Steel Sigil
Epic item · Patch 26.21 · numbers from Riot's Data Dragon files, refreshed every patch
Steel Sigil stats
- +15 Attack Damage
- +30 Armor
Build path
Gold efficiency
| Stat | Amount | Gold per point | Gold value |
|---|---|---|---|
| Attack Damage | 15 | 35 g | 525 g |
| Armor | 30 | 20 g | 600 g |
| Total stat value | 1125 g |
Gold efficiency = stat value ÷ item cost = 1125 ÷ 1100 = 102%. The gold per point comes from basic items of the same patch (for example, Long Sword: 35 g per Attack Damage). Passives and actives are not counted.
Steel Sigil patch history
| Patch | Change |
|---|---|
| 14.2 | Cost: 1200 → 1100 gold |
| 14.1 | Cost: 1100 → 1200 gold; Attack Damage: 30 → 15 |
| 13.10 | Added to the game data |
We compare cost and stats patch by patch in Riot's Data Dragon files. "Effect text changed" means the passive or active wording changed in that patch.
Steel Sigil is the Attack Damage and Armor component in League of Legends: 15 Attack Damage and 30 Armor for 1,100 gold in patch 26.21, with no passive. Two Cloth Armors and a Long Sword make it, and only two finished items come out of it, Death’s Dance and Guardian Angel, which makes it one of the most specialised components in the shop.
What does Steel Sigil do?
It gives you 15 Attack Damage and 30 Armor in one slot. That is a Long Sword and two Cloth Armors worth of stats, and nothing else happens when you buy it.
The split matters more than the numbers suggest. A fighter who is losing lane to a Darius or a Renekton wants Armor right now and damage soon, and the Sigil delivers both on a single recall without pushing the build toward anything exotic. Put simply, it is the recall item for a melee AD champion who is behind against physical damage. Does it help against a mage? Not at all, which is the whole reason it builds into exactly two items and not twenty: the Armor is useless in half the matchups, and Riot priced the item knowing that.
Is Steel Sigil gold efficient?
Slightly above even: 102%. At the reference rates of 35 gold per point of Attack Damage and 20 gold per point of Armor, the Attack Damage is worth 525 gold and the Armor 600 gold, for 1,125 gold of stats on a 1,100 gold item.
That small surplus comes from the combine cost. The three components add up to 950 gold, the combine costs 150 gold, and because the basic item rate sets the price of the stats you end up a little ahead for the convenience of the single slot. Thing is, a 2% edge buys nothing on its own; what it means in practice is that merging the pieces never costs you stats, so there is no reason to sit on loose Cloth Armors once you have the gold. The sell price is 770 gold, standard for an epic item.
What does Steel Sigil build into?
Two items, both for champions who expect to take physical damage while dealing it:
- Death’s Dance, the fighter item that delays a share of incoming damage and heals on takedowns.
- Guardian Angel, which revives you once on a long cooldown.
So the moment you buy a Sigil, you have told the enemy what your next item is, or close to it. Honestly, that is fine, because both items answer the same problem (a physical damage threat you cannot avoid fighting), and a player who needs one usually needs the other later. The split between them is timing: Death’s Dance is a second or third item for a bruiser, Guardian Angel is a fourth or fifth item for a carry, and the Sigil sits in the inventory for very different lengths of time depending on which you are heading for. Prices for both are in the LoL items database.
Who buys it?
Bruisers and AD assassins in a physical damage matchup, and marksmen late in the game when the enemy assassin starts one-shotting them. Fiora, Jax, Camille and Renekton build it early through Death’s Dance in most AD matchups; marksmen pick it up around their fourth item on the way to Guardian Angel. Who skips it? Anyone facing an all-magic lane, since Armor against a mage is dead gold, and tanks, who never buy the damage half.
One habit worth copying from higher-ranked players: buy the two Cloth Armors first and the Long Sword last if the lane is hard. Cheap, and you get the Armor on the earliest possible recall. For what it’s worth, the Cloth Armor at 300 gold is the most common first purchase in top lane for a reason, and the Sigil is simply the item that stops it from being a wasted slot.
How has Steel Sigil changed over the patches?
Riot added it in patch 13.10 as part of the mid-2023 item update, and its one real change came at the start of the next season:
- Patch 14.1: Attack Damage halved from 30 to 15, and the cost rose from 1100 to 1200 gold.
- Patch 14.2: Cost back down to 1,100 gold, one patch later.
In its first form the Sigil was a 30 Attack Damage item, which made it a surprisingly good buy for the damage alone, and Riot cut that in half when the whole item system was reshuffled for 2024 (the 1200 gold price lasted exactly two weeks). Since then, nothing. Funny enough, that quiet stretch makes it one of the more stable epic items, despite being one of the newest.
When should you buy it?
On the recall where you have around 1,100 gold, you are a melee AD champion, and the enemy who is beating you deals physical damage. If the lane is even and you are heading for Death’s Dance anyway, the Sigil is still a fine first piece, though a Pickaxe gives more damage for the same gold if what you actually need is to win trades rather than survive them. And if you are not sure your champion belongs in the group that builds this way, the guide to LoL roles explains what top laners and junglers are built to do, and Steel Sigil is the component those roles reach for when the other top laner has a sword.
FAQ
How much does Steel Sigil cost?
1,100 gold in patch 26.21, with a combine cost of 150 gold. It sells for 770 gold.
What stats does it give?
15 Attack Damage and 30 Armor.
What does it build from?
Two Cloth Armors and one Long Sword.
What does it build into?
Death’s Dance and Guardian Angel only.
Does it have a passive?
No. It is a flat stat component.
When was it added?
In patch 13.10. Its Attack Damage was reduced from 30 to 15 in patch 14.1.