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 (unique for each hero), which makes them stronger in several. 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 spells, or to improve an already learned spell, 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 24 levels, resulting in level 25 as the highest possible level a hero can reach.

Acquiring experience
Whenever an enemy unit dies to an allied unit, it grants experience to allied heroes within a 1500 radius around it. This experience is shared between all allied heroes within the area, splitting it evenly amongst them. This means the more heroes there are, the less every individual hero gets, and if no hero is nearby, the experience is lost. Heroes which already are on level 25 still take their share of experience within range, effectively wasting the experience.

Dying units do not grant any experience if they have Reincarnation.

To gain experience, the hero must be alive. Other status effects, like 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 get % each.

Experience multipliers
Some heroes have talents that multiply all the experience they gain by a value.

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 formula:

This means for every experience the dying hero has, their experience bounty increases by 1, starting with a base experience of 40.

This results in the following experience bounty ranges for each level

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.

The following bonuses are granted for ending a streak

Other kills
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 bounties do not grow exponentially. Roshan'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.

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 35% of its experience bounty, instead of 100%.

Abilities
Some abilities award a hero with experience when used.

Special
Experiência Опыт 经验