// LOADING LOLMAUK
// LOADING LOLMAUK
Legendary items decide fights more than most people realise. Here is what to buy on every class, why each item exists, and how to read your own build instead of copying it.
By LOLMAUK Staff
You can play a lane perfectly and still lose the game by buying the wrong three items. Riot retired the old Mythic system a while back, so there is no single forced first buy anymore, but the shopping decisions matter just as much. A good build reads the enemy team, your own role in a fight, and the gold you actually have rather than the gold you wish you had.
This guide walks through the items that show up in most winning builds by class. Treat the first legendary as your identity, the second as your answer to the enemy, and the third as the luxury piece you earn if the game runs long. If you are still learning how damage actually lands, read the sibling guide on champion damage types first - knowing whether your kit is AD, AP or true damage changes everything you buy.
ADCs live and die on attack speed, crit, and a first item that gives them a spike before the enemy has one. Infinity Edge is the classic crit amplifier once you have the crit chance to feed it, while an on-hit item like Kraken Slayer wants to be built first because its damage scales with how many auto attacks you land, not with crit.

Infinity Edge
3500g - crit damage amplifier for hyper-carries
Marksman
Kraken Slayer
3000g - on-hit true damage, great first buy
Marksman
Blade of The Ruined King
3200g - lifesteal, slow and percent-health damage
DuelingA Bloodthirster or Guardian Angel late is not greed, it is survival. If you are the only reliable damage on the team, buy the item that keeps you alive through the first engage rather than a fourth offensive stat stick.
Mages split into burst and sustained. Burst mages want cooldown, penetration, and a big flat amp; sustained mages want haste and items that reward staying in a fight. Rabadon’s Deathcap is the biggest single power spike a mage can buy, but only after you already have base AP for it to multiply. Void Staff is the answer to enemies stacking magic resist - buy it the moment two of them have a Kaenic Rookern or Spirit Visage.

Rabadon’s Deathcap
3500g - multiplies your total AP, buy it second or third
Mage
Riftmaker
3100g - omnivamp and ramping damage for fighter-mages
Mage
Void Staff
3000g - percent magic penetration versus MR stacking
Anti-MRBruisers want a mix of damage and survivability on the same item so they never have to choose. Trinity Force is the all-rounder that gives cooldown, a movement burst and a sheen proc for auto-reset champions. Sundered Sky gives healing on your empowered hit, which lets a fighter dive in and stay in.

Trinity Force
3333g - the do-everything bruiser item
Bruiser
Sundered Sky
3100g - guaranteed crit and heal on your empowered strike
BruiserTanks should build resistances that match the threat, not a generic block of health. If the enemy carry is AD, Thornmail also cuts their healing when you are getting shredded by a lifesteal ADC. Against heavy magic burst, Kaenic Rookern gives a magic shield that refreshes out of combat. Jak’Sho is the scaling answer that turns a long teamfight in your favour.

Thornmail
2650g - armor plus grievous wounds versus AD and healing
Tank
Kaenic Rookern
2900g - big magic shield against AP burst
Tank
Jak’Sho, The Protean
3200g - resistances that ramp during extended fights
TankBuild order beats item choice. A perfect third item bought when you needed armor two items ago is a wasted 3000 gold. Look at the enemy inventory on the scoreboard every time you back.
None of these are locked in. The strongest players adjust every game: an extra defensive item when they are the primary target, penetration when the enemy stacks resistances, a Serpent’s Fang or grievous-wounds piece against shields and healing. If you want the champions that make these builds sing, read the mid lane and top lane picks in this collection, then drop the same items on them in a live game.