Gold
Gold is the in-game currency of League of Legends. Players spend gold in the shop to purchase items, rendering their champion stronger and/or able to provide more utility to their team as the game progresses.
At the start of every match, every champion is given the same amount of starting gold by the game rules, which depends on the map and game mode. Shortly after the game begins, all champions are given a steady passive gold income by the game rules as well. Bonus gold is then earned by increasing this passive income or actively from special gold-generating effects and from killing enemies for their bounty.
Starting gold[edit | edit source]
Summoner's Rift: Champions start with
500.
Howling Abyss: Champions start with
1400.
Passive gold gain[edit | edit source]
Champions can earn gold passively, without requiring any action from the player. Passive gold generation is measured in amount per 10 seconds.
In Classic game modes, every champion in the game passively generates the same amount of gold, which only starts after a certain game time and varies by map and game mode. The amount can be increased through gold income (or economy) items.
Base global gold generation[edit | edit source]
Summoner's Rift:
20.4 per 10 seconds; starts at 1:40. This is also the time that earns its first charge.
Howling Abyss:
55 per 10 seconds; starts at 1:00.
Gold income items[edit | edit source]
The following economy items grant bonus gold generation. Only one economy item may be equipped at a time.
This table is automatically generated based on the data from Module:ItemData/data.
Item | Cost | Amount | Availability |
---|---|---|---|
400 ![]() | 5 | Classic Summoner's Rift 5v5 | |
400 ![]() | 5 | Classic Summoner's Rift 5v5 | |
400 ![]() | 5 | Classic Summoner's Rift 5v5 | |
400 ![]() | 5 | Classic Summoner's Rift 5v5 | |
400 ![]() | 5 | Classic Summoner's Rift 5v5 | |
400 ![]() | 5 | Classic Summoner's Rift 5v5 | |
400 ![]() | 3 | Classic Summoner's Rift 5v5 | |
400 ![]() | 5 | Classic Summoner's Rift 5v5 |
Active gold gain[edit | edit source]
Champions can earn most of their gold by interacting with enemies.
Bounties[edit | edit source]
- Main article: Kill#Rewards
Champion, minion, ward, inhibitor and lesser, medium and large monster kills all award a gold bounty to the killer only. However, champion kills that have been assisted will uniquely always generate an additional amount of gold, granting a bigger bonus to the team compared to when champion kills are scored alone.
Some units dispense global and local gold bounties: those bounties are shared equally either among the entire team regardless of range and death status, or to nearby allies, respectively. This is the case for all turrets and certain epic monsters. Outer turrets feature which split an amount of gold equally among nearby allies upon being destroyed; a champion that destroys one can earn their share regardless of range or death status.
Active generation effects[edit | edit source]
The following effects generate gold as an active reward.
- Champion abilities
- (from killing Spirits)
- (from possessing Mist Wraiths)
- Items
- / /
- and upgrades
- Runes
Selling items[edit | edit source]
Most items can be sold to the shop for 70% of their original, total gold cost.
There are exceptions to that rule. The following items sell for only 40% of their original total cost:
- Gold generating items:
- Consumable items:
- Potions:
- Vision:
- Elixirs:
- Starting items:
- Doran's items:
- specifically
Certain other items may have special or stricter rules around selling, particularly distributed ones:
5 while also uniquely granting its bonuses for doing so.
sells for 90, which is 30% the cost of regular .
sells for - Jungle and Support items cannot be sold, due to featuring role-binding quest lines.
- , , , and cannot be sold and must be consumed to free the inventory slot that they occupy.
Trivia[edit | edit source]
- Destroying the Nexus grants
50, though it is evidently irrelevant since this causes the game to end.
- Most gold possible from killing champions in a single teamfight (as of V25.09):
6650 (abilities and items that increase gold income excluded)
- Requires 1 champion to score a kill on 5 enemies who are level 18 and worth the maximum shut down bounty, and at least 1 allied champion to assist in every kill.
- On
Twisted Treeline champions started the game with
850, and passively generated
16 per 10 seconds.
- When someone on your team seized an altar
80 was globally earned for each member of the team.
- When someone on your team seized an altar
- On
Crystal Scar champions started the game with
1300 while playing
Ascension and
1400 while playing
Definitely Not Dominion, and passively generated
56 per 10 seconds, starting at 1:30.
- When a player neutralized a point, they would gain
100, and
100 when capturing a point. This number is dependent on the number of champions involved in the capture of a point: two champions will each gain
75, and three champions will each gain
63.
- When a player neutralized a point, they would gain
- If emote deals 1 true damage and gives the target 1 of Samira's gold. has at least 1 gold, her special
See also[edit | edit source]