at some stages. Think of it as a Jack of all Trades. But if you are a pure power damage champion 5 items in, leave this item be. It's awful on you bro. 




    Qward Gambit (2)

    150 Will, 20 Power Damage

    Investment: Gain 3 Credits every 10 seconds

    150(2) + 20(25) = 800 credits

    Level 2 Qward Gambit is cost effective.

    When to get it: Like all gambits, get this when you are behind and can benefit from the stats.




    Qward Gambit (4)

    Cost: 2,250 credits

    250 Will, 30 Power Damage

    Qward Aura: + 20 Power Damage and + 10% Power Lifesteal for all nearby allies.

    Scanning: Place a device which reveals stealthed enemies and gives vision into stealth fields within the target area for 8 seconds (60 second cooldown).

    250(2.2) + 30(25) + 20(25) + 10(37) = 2,170 credits

    Qward Gambit is cost effective with one ally in the aura OR the aura and the active have a value of at least 80 credits.

    When to get it: You know the drill. If your team can make good use of the stats mid and late game, and you can position correctly so they can actually get it, then this item is beast. Also a good way to screw over stealth champions.




    Radion Shard (4)

    Cost: 1,500 credits

    50 Power Damage

    Refundable: You can sell this Artifact back for full value

    50(25) = 1250 credits

    Radion Shard needs its passive to have a value of at least 250 credits to be cost effective.

    When to get it: Buy when you have extra credits to burn for a bit more damage. Because why not you are getting the money back eventually.




    The Book Of Eternity (2)

    Cost: 2,250 credits

    50 Power Damage

    Arcane 2: + 30% Power Penetration

    50(25) = 1250 credits

    The Book Of Eternity needs its passive to have a value of at least 1000 credits to be cost effective.

    When to get it: Like its sister item, atomic axe, its effective against enemies stacking power armor, but deals enough damage late game to be considered almost core on most power damage blaster. Almost. The difference is that most champions don't have scaling power armor, so it isn't as effective when compared atomic axe. But chances are that most enemies will buy at least one power armor item, so its usually a must. 




    The Logoz (3)

    Cost: 2,000 credits

    300 Will, 45 Power Damage

    Power Damage Collector: + 1.5 Power Damage when you collect a coin (max 45 Power Damage, lose half on death).

    300(2) + 45(25) = 1725 credits

    1.5(25) = 37.5 credits per stack

    1725 + 8(37.5) = 2025 credits

    The Logoz is cost effective with 8 stack.

    When to get it: Steller early and mid game item. Gives you free will per drone kill and ever so powerful power damage. Could fall off late game, especially if you can keep stacks, but the mid game strength is too much to pass up.




    The Starheart (3)

    Cost: 3,750 credits

    120 Power Damage (162 Power Damage when considering passive)

    Power Feedback: +30% Power Damage.

    120(25) = 3000 credits

    4000 - 3000 = 1000 / 25 = 40 / 0.3 = 133.333 = 134 Power Damage

    134 - 120 = 14 additional Power Damage needed

    The Starheart needs the user to have 134 total Power Damage to be cost effective

    When you get it: If your main job is to shell out power damage, then you get this item as your second or third. There is no arguing that.




    [[Two Face's Coin (2)]]

    Cost: 1,000 credits

    20 Power Damage

    Power Harvest: Gain 2 Power Damage every 90 seconds with each Champion Kill or Assist (max 80 Power Damage) Gain 10% cooldown reduction at 40 stacks.

    20(25) = 500 credits

    500 + 80(25) + 10(25) = 2750 credits at max stacks

    1000 - 500 = 500 credits

    500 / 20 = 25 / 2 = 12.5 = 13 stacks needed to be cost effective

    9(90) = 1170 / 60 = 19 minutes 30 seconds

    Two Face's Coin needs to stack for 19 minutes 30 seconds (minus 90 seconds per kill or assist) to be cost effective

    When to get it: Wtih a lack of items that give alot of power damage this item may be your answer on full power damage blasters. Like the rest of the harvest items, I wouldn't buy it without a mod before hand. 




    Speed Force Battery (1)

    Cost: 2,000 credits 

    Blink Jump: Activate to immediately blink to a nearby location up to 600 away (20s cooldown). Cannot be used for 6 seconds after taking damage.

    Speed Force Battery needs its active to have a value of at least 2000 credits to be cost effective (yes I know you don't have to say it).

    When to get it: It's either a cheese item or a super pro item. If you really need the engage power that this item give then you should take it. You can do some interesting plays with it but you sacrifice alot of credits and an item slot for it, so just make sure you deal damage still or don't die.


     

    Welp, that's that. Again, none of this could possibly be official, due to every item only building into a better version of itself.

    I hope you guys like it. If you can see any mistakes to this guide, post them in the comments, and I will make appropriate changes when i see it.

    Special thanks to Z0D for looking at items in game to make sure some items are listed right on Dawnbase. Catch him at http://www.twitch.tv/mdy1

    Change Log:
    11-5-13 Released guide, has various changes and added my opinions throughout the day.
    11-10-13 More tweaks and fixed errors; added level 2 gambits and will battery items.
    11-13-13 Corrected Marauder Knife passive and updated Sword Of Beowulf.
    11-14-13 Fixed Atlantis Gambit stats at level 2.
    12-7-13 Fixed Batman's Utility Belt, fixed attack reflect explanation and updated some of my opinions.
    12-9-13 Changed Eye of Ekron opinion. 
    12-18-13 Made major changes to stat calculations and item cost effectiveness due to the December update, based off of the patch notes made by Celestrata.
    12-19-12 Fixed Dreamstone cost, Shade's Cain Passive, and Pandora's Box stats
    12-30-12 Fixed Zeiss Goggles active, Kryptonian War Armor stats (cost effeciency was right), and calculated item effeciency with 800 will battery cap. Thanks to cbrons for pointing all of this out in the comments. 
    1-18-14 Started tracking item bugs. Added Deadshot's Visor and Abin Sur's Lantern mod bug. 
    1-21-14 Fixed calculation in Helm of Fate value, fixed Shade's Cain passive(again) and tweaked some item opinions.
    1-23-14 Added Fatality's Energy Lance tooltip bug and added Mr. Manjo's Foundry Simulator link because i think it's useful.
    1-29-14 Made major changes to stat calculations and item cost effectiveness due to the January update, based off of the patch notes made by Celestrata.
    1-30-14 Correctly renamed Mirror Prism to Mirror Master's Prism
    3-12-14 Update for the March Open Beta patch, along with some corrections to item calculations that were incorrect previously 
    3-14-14 Made Sword of Beowolf changes (was not in the patch notes)
    3-20-14 Fixed Medisys and added Mirror Master's Prism opinion. 
    3-21-14 Removed Mr. Manjo's Foundry Simulator from the guide because it's outdated. 
    3-20-14 Added a quick note in Blue Scarab
    4-7-14 Fixed Two Face's Coin's Power Harvest cap. 
    4-22-14 With the April Update Calculations and stats have been added accordingly.
    4-25-14 general cleanup with everything missed in the April update and some problems since the guide was created. 
    5-15-14 Another patch another update.
    6-2-14 Added terms for each stat, mainly based on definitions from league wiki. Mainly. 
    6-6-14 June patched revealed, appropriate updates as you can imagine. Also calculation errors for Eye of Ekron and Pandora's Box fixed, along with a ton of spelling errors.
     
    Latest comments
    This needs updated for the recent changes, But great job
    8:57 pm, Jan 16th, 2015
    I love your guide, but have a comment about an odd hero and item combo. I have found Rip Hunter's Time Pack useful on EXACTLY one hero: Harley Quinn used as a Support. It grants her a bit more damage, cooldown reductions for her heal, and allows her to run in, bait out the opponent, and have her ADC murder them, all while healing herself and her ADC faster as the cooldown reduction is awesome for her and the bonus Will adds to her heal amount.
    12:07 am, Apr 16th, 2014
    You are right that it does have its place in some games but I mainly just look at it from the professional level of the game. However there are some items that have gained popularity like the logoz recently that I change my opinion accordingly. So say that the RHTP does actually see the light of day at a tourney I would update how useful I view it. 
    3:08 pm, Apr 21st, 2014
    Very well done bro ^^!
    7:58 pm, Mar 21st, 2014
    Okay, I found another error. Maybe a typo but in the guide it says 15 power armor for 2nd tier. For both 2nd and 4th tier, the maximum is 800 - in the guide it says bonus caps at 500. For Abin Sur's Lantern (2) 150 will, 4 will regen per 10 seconds, 15 power damage Will Battery: Gain 4 max will whenever you use a skill that costs will (3 second cooldown, max +800 will) For Abin Sur's Lantern (4) Will Battery: Gain 4 max will whenever you use a skill that costs will (3 second cooldown, max +800 will)  
    3:38 am, Dec 27th, 2013
    Excellent guide, i printed it out so I have it here to look at. However, I've noticed 2 errors that are the result of updates (I haven't checked all the items, but I will continue to go through some of them while I have in-game screen available):Zeiss Goggles (4) should be: Frenzy: Activate to gain 20 attack damage and 10% critical chance while increasing damage taken by 25% for 5 seconds (60s cooldown). (no longer does frenzy grant 20 attack speed) Kryptonian War Armor (4) should be: 20 Health Regen per 10 seconds, 60 Power Armor, 30 Move Speed (nerfed it from 40 health regen per 10 seconds and 70 power armor). Just the reiterate, the bolded terms are correct. I'll continue to check out the items when I'm in-game to see if they are up to date and let you know.
    12:21 am, Dec 27th, 2013
    I appreciate you pointing out errors in the comments. It helps with so many changes with the December patch
    2:16 pm, Dec 30th, 2013
    Great job!
    4:10 pm, Dec 9th, 2013
    I like this alot, very informative, thank you for taking the time to do this.
    10:54 am, Nov 5th, 2013
    I will probs add to this info to my stream so people can have a look-see.
    5:38 pm, Nov 4th, 2013
    Very nice, in-depth guide. :)
    5:26 pm, Nov 4th, 2013