Dota 2 Wiki
Greevil's Greed icon.png
▶️ Now that's how you make 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. 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.

Acquiring gold

Starting gold

Every hero starts with 600 Gold gold and 1 Town Portal Scroll icon.png Town Portal Scroll at the beginning of the game. If the player randoms, they start with 800 Gold, and are given a Faerie Fire icon.png Faerie Fire and an Enchanted Mango icon.png Enchanted Mango as well. None of these free items can be sold.

Periodic Gold

Each player passively receives 1 Gold reliable gold every 0.6 seconds (starting from 0:00 on the game clock), which results in 100 Gold 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
0:00 100 Gold
5:00 106 Gold
22:00 112 Gold
40:00 120 Gold
62:00 128 Gold
90:00 140 Gold
Passive Gold Gain Abilities

Bounty Rune

Main Article: Bounty Rune

No Target
Self / Allies
Grants bonus Gold.
Initial Spawn Team Gold: 40
Following Spawn Base Team Gold: 36
Following Spawn Extra Team Gold per Interval: 9
Extra Team Gold Interval: 300
Cooldown: 0


  • The initial runes spawning at the 0:00 minute mark give a fixed amount of 40 Gold gold to each player.
  • Following Bounty Runes grant a base amount of 36 Gold, plus 9 Gold extra gold for every 5 minutes past.
    • When bottling 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.

  • Greevil's Greed icon.png
    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.
  • Jinada icon.png
    Gold Stolen: 12/20/28/36 (Talent 62/70/78/86)
    Gold Type: Unreliable
  • Track icon.png
    Self Bonus Gold: 130/225/320 (Talent 380/475/570)
    Allies Bonus Gold: 40/80/120 (Talent 290/330/370)
    Gold Type: Unreliable
    Bonus gold is awarded if enemy is killed while Tracked. The enemy's current gold is visible in the Track tooltip.
  • Devour icon.png
    Gold Gain: 4/5/6/6 (Talent )
    Gold Type: Unreliable
    Bonus gold is awarded after a wait period of 60 seconds.
  • Hand of Midas icon.png
    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

Hero kills grant unreliable gold to the killer. The first hero that is killed in a match gives a bonus 135 Gold 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
125 Gold 135 Gold

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 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 Gold
3 ▶️ Player is on a killing spree 60
4 ▶️ Player is dominating 100
5 ▶️ Player is on a mega Kill streak 150
6 ▶️ Player is unstoppable! 210
7 ▶️ Player is wicked sick 280
8 ▶️ Player is on a monster kill streak 360
9 ▶️ Player is GODLIKE 450
10+ ▶️ Player is beyond GODLIKE, someone kill them!! 550
Announcer responses are customizable

The following deaths do not stop kill streaks or count as ▶️ First Blood!:

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)


Main Article: 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 50% 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.

Building Team Bounty Deny Bounty Last Hit Bounty Last Hit Total No Last Hit Total Denied Total
Regular Turbo Regular Turbo Regular Turbo Regular Turbo Regular Turbo Regular Turbo
Tower (Tier 1) 90 Gold 180 Gold 45 Gold 90 Gold 75‒165Gold 150‒330Gold 525‒615Gold 1050‒1230Gold 450 Gold 900 Gold 225 Gold 450 Gold
Tower (Tier 2) 110 Gold 220 Gold 55 Gold 110 Gold 95‒165Gold 190‒330Gold 645‒735Gold 1290‒1470Gold 550 Gold 1100 Gold 275 Gold 550 Gold
Tower (Tier 3) 125 Gold 250 Gold 62.5 Gold 125 Gold 115‒165Gold 230‒330Gold 740‒830Gold 1480‒1660Gold 625 Gold 1250 Gold 312.5 Gold 625 Gold
Tower (Tier 4) 145 Gold 290 Gold 72.5 Gold 145 Gold 135‒165Gold 270‒330Gold 860‒950Gold 1720‒1900Gold 725 Gold 1450 Gold 362.5 Gold 725 Gold
Ranged Barracks 90 Gold 180 Gold 90 Gold 180 Gold 90‒135Gold 180‒270Gold 540‒585Gold 1080‒1170Gold 450 Gold 900 Gold 450 Gold 900 Gold
Melee Barracks 155 Gold 310 Gold 155 Gold 310 Gold 90‒135Gold 180‒270Gold 865‒910Gold 1730‒1820Gold 775 Gold 1550 Gold 775 Gold 1550 Gold
Effigy Building - - - - 68 Gold 136 Gold - - - - - -

Lane creeps

The bounty for regular lane creeps increases by 1 Gold gold every 7 minutes 30 seconds, while the bounty for super creeps increases by 1.5 Gold.

In Turbo Mode, the bounty for regular lane creeps increases by 3 Gold gold every 2 minutes 30 seconds, while the bounty for super creeps increases by 4.5 Gold.

Lane Creeps
Unit Starting Bounty Turbo Mode
Lycan Lane Wolf
Lycan Wolf model.png
Lycan Lane Wolf 15 Gold 30 Gold
Mega Melee Creep
Mega Melee Creep Radiant model.png
Mega Melee Creep 20‒26 Gold 40‒52 Gold
Mega Ranged Creep
Mega Ranged Creep Radiant model.png
Mega Ranged Creep 19‒25 Gold 38‒50 Gold
Melee Creep
Melee Creep Radiant model.png
Melee Creep 34‒39 Gold 68‒78 Gold
Ranged Creep
Ranged Creep Radiant model.png
Ranged Creep 43‒52 Gold 86‒104 Gold
Siege Creep
Siege Creep Radiant model.png
Siege Creep 59‒72 Gold 118‒144 Gold
Super Melee Creep
Melee Creep Radiant model.png
Super Melee Creep 20‒26 Gold 40‒52 Gold
Super Ranged Creep
Ranged Creep Radiant model.png
Super Ranged Creep 19‒25 Gold 38‒50 Gold
Super Siege Creep
Siege Creep Radiant model.png
Super Siege Creep 59‒72 Gold 118‒144 Gold

Neutral creeps

Main Article: Neutral creeps

When stacking neutral creeps, the stacking player gains gold equal to 30% of whatever the allied player farming the stacked camp gets.

Neutral Creeps
No results
Unit Bounty Stack Value Turbo Mode Turbo Mode
Stack Value
Roshan model.png Roshan 200‒290 Gold
+ 135 Gold
- 400‒580 Gold
+ 270 Gold

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.


Main Article: Summons

Summonned units have static bounties that never change.

Summoned units
Unit Bounty Turbo Mode
Visage Familiar model.png
Familiar 100 Gold 200 Gold
Spirit Bear
Lone Druid Spirit Bear model.png
Spirit Bear 300 Gold 600 Gold
Warlock Golem
Warlock Golem model.png
Warlock Golem 100/150/200 Gold
Upgradable by Aghanim's Scepter. 50/75/100 Gold
200/300/400 Gold
Upgradable by Aghanim's Scepter. 100/150/200 Gold
Tempest Double
Tempest Double minimap icon.png
Tempest Double1 180/240/300 Gold -

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


Wards have static bounties that never change.

Unit Bounty Turbo Mode
Observer Ward
Observer Ward model.png
Observer Ward 100 Gold + 4/min Gold 200 Gold + 8/min Gold
Weaver Beetle model.png
Beetle 32‒34 Gold 64‒68 Gold
Healing Ward
Juggernaut Healing Ward model.png
Healing Ward 75 Gold 150 Gold
Homing Missile
Gyrocopter Homing Missile model.png
Homing Missile 50 Gold 100 Gold
Ice Spire
Lich Ice Spire model.png
Ice Spire 20 Gold 40 Gold
Ignis Fatuus
Keeper of the Light Ignis Fatuus model.png
Ignis Fatuus 100 Gold 200 Gold
Dark Willow Jex model.png
Jex 150 Gold 300 Gold
Nether Ward
Pugna Nether Ward model.png
Nether Ward 20/40/60/80 Gold 40/80/120/160 Gold
Zeus Nimbus model.png
Nimbus 125 Gold 250 Gold
Grimstroke Phantom model.png
Phantom 10 Gold 20 Gold
Phoenix Sun
Phoenix Sun model.png
Phoenix Sun 20 Gold 40 Gold
Plague Ward
Venomancer Plague Ward model.png
Plague Ward 15/17/19/21 Gold 30/34/38/42 Gold
Power Cog
Clockwerk Power Cog model.png
Power Cog 16‒20 Gold 32‒40 Gold
Proximity Mine
Techies Proximity Mine model.png
Proximity Mine 15 Gold 30 Gold
Psionic Trap
Templar Assassin Psionic Trap model.png
Psionic Trap 25 Gold 50 Gold
Serpent Ward
Shadow Shaman Serpent Ward model.png
Serpent Ward 28‒36 Gold 56‒72 Gold
Skeleton Archer
Clinkz Skeleton Archer model.png
Skeleton Archer 20 Gold 40 Gold
Sticky Bomb
Techies Sticky Bomb model.png
Sticky Bomb 10 Gold 20 Gold
Undying Tombstone model.png
Tombstone 125/150/175/200 Gold 250/300/350/400 Gold
Wraith Pact Totem
Wraith Pact Totem model.png
Wraith Pact Totem 100 Gold 200 Gold


Animal Courier Radiant model.png
25 + 5 Gold per hero level to each player on the killing team
Couriers cannot be killed in Turbo Mode


Main Article: Item selling

Items can be sold for 50% of 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 a Manta Style icon.png Manta Style and activating it immediately cancels the 10 seconds, only allowing you to sell it for half the price. The same applies when buying multiple Observer Ward icon.png Observer Wards, placing one down, and attempting to sell the remainder. This is the case with any usable item, including Dagon icon.png Dagon, Arcane Boots icon.png Arcane Boots and Power Treads icon.png Power Treads.

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 items gives unreliable gold, even if they were bought with reliable 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 and losing gold

Drafting phase

During the drafting phase in All Pick and Ranked All Pick, the player loses 2 Gold gold per second if they have not picked a hero after the selection timer runs out.


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.

Item Cost
Abyssal Blade 6250
Aeon Disk 3000
Aether Lens 2275
Aghanim's Blessing 5800
Aghanim's Scepter 4200
Aghanim's Shard 1400
Arcane Blink 6800
Arcane Boots 1300
Armlet of Mordiggian 2500
Assault Cuirass 5125



Every time a hero dies, they lose Net Worth/40 unreliable gold. Dying does not take away reliable gold.

Respawn time

Main Article: Respawning


Main Article: Buyback

Buyback used icon.png
No Target
While dead, the player has the option to buy their hero back into the match, spending money in order to instantly respawn at the fountain.
Base Gold Cost: 200
Networth Gold Divisor: 13
Next Respawn Time Increase: 25
Cooldown: 480


  • The buyback button appears on the hero portrait while the hero is dead.
  • Buyback only takes from reliable gold first, and then from unreliable gold.
    • This allows the player to ensure a buyback by accumulating enough reliable gold which is not lost on death.
  • Buyback has a base cost of 200 Gold, plus a fraction of the hero's networth, rounded down, using the following formula:
  • The respawn time increase affects the next respawn time. Does not count deaths with Reincarnation.

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

Main Article: Gold/Changelogs
  • Increased hero kill bounty from 120 + (KilledHeroLevel × 8) + KillStreakValue to 125 + (KilledHeroLevel × 8) + KillStreakValue.
  • Rescaled kill streak gold bonus from 100/135/170/205/240/275/310/345 to 60/100/150/210/280/360/450/550. [?]
  • Kill gold information now shows a breakdown of gold bounty for the killer plus proximity gold.
  • Fixed buyback not being usable if the hero is disabled while dead (e.g. during Toss or Winter's Curse, which are not dispelled by death). [?]
  • Reduced buyback cost from 200 + Networth / 12 to 200 + Networth / 13.
  • Gold per minute now increases based on in-game time, instead of being a constant 95:
    • 0-5 minute: 100 gpm
    • 5-22 minute: 106 gpm
    • 22-40 minute: 112 gpm
    • 40-62 minute: 120 gpm
    • 62-90 minute: 128 gpm
    • 90-? minute: 140 gpm