- 1 Reliable & Unreliable Gold
- 2 Acquiring gold
- 3 Spending (or losing) gold
- 4 Recent Changes
Reliable & Unreliable Gold
A player's gold is split into reliable gold and unreliable gold. The passive gold income of every player, as well as gold gained from activating bounty runes, is considered reliable gold, while any other source of gold income is considered unreliable gold.
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.
Every hero starts with 600 gold and 1at 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.
Each player passively receives 1 reliable gold every 0.6 seconds (starting from 0:00 on the game clock), which results in 100 gold every minute, at the start of the game. This periodic gold increases over time based on the in-game clock.
|Time in game||GPM from this time onward|
|0 minutes||100 GPM|
|5 minutes||106 GPM|
|22 minutes||112 GPM|
|40 minutes||120 GPM|
|62 minutes||128 GPM|
The following abilities passively grant gold as well
- Gold Per Minute: 80
Gold Type: Reliable
- The initial runes spawning at the 0:00 minute mark give a fixed amount of 40 gold to each player.
- Following Bounty Runes grant a base amount of 36, plus 9 extra gold for every 5 minutes past.
- When a Bounty Rune, it grants gold based on the time at which it is activated, not bottled.
- Using a stored Bounty Rune with Bottle only grant 2 charges.
- Grants reliable gold to each player of the team that picks it up.
- An over-head text shows how much gold was given exactly. This number is not visible to enemies.
- When gaining gold from a Bounty Rune, a small golden particle effect briefly bursts from the player, visible to everyone.
- In Turbo Mode, the gold given by Bounty Runes is doubled. (despite the notification message showing standard values)
A few items and abilities are able to directly grant gold to the player in different ways.
- Base Gold Bonus: 3
Extra Gold Bonus per Stack: 3
Stack Duration: 36
Bounty Rune Multiplier: 1.5/2/2.5/3
Gold Type: Unreliable
Bonus gold from Greevil's Greed can reach a maximum of 15/18/21/24 gold per kill.
- Gold Gain: 160
Gold Type: Unreliable
Does not give the creep's regular bounty. In Turbo Mode, the gold given by Hand of Midas is doubled.
Hero kills grant unreliable gold to the killer. The first hero that is killed in a match gives a bonus 135 unreliable gold to the killer; this is called ▶️ 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 20 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:
|Hero Kills Base Gold||First Blood Gold|
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 3 kills and increase for each kill up to 10 kills, but do not increase beyond 10 kills.
The streak bounty is defined by the following formula:
|Streak length||Streak name||Streak value|
|0, 1, 2||N/A||N/A||0|
|3||▶️||Player is on a killing spree||100|
|4||▶️||Player is dominating||135|
|5||▶️||Player is on a mega Kill streak||170|
|6||▶️||Player is unstoppable!||205|
|7||▶️||Player is wicked sick||240|
|8||▶️||Player is on a monster kill streak||275|
|9||▶️||Player is GODLIKE||310|
|10+||▶️||Player is beyond GODLIKE, someone kill them!!||345|
|Announcer responses are customizable|
The following deaths do not stop kill streaks or count as ▶️ First Blood!:
- Deaths where the killing blow is dealt by neutral creeps, including .
- 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 20 seconds.
- Deaths which trigger Reincarnation.
Assists (AoE gold)
Allied heroes within 1500 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:
(30 + Victim Net Worth x 0.038) x k / Number of Heroes
k - Net Worth difference factor
For leading team k = 1 - (Net Worth difference / Net Worth of leading team)
For losing team k = 1 + (Net Worth difference / Net Worth of leading team)
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 half 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.
|Building||Team Bounty||Deny Bounty||Last Hit Bounty||Last Hit Total||No Last Hit Total||Denied Total|
|Tower (Tier 1)||90||180||45||90||75‒165||150‒330||525‒615||1050‒1230||450||900||225||450|
|Tower (Tier 2)||110||220||55||110||95‒165||190‒330||645‒735||1290‒1470||550||1100||275||550|
|Tower (Tier 3)||125||250||62.5||125||115‒165||230‒330||740‒830||1480‒1660||625||1250||312.5||625|
|Tower (Tier 4)||145||290||72.5||145||135‒165||270‒330||860‒950||1720‒1900||725||1450||362.5||725|
When stacking neutral creeps, the stacking player gains gold equal to 30% of whatever the allied player farming the stacked camp gets.
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.
Summonned units have static bounties that never change.
1 Since the Tempest Double is a hero clone, its bounty is not affected by Turbo Mode.
Wards have static bounties that never change.
|25 + 5 per hero level to each player on the killing team|
Couriers cannot be killed in Turbo Mode
Items can be sold for half the price they were bought for. Items can be resold within 10 seconds after purchase for the full price. Using an item prohibits selling it for the full price. For example, purchasing aand activating it immediately cancels the 10 seconds, only allowing you to sell it for half the price. The same applies when buying multiple s, placing one down, and attempting to sell the remainder. This is the case with any usable item, including , and .
Items that have been purchased while dead can be sold if that item was bought during the same death, otherwise items cannot be sold while dead, even within the grace period. This is a measurement to ensure that players cannot exploit spending all their gold prior to death and selling back the stashed items within the grace period after death to cut down on potentially lost gold.
Selling an item while that item's ability is active does not cancel the ability. Selling and rebuying an item does not reset ability cooldowns.
Spending (or losing) gold
Picking a hero
All players start off with 800 gold. Picking or randoming a hero in any mode costs you 200 gold, leaving you with 600 gold. You lose two gold per second if you have not picked a hero after the selection timer runs out in All Pick.
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. Items can be sold back to the shop for half the price, unless they are sold within 10 seconds of being bought and their active ability has not yet been used (e.g. or ), in which case they are sold back for the full price.
|Armlet of Mordiggian||2475|
- and cannot be sold.
- cannot be purchased, but can be sold for 500 gold.
- cannot be purchased, but can be sold for 500 gold.
Every time a hero dies, they lose
Net Worth/40 unreliable gold. Dying does not take away reliable gold.
While dead, the player has the option to use ▶️ BUYBACK, spending money in order to instantly respawn at the fountain. However, the buyback ability has a long cooldown of and has a scaling gold cost. Buyback takes away from reliable gold first, which allows the player to ensure a buyback by accumulating enough reliable gold which is not lost on death. It has a base cost of 200 and in addition of a scaling extra cost rounded down based on the hero's net worth.
Besides the potentially high gold cost, buyback also increases the next respawn time by 25 seconds.
|Buyback Cost||Respawn Time Increase||Buyback Cooldown|
Abandoning the game
After being disconnected from the game for more than 5 minutes, all of your gold is equally divided between the remaining players on your team, including your 1.67 gold/sec passive gold gain. If 1/2/3/4 players have abandoned, the remaining players receive 2.08/2.78/4.17/8.33 gold/sec. The passive bonus gold gain is restored once you reconnect to the game, but any gold that was distributed is not reimbursed.
- Fixed buyback not being usable if the hero is disabled while dead (e.g. during or , which are not dispelled by death). [ ]
- Reduced buyback cost from 200 + Networth / 12 to 200 + Networth / 13.
- Increased hero kill bounty from
99 + (KilledHeroLevel * 7.2) + KillStreakValueto
120 + (KilledHeroLevel × 8) + KillStreakValue.
- Reduced hero kill assist gold from
(45 + VictimNetWorth * 0.033) / NumberOfHeroesto
(30 + VictimNetWorth * 0.038) / NumberOfHeroes.
- Increased passive gold income per minute from 85 to 95.