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Trinity Force

3,333 gold. It gives 36 attack damage, 333 health and 30% attack speed. Finished in 5,551 recorded games on patch 16.14.

Cost
3,333 gold from the shop
Games
5,551 finished it
Builds
103 contain it
Pairs
20 champion and role
Middle buy
12:30 on the game clock
Patch
16.14 shop version 16.14.1

Games and builds count finished builds on patch 16.14; the middle buy time is stamped at the moment of purchase, from 1,005 recorded buys.

Patch 16.14 · item shop version 16.14.1

Ezreal bot finishes Trinity Force more than any other champion and role on patch 16.14

1,331 of the 5,551 recorded games that finished it.

Trinity Force costs 3,333 gold and gives 36 attack damage, 333 health and 30% attack speed. 103 different finished builds on patch 16.14 contain it, across 20 champion and role pairs, and 5,551 recorded games sit behind those builds. Ezreal bot finishes it in more of them than any other champion and role.

The middle purchase of it lands at 12:30 on the game clock, and half of the 1,005 recorded purchases fall between 11:07 and 14:40.

There is no measured effect on this page because patch 16.14 did not change Trinity Force. When an item changes we compare games either side of the patch boundary and print what moved, with its range. Until then, the honest answer to "is this item good" is that we have counted who finishes it and when, and nothing more.

There is no win rate anywhere on this page, on purpose. The method note says why.

These numbers come from 108,616 ranked games we recorded on EUW, Korea and NA, found by following Diamond players and the people they play with. That is not every rank and it is not every region. Everything on this page is patch 16.14. Counted up to .

What Trinity Force gives

Riot's shop numbers, from Data Dragon 16.14.1. Each bar runs to the most of that stat any measured item on this patch gives, cost to the dearest. Nothing here is measured by us.

cost
3,333 gold
attack damage
36
health
333
attack speed
30%

Who finishes Trinity Force

20 champion and role pairs cleared 30 recorded games with it, across bot, jungle and top. The bar on each chip is that pair's share of this item's own recorded games: a count, never a win rate.

8 champion and role pairs more cleared the floor, 432 games between them; the twelve chips above carry the most games. The share counts finished builds. It is not a win rate and the chips are not sorted by one.

What players finish with Trinity Force

Items that turned up in the same finished build, counted. Riot's data here ships no recipe list, so this is what players bought together, never a build path.

The share is how many of Trinity Force's own 5,551 recorded games also finished that item, so it can never pass 100%. 6 more items appeared beside it in under 30 games each and are left out. Counted, not looked up: it is what players bought together, and it is not a recipe.

When Trinity Force gets bought

Stamped at the moment of the buy, so how the game ended cannot move it.

all recorded buys
12:30
bought while ahead on gold
12:23
bought while not ahead
12:36

1,005 recorded buys: 367 ahead on gold, 638 not ahead. Ahead means a lead of at least 1,000 gold at the buy. Bars run to 40:00 on the game clock; half of all buys fall between 11:07 and 14:40.

These are every recorded buy of Trinity Force, not just the first one in a game, so the middle time sits later than the time you would first build it. The two rows underneath split the same buys by whether the buyer was ahead on gold when they bought.

What patch 16.14 changed

The one measurement here that a win rate cannot fake.

Patch 16.14 did not change Trinity Force

We measure an item when Riot changes it, by comparing games either side of the patch boundary. An item nobody touched has nothing to compare.

See what patch 16.14 did change

How this page is counted

Short version here. Every number above says which of these it came from.

Games come from finished builds: each recorded player lands in exactly one finished item set, so the buyers chips add up without counting anybody twice. We keep the most common finished builds per champion and role, so the total is a lower bound. How items are counted.

Why there is no win rate on this page

A finished item set is read at the end of the game. A player who bought Trinity Force and lost the game at twenty minutes never finished it, so they are not in these rows. Every player who is in them survived long enough to finish a 3,333 gold item. That makes the win rate of the pool high for reasons that have nothing to do with the item, and worse, we cannot say by how much.

Every other site prints that number anyway. We print the games, the timing at the buy, and the before-and-after comparison when there is one, and we say when we have nothing.

Recomputed . Item art and shop numbers from Data Dragon 16.14.1.

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