Experience



Experience is an element heroes can gather by killing enemy units, or being present as enemy units get killed. On its own, experience does nothing, but when accumulated, it increases the hero's level, so that they grow more powerful. Only heroes can gather experience and therefore reach higher levels.

With each level gained, a hero's base attributes increase by static values, which makes them stronger in several ways. Heroes may also learn new abilities upon leveling up, or improve already learned spells onto higher levels, making them more powerful. Talents may also be learned on certain levels, which further improve the hero's stats or abilities.

Leveling
Each hero begins at level 1, with one free ability point to spend. Heroes may level up by acquiring certain amounts of experience. Upon leveling up, the hero's /  /  attributes increase by fixed amounts (unique for each hero), which makes them overall more powerful. Heroes may also gain more ability points by leveling up, allowing them to learn new abilities, or to improve an already learned ability, making it more powerful. On certain levels, ability points may also be spent for talents, which further improve their stats or abilities. Ability points do not need to be spent immediately, a hero can level up multiple times while saving the ability points.

The amount of experience required to level up increases for each level. There is no specific formula for this requirement, but rather just set values for each individual level. Heroes can gain a total for 29 levels, resulting in level 30 as the highest possible level a hero can reach.

Acquiring Experience
Experience is awarded in a 1500 radius when an enemy hero dies to any ally, or when an enemy non-hero units (creeps or summons) dies to any ally or any neutral creep. This experience is shared between all allied heroes within the area, splitting it evenly amongst them. Therefore, the more heroes there are, the less every individual hero gets, and if no hero is nearby, the experience is effectively lost or wasted. Additionally, heroes that are already level 30 still take their share of experience within range, also effectively wasting experience.

Dying units do not grant any experience if they have Reincarnation. Dying summons or illusions do not grant any experience if their lifetime runs out naturally.

Heroes must be alive to gain experience. Other status effects, such as spell immunity, invulnerability and banishment, do not prevent a hero from gaining experience.

With the exception of, hero clones and illusions do not gain any experience, and are not considered by the experience sharing.

Meepo's clones take of experience, instead of 100%. This means when a Meepo clone is alone, % of the experience gets lost. When one ally is nearby, the clone gets % of the experience, while the ally gets %, with 2 allies, the clone gets %, the allies share % and etc.

Experience sharing for the and their allies can be defined as



Hero Kills
Hero kills give experience in an area as well, splitting it up amongst all present heroes. However, unlike non-hero kills, hero kills always grant experience to the hero of the player who killed them, regardless of distance. This means when a player kills an enemy hero while outside the experience range (with a global spell, or with units under their control), but has an ally within the experience range of the killed enemy hero (regardless of any actual contribution to the kill), the experience is split between the killing player's hero, and the hero of the allied player who was within range of the kill.

Experience granted by heroes is determined by the following values and formula:

$$\sum{Granted}_{XP} = \frac{ b_\text{XP} + f_\text{XP} \times DeadHero_\text{XP} }{n} + Streak_\text{XP}$$

This means for every  the dying hero has, their experience bounty increases by 1, starting with a base experience of.

The following table shows the experience bounty ranges based on the level of the killed hero. The experience bounty does not increase past level 25.

Streak Values
Additionally, if the killed hero had a killing streak going on, bonus experience is awarded for killing them, on top of the default experience values. This experience bonus depends on the killed hero's level.

The following bonuses are granted for ending a streak:

Denying
When a hero gets denied (be it by allies or by the hero itself), no experience is awarded to enemies around it. This also applies to heroes killed by neutral creeps.

When other player-controlled units get denied, no experience is awarded to the enemy either. However, unlike heroes, summons dying to neutral creeps do grant their default experience bounty.

When a lane creep gets denied, the enemy gets 50% of its bounty, instead of 100%.

Experience Granting Abilities
Some abilities award a hero with experience when used.

Other Experience Sources
Most creeps have a fixed experience value they grant. This includes lane creeps and most summoned units. Buildings do not grant any experience.

Neutral creeps have each a unique base value, which increases by 2% every 7 minutes and 30 seconds of game time. The increase is always based on the base value, and not their current values, meaning their experience bounties do not grow exponentially. 's experience bounty increases by every  minute. Neutral creeps always grant experience to both teams, no matter who kills them, splitting it evenly amongst all present heroes.

Recent Changes
Experiência Опыт 经验