A deeper look into an ADCs build
This is gonna be a repost that I thought deserved a thread
The thing is, is that ADCs need multiple items for their build to start being efficient.
Trinity is a HUGE powerspike
Tanks are, well, tanks.
Redemption or whatever support items are instantly useful
Assassins are Assassins and have huge early spikes with things like Duskblade
As you know from league, numbers are deceptive. Winrates dont tell all, Scalings dont tell all, etc.
Lets start with assassins.
2900 g, same with
. Huge powerspikes bc their passives/actives
Bruisers
3733 g. probably one of the best early powerspike items in game.
3000g. An amazing stand alone item. CDR, HP, MS, armor shred, Damage.
Tanks
2800 /
2800 g. Tanks are weird. Cant really count them in here
Mages
2900g. Amazing powerspike and very gold efficient item.
ADCs
3400g. Its ok as a stand alone item, but isnt very effecient without more crit chance and AS, which is why adcs usually go BF + zeal, making the build 4600g before things start to get efficient. But then you have to remember most ADCs rely on AS too, so theyll need more AS from boots and stuff to increase the efficiency of their build.
The total costs isnt why ADCs are considered great late but not as good early. They require more items for their build to start kicking in. Its like needing to stack damage for lifesteal to be worth it.
Downvote me all you want, but this is why ADCs are considered weak early, you can ask any high elo player and theyll most likely tell you the same thing. This is also why theyre considered item reliant, as their abilities dont do much on their own (there are exceptions yes, but generally this is how it is).


then their actual core item.
then