Why isn't there a starter item that grants attack speed?
I'm wondering why, we have a jungler item that grants attack speed so why not a starter item that grant attack speed?
I'm wondering why, we have a jungler item that grants attack speed so why not a starter item that grant attack speed?

i think what he/she meant is an as item that has sustain to it. all starting items have sustai. health regen lifesteal or mana regen.
Dagger costs 300g
I dont know why you would want it since attack speed has very little impact early game.
Math incoming
Runes: 15% attack speed from marks 6.9% from seals 5.7% from glyphs 14% from Quints
41% total (number given in rune page)
8.5 AD from marks 3.8 from seals 2.6 from glyphs 6.8 from quints
22 total
Items:
12% attack speed
10 ad
Level 1 trist 543 HP .656 attacks per second 57 AD
Base damage per second: 37.3
Full AD rune page gives trist 79 AD, a 38% increase. Damage per second: 51.8 (still a 38% increase).
Full AS rune page gives .925 attacks per second, a 41% increase (never woulda guessed) Damage per second: 52.7
Full AD (longsword and runes) 89 ad (56% increase) 58.4 damage per second
Full AS (dagger and runes) 1.003 attacks per second (53% increase) 57.2 damage per second
Longsword and AS runes 67 ad (17.5% increase) .924 attacks per second 67 damage per second
Dagger and AD runes 79 AD .735 attacks per second 58.1 damage per second
Attack speed isn't very useful without some ad. Considering that you don't tend to get into a long fight at level 1, more damage per second isn't super necessary. Single shot poking and getting those minion kills are more important early.
buys AS runes
These numbers are based off a full page of AS runes, which means you miss out on armor pen, defenses, etc. I think the tradeoff there is significant. Also, as I mentioned, an ADC usually won't be engaged in a flat out slugfest at level 1 (and probably not until level 3 at earliest). As such, it is probably better to have the bonus damage, which will make poking a little more effective, improve last hitting on minions, and increase damage on any AD scaling abilities. It's a lot easier to get bonus AS early, but bonus AD is a bit more expensive.
Essentially, AD is an additive bonus, and AS is a multiplicative bonus. There's a pretty fine balance (up to a critical point, past which a little more here or there doesn't matter) between more AD and more AS. Too much AD means you attack too slow, losing out on dps for dph. AS goes the other way, you end up attacking a lot for little bits of damage. Neither extreme is super beneficial for most ADCs.
Yo
Sup
Neither extreme is super beneficial for most ADCs
Jhin gets damage out of AS, so getting some on him is actually useful. Kog's ability encourages AS over AD, but you still need some ad in his build.
You can get 15% atk speed from your red runes. On the other hand, you can only get 8.5 AD from your red runes. That's 3% more attack speed than a dagger, but 1.5 less AD than a Long Sword.
Riot probably expects you to get attack speed reds then get a Doran's Blade/Long Sword for maximum effect. Either that, or rune numbers balancing needs updating.
Runes need updating in general. I'm actually a bit surprised to see that the new client on the P.B.E. even has an updated look for the rune page section. I could have sworn it would always look like this:
You can get 15% atk speed from your red runes. On the other hand, you can only get 8.5 AD from your red runes. That's 3% more attack speed than a dagger, but 1.5 less AD than a Long Sword.
Riot probably expects you to get attack speed reds then get a Doran's Blade/Long Sword for maximum effect. Either that, or rune numbers balancing needs updating.
If you're going to get attackspeed, getting on quints is way more worth. In any case, AS on quints and AD on reds is better than AD on reds and AS on quints
Aren't they called runes?
Then we should remove
and
because they all give you something you can get from runes.
you forgot 
but that would be an interesting twist, get rid of the items that do not build into something. I am semi curious what would happen to game balance.
well if you are using a champ that requires attack speed you can set runes/masteries to accommodate that. i have a rune page that is attack speed reds and attack speed quints that gives +29% attack speed and then you use the fury mastery that will give you 5% more attack speed so at lvl 1 you will have +34% attack speed. secondly there is a cap on attack speed where as in a few exceptions you can exceed that cap. if you have +200% attack speed but no damage then a single item such as
or
will shut you down. plus ![]()
shuts down everything for it's duration
Because they want to control the rate at which certain champions can clear early.
It is why trail blazer was removed in some cases because it increased clear times faster then others.
I think op is misunderstood what he means is a
version of attack speed.
I think op is misunderstood what he means is a
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version of attack speed.
Why isn't corrupting pot there?

its a level 2 item, builds out of something else.
I think op is misunderstood what he means is a
![]()
![]()
version of attack speed.
Just buy a damn dagger
Just buy a faerie charm/long sword/ruby crystal?
Just buy a faerie charm/long sword/ruby crystal?
What does that have to do with attack speed? Op only wants attack speed and there is a perfectly fine item that costs 300g that can build in different items.
He wants a started item that's cost efficient for the early game to get by but not something that is inefficient unless you plan to build it into something.
Actually I usually start
on support
Simple explanation: Because Attack Speed is a multiplier stat. As a multiplier, you should buy AS if you already have something that scales with AS to exponentially increase its effectiveness. That something can be AD from items and runes or an effect that is intrinsic to your champion's kit.
Generally speaking, as a starting buy, going for raw AD is more effective than buying AS. And if you're playing a champion for whom AS is more effective than AD intrinsically, you should use your runes to set up properly.
Why would you want attack speed as a starting item..
A lot of tanks have really crappy attack speed which makes last hitting a pain with them.





Starter item as-in first item buy? Or first completed item buy?
Jungle doesnt get a starter item buy, but gets a completed item buy.
ADC wise most go Ghostblade first (AS Active) or BFS > Zeal item first, so ADCs should have a first completed item with AS anyway.
Don't think we need an as starting item, but a MR item would be good imo.
I feel like
would make a good candidate
Raw attack speed without any other stats to multiply is actually pretty shit.
because attackspeed is a multiplictive stat, without enough ad, attackspeed is worthless.
Likely because there are very few champions that would really benefit from it more than raw AD or AP.
get some arpen ad and a dagger and 4 pots and voila ur all set to be a badass