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UniversityItem theoryLesson 3 of 43 minute read

Why an item works on one carry and not another

Damage has parts that multiply: how hard, how often, and what multiplies it. An item feeds one part, and some carries never use it.

Checked for patch 18.4. The numbers come from the live Set 18 data and follow every patch.

The idea

A carry's damage has three parts, and they multiply each other. How hard each hit lands: attack damage for attacks, ability power for abilities. How often it lands: attack speed, and for casters the mana that brings the next cast. And what multiplies the result: critical strikes and damage amp.

Because the parts multiply, an item that adds to the part your carry has least of raises its damage the most. Stack one part and every extra copy adds a smaller share to the whole. That is why carry builds mix their items: something for the hit, something for the speed, something that multiplies both. A carry only deals damage while it is alive and acting, so the item that keeps it there sometimes adds the most.

The parts are not the same for every carry. A carry that wins with attacks gets little from ability power. A carry that wins with its ability gets little from attack damage, but attack speed still helps most of them, because attacks build the mana for the next cast. Items with both kinds of stats fit either kind of carry, which is why they show up on so many boards.

The ranked games show the split. Each item below is counted on the carries of top four boards, by the damage those carries deal. The game review calls an item wrong for a carry only when carries of that kind hold under 15% of its copies and the champion's popular builds skip it too.

See it live

The items top four carries hold most in this set's ranked games, with their damage stats, sorted by the share carries of your damage type hold. Switch the damage type.

Your carry deals

The items top four carries hold most, by the share attack damage carries hold

  • DeathbladeDeathbladeAttack damageOn carries like yours92%
    • AD55%Attack Damage
    • Damage Amp10%Damage Amp
    What it doesPerfect peace and calm for the holder - and all who face it.
  • Infinity EdgeInfinity EdgeAttack damageOn carries like yours75%
    • AD35%Attack Damage
    • Crit Chance35%Crit Chance
    What it doesGain Precision. Precision: Abilities can critically strike
  • Guinsoo's RagebladeGuinsoo's RagebladeHybridOn carries like yours64%
    • AP10%Ability Power
    • Attack Speed10%Attack Speed
    What it doesGain 7% stacking Attack Speed every second.
  • Red BuffRed BuffAttack damageOn carries like yours59%
    • Attack Speed45%Attack Speed
    • Damage Amp3%Damage Amp
    What it doesAttacks and Abilities 1% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
  • Striker's FlailStriker's FlailAttack damageOn carries like yours40%
    • Attack Speed10%Attack Speed
    • Crit Chance20%Crit Chance
    • Damage Amp10%Damage Amp
    What it doesCritical Strikes grant 5% Damage Amp for 5 seconds, stacking up to 4 times.
  • Spear of ShojinSpear of ShojinHybridOn carries like yours32%
    • AD15%Attack Damage
    • AP15%Ability Power
    • Mana Regen1Mana Regen
    What it doesAttacks grant 5 bonus Mana.
  • Blue BuffBlue BuffAbility powerOn carries like yours20%
    • AP10%Ability Power
    • Mana40Mana
    What it doesGain Mana after casting. When the holder gets a takedown, they deal % more damage for 3 seconds. [Unique - only 1 per champion]
  • Hextech GunbladeHextech GunbladeHybridOn carries like yours17%
    • AD20%Attack Damage
    • AP20%Ability Power
    • Mana Regen1Mana Regen
    What it doesHeal the lowest percent Health ally for 20% of damage dealt.Ally Healing: ?
  • Jeweled GauntletJeweled GauntletAbility powerAlmost never6%
    • AP35%Ability Power
    • Crit Chance35%Crit Chance
    What it doesGain Precision. Precision: Abilities can critically strike
  • Archangel's StaffArchangel's StaffAbility powerAlmost never4%
    • AP30%Ability Power
    • Mana Regen1Mana Regen
    What it doesCombat start: Gain 20% Ability Power every 5 seconds in combat.
  • Void StaffVoid StaffAbility powerAlmost never4%
    • AP35%Ability Power
    • Attack Speed15%Attack Speed
    • Mana Regen1Mana Regen
    What it doesDamage from attacks and Abilities 30% Shred the target for 5 seconds. This effect does not stack. Shred: Reduce Magic Resist
  • Rabadon's DeathcapRabadon's DeathcapAbility powerAlmost never3%
    • AP55%Ability Power
    • Damage Amp15%Damage Amp
    What it doesThis humble hat can help you make, or unmake, the world itself.

From this set's ranked games in HexKey, the ones the game review is calibrated on: copies on carries with two or more damage items, on top four boards. Each tag is the class the review gives the item from its stats.

The rule of thumb

Feed the part of your carry's damage it has least of, with items carries like it actually hold.

Check yourself

Your turn

Your carry deals attack damage. Which of these items do attack damage carries almost never hold?

Pick an answer.