Building one carry
Damage items multiply each other. Stack them on the unit your comp is built around before you start a second carry.
Checked for patch 18.4. The numbers come from the live Set 18 data and follow every patch.
The idea
Items win fights when they stack. One unit holding a full damage build does far more than the same items spread one per unit, because damage items multiply each other: faster attacks mean more hits, and every hit is bigger. Spread them thin and you get a board where nobody kills anything.
So pick one carry early and send your damage items to it. Early on, that carry can be a placeholder: a cheaper unit that deals the same kind of damage holds the items until the real carry shows up, then passes them on. Turn components into finished items when they fit that carry. Sitting on components while you wait for the perfect item loses health for nothing.
Make sure the carry is the unit your comp is built around. Items parked on a side unit are items your real carry never gets. The game review calls a unit with 2 or more damage items a carry, and 99.8% of top four boards have one.
A second carry helps later, once you have the items for it. It gives the board a second threat, so one bad matchup does not lose the fight: 96% of top four boards with 8 or more finished items have one. But it comes after the first carry is built, never instead of it.
See it live
A current comp's carry and its most played build, then a compact item combiner with the components for that build already on the bench. Tap a component to add it.
Inferno Elder Dragon carries with Elder Dragon, a 5-cost.
Your components
Most played build: can you build it?
The rule of thumb
Pick your carry, then every damage item goes to it until it is full.
Check yourself
The bench already finishes Infinity Edge and Last Whisper. Which component would finish Striker's Flail?
Pick an answer.