← Mechanics

Gold

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.

Starting Gold

  • Each team starts with 3000 gold, distributed evenly among players. In a 5v5 game, this equals 600 gold.

Passive Gold Gain

  • Players receive a passive amount of gold that scales with game time. The base rate is 95 gold per minute.
  • Passive gold gain increases at certain time thresholds:
  • • 10+ minutes: 110 gold per minute
  • • 25+ minutes: 120 gold per minute
  • • 50+ minutes: 140 gold per minute
  • • 70+ minutes: 180 gold per minute
  • Passive gold gain from missing/disconnected players are distributed evenly to their teammates.

Hero Kills

  • Killing a hero grants the killer a base 200 + (3x minutes elapsed) + networth modifier.
  • The higher your networth is in relation to the enemy team average networth, the higher your bounty will be.
  • 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 gives 2/3 of its normal bounty and exp to its killer.

Assists

  • If an allied hero is within 2000 units of a killed hero he is considered an assister.
  • Assist bounty is set at 50% of the kill bounty. Half of this amount is split evenly among all assisters, while the remaining half is distributed based on GPM, lower GPM heroes receive a larger share.

Buildings

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.

buildingbountyteamBountyconsolationTotal
Tier 1 Tower4601502651060 (1325)
Tier 2 Tower5102003251310 (1625)
Tier 3 Tower5603004401760 (2200)
Tier 4 Tower6103505002010 (2500)
Melee Barracks100100100500
Ranged Barracks100100100500

Bosses

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.

bossbountyteamBountyconsolationTotal
Kongor350200230700 (860)
Phoenix260175190880 (1070)

Non-hero Units

Lane creeps and neutral units grant gold when killed.

Unitbounty
Melee Creeps40-50
Ranged Creeps40-50
Siege Creeps80-100
Super Melee Creeps15-25
Super Ranged Creeps15-25
Unitbounty
Snottling9
Vagabond Assassin11
Werebeast15
Antling18
Antlore Healer18
Antlore King18
Earthoc18
Sporespitter18
Snotterboss20
Ebula22
Skeleton22
Vagabond22
Wolf22
Goatar26
Ogre26
Ogre Leader26
Screacher26
Werebeast Enchanter26
Crazy Alchemist30
Dragon30
Crazy Hunter38
Wereboss38
Wolf Commander38
Hunter41
Maniac45
Predasaur48
Catman56
Predasaur Crusher58
Catman Leader60
Minotaur64
Vulture64
Skeleton Boss71
Maniac Lord72
Vagabond Leader82
Dragon Master102

Selling

  • Items can be sold back to the shop for 50% of their purchase price.
  • Items that are sold within 10 seconds of purchase can be sold for 100% of their purchase price.

Miscellaneous

  • Some abilities and items can grant gold directly.
  • Certain events and objectives may provide gold rewards.

Player Abandonment

  • When a player abandons the game, their passive gold gain is distributed evenly among their teammates.

Losing Gold

categorydetails
ItemsItems cost gold to purchase.<br/>The cost varies depending on the item.<br/>Some items have upgrade costs.
DyingYour death cost is relative to your kill bounty.<br/>If your performance is "below" average compared to the enemy team, your death cost will be close to 0.<br/>If your performance is "above" average compared to the enemy team, your death cost will rise accordingly.
BuybackBuyback allows a hero to instantly respawn by spending gold.<br/>The cost of buyback increases with the hero's networth throughout the game.