Gold is primarily used for buying items and buybacks. Gold is gained from killing creeps, heroes, and destroying buildings.
All sources of gold and costs are listed according to Normal Mode.
Sources of gold[edit | edit source]
Starting gold[edit | edit source]
Each team starts with 3000 gold, distributed evenly among players. In a 5v5 game, this equals 600 gold.
In All Random, players start with an additional 250 gold, or 850 gold in a 5v5 game.
Repicking costs 150 gold (on standard modes).
Passive gold gain[edit | edit source]
Players receive a passive amount of gold, equal to 69 gold per minute.
Passive gold gain from missing/disconnected players are distributed evenly to their teammates.
Hero kills[edit | edit source]
Killing a hero grants the killer a base 200 + (killed hero's Level * 10) gold. This amount can be modified by two factors: the target's kill streak and its GPM.
Starting from the 3rd kill, a hero's bounty increases by 50 per kill streak. At Bloodbath (10-14 kills), the hero is worth 400 more gold. The Immortal kill streak (15+ kills) counts as two kill streaks for this purpose, and the hero is worth 500 more gold.
The total bounty can change depending on its Gold Per Minute (GPM) relative to the average GPM. Heroes that have a higher GPM are worth more, while heroes with lower GPM are worth less. A hero can be worth up to 50% less bounty or 50% more bounty based on GPM.
The adjusted bounty factor is calculated by the following:
(Killed Hero's GPM / Average GPM) + 0.1, with an upper and lower limit of 1.5 and 0.5.
Additionally, if this is the first kill of the match, this is considered a Bloodlust, which grants 200 bonus gold. Bloodlust is not awarded if a hero is denied, killed by Neutrals, or killed by enemy Towers without any hero qualifying for an assist. GPM won't modify the amount of gold granted from Bloodlust.
If a Hero is denied, it does not give any gold to the killer or its assisters, but will give proximity-based gold.
Proximity-based gold[edit | edit source]
If an allied hero is within 1000 units of a killed hero, the player receives (killed hero Level * 5) gold. This gold gain stacks with Assists and the hero does not require an Assist to get this Gold. Players will receive this gold even if the hero was denied.
Assists[edit | edit source]
Ally heroes that have dealt at least 10% damage to the killed hero, applied a debuff or disable on the hero within 20 seconds from its death, or healed or applied an active buff to an ally hero that qualifies for assist gold within 20 seconds are qualified for assist gold. The total assist gold is equal to half the hero's bounty (after adjusting for GPM), split evenly among assisting players.
If a player has made a kill and none of its allies meet these conditions (in other words, a solo kill), all other allied players receive assist gold as if they had all assisted in the kill.
Buildings[edit | edit source]
Whenever a Tower or Barracks is destroyed, all heroes in the team receive gold.
The amount of gold received from Towers depends on who delivered the final blow. If a hero (or a player-controlled unit) destroys a Tower, the player gains a larger amount of gold while its allies gain a lesser amount of gold. If a lane creep destroys a Tower, all players on the team gain "consolation" gold, which is equal for all players.
Denied buildings give 50% of its "consolation" gold value. Miscellaneous buildings only give gold to whoever destroyed it.
|Tier 1 Tower||460||150||265||1060 (1325)|
|Tier 2 Tower||510||200||325||1310 (1625)|
|Tier 3 Tower||560||300||440||1760 (2200)|
|Tier 4 Tower||610||350||500||2010 (2500)|
Bosses[edit | edit source]
Bosses grant gold to the team that killed it. Similar to Towers, the killer receives more gold than its allies, and consolation gold is given in the unlikely chance a lane creep kills it.
|Boss||Bounty||Team Bounty||Consolation||Total Gold Given|
|Kongor, Snotter Boss, Reckless Horseman, Frostbite||350||200||230||1150|
Non-hero units[edit | edit source]
Selling[edit | edit source]
Items can be sold for 50% of its total price. Items can be refunded for 100% of its gold cost if it is sold within 15 seconds of purchase. However, recipe items cannot be refunded for full price if at least one of its component was purchased more than 15 seconds ago.
A Logger's Hatchet cannot be sold. However, it can still be refunded for its full price within the 15 second grace period.
Miscellaneous[edit | edit source]
- Alchemist's Bones triples the gold bounty of a converted creep.
- Goldenveil's Greedgutter causes 3 tokens to appear on each enemy hero. When Goldenveil gets a kill or assist on a hero with a token, he gains 60/90/120 gold while his teammates gain 20/30/40 gold. If Goldenveil gets a kill or assist on each of the enemy hero at least once, him and his team gain 100/200/300 gold and the token count is reset.
- Salomon's Wish for Wealth passively grants 4/8/12/16 bonus gold for each enemy unit he kills. Its active effect kills a non-hero enemy and grants 40/70/100/130 bonus gold.
- When a Ward of Sight expires via its timer and not destroyed, it refunds the user 50 gold.
- Orb of Zamos and Grave Locket grant 10 gold to the other synchronized unit on creep kill.
Player abandonment[edit | edit source]
If an allied player abandons a game, all gold saved up by the player will be distributed among the remaining players, and any gold the player would receive from passive gold gain is added to the other players' passive gold gain. All items held by the hero will also be dropped with its ownership cleared. Allied heroes can use these items without restriction, but selling these items will distribute the gold evenly among the team.
Losing gold[edit | edit source]
Items[edit | edit source]
The main purpose for gold is to buy items. Items have varying prices and effects.
Dying[edit | edit source]
Dying causes players to lose 20 gold per hero level.
The gold lost in death can be reduced if your GPM is lower than the average GPM, up to 50% less gold lost.
The adjustment factor is same as gold earned from hero kills ((Hero's GPM / Average GPM) + 0.1), but with an upper and lower limit of 1 and 0.5 instead.
Buyback[edit | edit source]
While a hero is dead, players can purchase a Buyback to immediately revive their hero. Buyback costs (100 + (Hero Level ^ 2) * 1.5 + (GameTimeInSeconds / 4)) gold. Players can purchase a maximum of 2 buybacks per game.
Changelog[edit | edit source]
- Gold per minute received passively reduced from 100 to 69.
- Removed the Bounty Loss Reduction (of 25 Gold per kill in the streak) when your Kill Streak ends.
- This means that the person who had the Kill Streak will no longer lose less Gold upon dying, i.e. the person with the Kill Streak lose more Gold upon dying.
- Base Hero Kill Gold Reduced from 250 to 200.
- Gold per minute changed from 69 to 100.
- Starting Gold decreased from 603 to 600.
- Hero bounties can now be reduced by up to 50% based on that hero's GPM versus the game's average GPM.
- Hero bounties proximity gold per level decreased from 7 to 5.
- Hero gold base bounties increased from 200 to 250.
- Gold given for ending kill streaks increased from 25 to 50.
- Gold loss on death can now be reduced by up to 50% based on that hero's GPM versus the game's average GPM.
- Gold loss on death per level decreased from 25 to 20.
- Players now receive assist credit and assist gold for providing active buffs, abilities or healing to their friendly combatants.
- Increased the gold given per level of a Hero from 5 to 10
- Decreased the amount of gold given for kill streaks from 50 to 25
- Decreased the gold loss for dying from 30 to 25 per level
- Heroes will now be worth more gold depending on their GPM compared to the average GPM of the game. A Hero can be worth up to 50% more. Kill streak and first blood are not affected.
- Solo Hero kills will now grant the absence of assist gold to the team (split four ways)