Gold



Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings.

Reliable & Unreliable Gold
A player's gold is split into reliable gold and unreliable gold.
 * Reliable gold : Passive gold receive every seconds; Gold gained from activating bounty runes.
 * Unreliable gold : Any other source (Hero kills, Creep kills, Building destroys, Hand of Midas, Track, etc).

The difference between the two is how each one is spent:
 * Dying only takes away gold from the unreliable gold pool.
 * Buying items uses up the unreliable gold first before falling back to reliable gold.
 * Buyback uses reliable gold first.

Hovering the mouse courser over the gold display in the HUD shows brings up a tooltip showing reliable and unreliable gold totals.

Net Worth
A hero's net worth is the sum of their gold and the cost of all the items they own, no matter where they are on the map. An item that has been consumed or destroyed doesn't count towards net worth, since it doesn't exist anymore. While it's usually used as an indicator of the player's performance, gameplay-wise it affects unfavorably the cost of buyback, and the amount of gold gained by hero kills on both sides.

Some items however aren't factored in certain conditions:
 * Items in the inventory of a unit of the enemy team.
 * The following items on the ground:
 * . Note that as soon as an enemy of the owner picks it up for the first time, the item will be owned by the one who has it in their inventory.
 * The items obtained by randomizing the hero pick, found by the, or obtained by dying or from the.
 * If any of these is part of a stack of items, they are always consumed first.
 * If any of these is part of a stack of items, they are always consumed first.

Some consumables grant a buff that increases the target's net worth by the cost of the item when used, in order to not decrease the team's net worth:
 * , and
 * and
 * and

Starting gold
Every hero starts with gold and 1  at the beginning of the game. If the player randoms, they are given a and an  as well. None of these free items can be sold.

Periodic Gold
Each player passively receives reliable gold every  seconds (starting from 0:00 on the game clock), which results in  gold every minute, at the start of the game. This periodic gold increases over time based on the in-game clock.

Abilities
Most gold-granting abilities grant unreliable gold, and there are only a few items and abilities that are able to directly grant gold to the player in different ways.

Hero kills
Hero kills grant unreliable gold to the killer. The first hero that is killed in a match gives a bonus unreliable gold to the killer; this is called vo announcer killing spree announcer 1stblood 01.mp3 First Blood!. Bonus gold is also awarded for stopping kill streaks.

When a hero dies to enemy creeps or an enemy tower and has not been damaged by any enemy heroes in the last seconds (regardless of distance between heroes), the kill gold is split among all enemy heroes. When a hero dies to enemy creeps or an enemy tower and has been damaged by only one enemy, that enemy is credited with the kill. When a hero dies to enemy creeps or an enemy tower and has been damaged by two or more enemies, the gold is split equally amongst all heroes that assisted. Damage negation to 0 credits as assist too.

Every time a hero kills an enemy hero, the killer is awarded unreliable gold using the following formula:



Kill Streaks
As a hero accrues multiple kills without dying that player is said to be on a Kill Streak. An additional gold bounty is granted to the player that ends another player's kill streak; this is sometimes called Shutdown Gold. Kill streaks start at kills and increase for each kill up to  kills, but do not increase beyond  kills.

The streak bounty is defined by the following formula:



The following deaths do not stop kill streaks or count as vo announcer killing spree announcer 1stblood 01.mp3 First Blood! :
 * Deaths where the killing blow is dealt by neutral creeps, including and Tormentors.
 * Deaths where the killing blow is dealt by the dying hero's team.
 * Deaths where the killing blow is dealt by an enemy tower or lane creep, if no enemy heroes damaged them in the last seconds.
 * Deaths which trigger Reincarnation.

Assists (AoE gold)
Allied heroes within radius of a killed enemy, including the killer, receive experience and unreliable gold if they assisted in the kill. To qualify for an assist, the allied hero either has to be within the given radius of the dying enemy hero, or have damaged or debuffed the enemy hero. Note that the assist counter on the scoreboard only counts assists if the player dealt damage or applied a debuff to the victim, or if they applied a buff to the killer, but gold and experience are awarded independently of the "assist" counter.

The amount of assist gold received is the same for the killer and all assisting heroes. It is calculated using the following formula:

Buildings
When an enemy tower is destroyed, unreliable gold is awarded to each player on your team. The player that got the last hit on the building is credited with destroying it and receives some bonus unreliable gold. If a tower gets denied, both teams get % of its team gold bounty. If no player gets the last hit and the tower instead dies to lane creeps, no player gets the extra bonus gold.

Lane creeps
The bounty for regular lane creeps increases by gold every  minutes, while the bounty for super creeps increases by.

In Turbo Mode, the bounty for regular lane creeps increases by gold every  minutes, while the bounty for super creeps increases by.

Neutral creeps
When stacking neutral creeps, the stacking player gains gold equal to % of whatever the allied player farming the stacked camp gets.


 * Roshan model.png
 * Roshan
 * + undefined
 * + undefined
 * + undefined
 * + undefined

1 Shard Golems do not provide the stacking player any gold, since they have other spawning conditions and are therefore not counted as part of the Mud Golem camp.

Summons
Summonned units have static bounties that never change.


 * Tempest Double Tempest Double minimap icon.png
 * Tempest Double 1
 * Tempest Double 1

1 Since the Tempest Double is a hero clone, its bounty is not affected by Turbo Mode.

Wards
Wards have static bounties that never change.


 * Observer Ward Observer Ward model.png
 * Observer Ward

Drafting phase
During the drafting phase in All Pick and Ranked All Pick, the player loses gold per second if they have not picked a hero after the selection timer runs out.

Items
The main purpose of gold is to purchase items. The player with the most gold is able to buy the most powerful items, and therefore has a very strong hero. The items each player buys depend on their role in the team and many other factors.


 * and cannot be sold.
 * cannot be purchased, but can be sold for gold.
 * cannot be purchased, but can be sold for gold.

Death
A hero loses the following amount of unreliable gold every time it dies. Dying does not take away reliable gold.

Buyback


Due to the high cooldown, high gold cost, and heavy penalties, using buyback should be a thoroughly thought-through action, as it can backfire and cause more harm than good. Scenarios, where a buyback may be a good idea, are when a crucial team fight starts while one is dead, in order to join the fight. Another crucial moment is when the base needs defending, or when having died during a team fight which your team still won and is going for a final push. Buyback should generally not be used to skip death timing to farm, as the gold cost is usually too big to make it ever worth it. Also, the death time penalty gets added on the next death. Especially on high levels, an early or ill-fated buyback can easily lead to a very long respawn time on the next death.


 * Buyback cost with certain networth values

Abandoning the game
After being disconnected from the game for more than 5 minutes, all of the player's gold is equally distributed between the remaining players on their team. This distribution continues every second, so that any gold they gain afterwards gets distributed as well. This distributing stops when the player reconnects, but the gold that got distributed is not reimbursed.

Recent Changes
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