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(Cleaned up lead, expanded on various sections, removed outdated stuff, removed cost specifics as they should only be maintained in their respective articles. Various reorganization like adjusting heading titles and grammar fixes, demoted the point about earning gold from the Nexus to the Trivia section.)
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{{Article game navigation}}
{{Article game navigation}}
'''Gold''' is the in-game currency of ''[[League of Legends]]''. It is used to buy [[item]]s in the [[shop]] that provide [[champion]]s with bonus [[Champion statistic|stats]] and abilities, which in turn is one of the main ways for champions to increase their power over the course of a game.
'''Gold''' is the in-game currency of [[League of Legends]]. Players spend gold to purchase [[item]]s for their champion from the [[shop]] to become stronger and/or provide utility to their team as the game progresses.


At the beginning of the game, champions are given starting gold based on the map being played on, and can receive more gold through various means.
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. Bonus gold can be then earned either from passive generation or actively from special gold-generating effects and by [[kill]]ing enemies for their bounty.


== Starting Gold ==
== Starting gold ==
* {{tip|Summoner's Rift}}: Champions start with '''{{g|500}}'''.
* {{tip|Summoner's Rift}}: Champions start with '''{{g|500}}'''.
* {{tip|Howling Abyss}}: Champions start with '''{{g|1400}}'''.
* {{tip|Howling Abyss}}: Champions start with '''{{g|1400}}'''.


== Base gold generation ==
== Passive gold gain ==
Champions can earn gold passively, without requiring any action from the player. Passive gold generation is measured in amount per 10 seconds.
Every champion passively generates gold at a rate that varies from map to map.
* {{tip|Summoner's Rift}}: {{g|20.4}} per 10 seconds; starts at 1:40. This is also the time that {{ii|World Atlas}} gains its first charge.
* {{tip|Howling Abyss}}: {{g|55}} per 10 seconds; starts at 1:00.


In {{tip|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.
== Increasing passive gold gain ==
Champions can earn gold passively, without requiring direct action from the player. It is typically quantified in terms of the amount of gold gained over 10 seconds ("gold per 10" for short). Passive gold gain does not activate until minions spawn, and can be increased by gold-generating items.


=== Items ===
=== Base global gold generation ===
* {{tip|Summoner's Rift}}: {{g|20.4}} per 10 seconds; starts at {{tt|1:40|30 seconds after ambient game start}}. This is also the time that {{ii|World Atlas}} earns its first charge.
The following [[gold income]] items will passively generate gold every 10 seconds, only one of them may be carried at a time.
* {{tip|Howling Abyss}}: {{g|55}} per 10 seconds; starts at {{tt|1:00|15 seconds after ambient game start}}.

=== Gold income items ===
The following economy items grant bonus gold generation. Only one economy item may be equipped at a time.


{{Item stat table|gp10}}
{{Item stat table|gp10}}


== Increasing active gold gain ==
== Active gold gain ==
Champions can earn most of their gold by interacting with enemies. In general, there are two types of effects that allow champions to actively gain gold:
Champions can also gain gold by doing certain actions.
* Gold bounties, meaning the gold reward that an enemy dispense when they are slain.

Gold that is earned through direct action from the player is considered active gold gain. It can be increased by [[item]]s.
Gold that is earned through direct action from the player is considered active gold gain. It can be increased by [[item]]s.


=== Items ===
=== Bounties ===
* {{ii|Cull}}
{{main|Kill#Rewards}}
Enemies usually dispense a bounty to the enemy that deals the killing blow.
* {{ii|Gustwalker Hatchling}} / {{ii|Mosstomper Seedling}} / {{ii|Scorchclaw Pup}}
* {{ii|Runic Compass}}
* {{ii|The Collector}}
* {{ii|World Atlas}}


Some enemies provide ''global'' and ''local'' 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 [[monster]]s. Outer turrets also feature {{ii|Turret Plating}} which split an amount of gold equally to nearby allies and allow a team to earn smaller rewards over the course of the [[Terminology#Early game|early game]].
=== Champion abilities ===

[[Champion]], [[minion]], [[ward]], [[inhibitor]] and lower-tier [[monster]] kills normally award a gold bounty to the killer only. However, champion kills that have been assisted will always generate an additional amount of gold, granting a bigger bonus to the team compared to when champion kills are scored alone.

=== Active generation effects ===
The following effects generate gold as an active reward.

;Champion abilities
* {{cai|Going Rogue|Akshan}}
* {{cai|Going Rogue|Akshan}}
* {{cai|League of Draven|Draven}}
* {{cai|League of Draven|Draven}}
* {{cai|Parrrley|Gangplank}}
* {{cai|Parrrley|Gangplank}}
*{{Cai|Test of Spirit|Illaoi}} (from killing ''Spirits'')
* {{cai|Test of Spirit|Illaoi}} (from killing ''Spirits'')
* {{cai|Death from Below|Pyke}}
* {{cai|Death from Below|Pyke}}
* {{cai|Absolution|Senna}}
* {{cai|Absolution|Senna}}
*{{Cai|Loaded Dice|Twisted Fate}}
* {{cai|Loaded Dice|Twisted Fate}}
*{{Cai|Sovereign's Domination|Viego}} (from possessing ''Mist Wraiths)''
* {{cai|Sovereign's Domination|Viego}} (from possessing ''Mist Wraiths'')


;Items
=== Runes ===
* {{ii|Cull}}
* {{ii|Gustwalker Hatchling}} / {{ii|Mosstomper Seedling}} / {{ii|Scorchclaw Pup}}
* {{ii|The Collector}}
* {{ii|World Atlas}} and upgrades

;Runes
* {{ri|Biscuit Delivery}}
* {{ri|Biscuit Delivery}}
* {{ri|Cash Back}}
* {{ri|Cash Back}}
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* {{ri|Triumph}}
* {{ri|Triumph}}


=== Killing units ===
== Selling items ==
Most items can be [[Shop#Selling|sold]] to the shop for '''70%''' of their original, total gold cost.
==== Minions, monsters, and pets ====
Gold can be earned by dealing the killing blow ("last hit") to enemy [[minion]]s and neutral [[monster]]s.
* The gold earned from minion kills is dependent on the '''game time''' and type of minion killed; {{ui|Blue Melee Minion|link=Melee minion|melee minions}} grant {{g|21}}, {{ui|Blue Caster Minion|link=Caster minion|caster minions}} grant {{g|14}}, and {{ui|Blue Siege Minion|link=Siege minion|siege minions}} grant {{g|60}} (+ {{as|{{fd|3}}|gold}} / 90s).
* Unlike experience, the gold earned from neutral [[monster]]s does not change over time, regardless of when the [[monster]]s were spawned. The sole exception to this is the [[Rift Scuttler camp|Rift Scuttler]], whose gold increases linearly with camp level.
* Pets and summons such as {{cai|Command Tibbers|Annie|Tibbers}}, {{cai|Void Swarm|Malzahar|Voidling}}, {{cai|Jack in the Box|Shaco}}, and {{cai|Garden of Thorns|Zyra|Plants}} grant gold to the champion who kills them.
* Certain epic [[monster]]s give gold globally, providing gold for the entire team. The champion who lands the killing blow receives additional gold.

==== Champions ====
{{main|Kill}}Gold can be earned by killing or assisting in killing enemy champions. The gold gain is determined by how many kills the slain champion has recently accumulated (champions that have killed many enemies without dying are worth more gold).

==== Structures ====
* Destroying a [[turret]] grants varying amounts of gold.
* Destroying an [[inhibitor]] or [[nexus]] grants the player {{g|50}}, but the latter is irrelevant as it also causes the game to end.


There are exceptions to that rule. The following items sell for only '''40%''' of their original total cost:
==== Wards ====
* Gold generating items:
* Destroying a [[ward]] / [[trap]] grants varying amounts of gold.
** {{ii|Cull}}
* Consumable items:
** Potions: {{ii|Health Potion|icononly=true}} {{ii|Refillable Potion|icononly=true}}
** Vision: {{ii|Control Ward|icononly=true}}
** Elixirs: {{ii|Elixir of Iron|icononly=true}} {{ii|Elixir of Sorcery|icononly=true}} {{ii|Elixir of Wrath|icononly=true}}
* Starting items:
** [[Doran|Doran's]] items: {{ii|Doran's Blade|icononly=true}} {{ii|Doran's Shield|icononly=true}} {{ii|Doran's Ring|icononly=true}}
** {{ii|Dark Seal}}
* {{ii|Guardian Angel}} specifically


Certain other items may have special or stricter rules around selling, particularly [[Item#Acquiring items|distributed]] ones:
== Selling Items ==
* {{ii|Total Biscuit of Everlasting Will}} sells for {{g|5}} while also uniquely granting its bonuses for doing so.
* Most items can be sold back at the shop for '''70% of their total cost'''.
* {{ii|Slightly Magical Boots}} sells for {{g|90}}, which is 30% the cost of regular {{ii|Boots}}.
* The exceptions to this rule are returning only '''40% of their original cost''':
* [[:Category:Jungle items|Jungle]] and [[:Category:Support items|Support]] items cannot be sold, due to featuring role-binding quest lines.
** Gold generating items:
* {{ii|Poro-Snax}}, {{ii|Elixir of Force}}, {{ii|Elixir of Avarice}}, and {{ii|Elixir of Skill}} cannot be sold and must be consumed to free the inventory slot that they occupy.
*** {{ii|Cull}}
** Consumable items:
*** Potions: {{ii|Health Potion|icononly=true}} {{ii|Refillable Potion|icononly=true}}
*** Vision: {{ii|Control Ward|icononly=true}}
*** Elixirs: {{ii|Elixir of Iron|icononly=true}} {{ii|Elixir of Sorcery|icononly=true}} {{ii|Elixir of Wrath|icononly=true}}
** Starting items:
*** [[Doran|Doran's]] items: {{ii|Doran's Blade|icononly=true}} {{ii|Doran's Shield|icononly=true}} {{ii|Doran's Ring|icononly=true}}
*** {{ii|Dark Seal}}
** {{ii|Guardian Angel}}
* {{ii|Total Biscuit of Everlasting Will}} sells for {{g|5}}.
* {{Ii|Poro-Snax}}, {{Ii|Elixir of Force}}, {{Ii|Elixir of Avarice}}, and {{Ii|Elixir of Skill}} cannot be sold.
* When you undo an item purchase, you are refunded the full cost. Gold generation items also return any gold they generated.


== Trivia ==
== Trivia ==
* Destroying the [[Nexus]] grants {{g|50}}, though it is evidently irrelevant since this causes the game to end.
* Most gold possible from a single teamfight : {{g|5750}} (abilities and items that increase gold income excluded)
* Most gold possible from [[kill]]ing champions in a single teamfight (as of [[V25.09]]): {{g|{{ap|(420+700)*5+(420/2)*5}}}} (abilities and items that increase gold income excluded)
** Requires 1 [[champion]] getting 5 shutdowns against enemies with maximum shutdown ({{g|1000}} each), and at least 1 ally assisting the 5 [[kill]]s ({{g|150}} per assist).
** Requires 1 [[champion]] earning 5 enemies that are level 18 and worth the maximum shut down bounty, and at least 1 ally assisting all 5 kills.
** The maximum gold allowed for a shutdown is {{g|700}} on top of the {{g|300}} base kill gold.
* On {{tip|Twisted Treeline}} champions started the game with {{g|850}}, and passively generated {{g|16}} per 10 seconds.
* On {{tip|Twisted Treeline}} champions started the game with {{g|850}}, and passively generated {{g|16}} per 10 seconds.
** When someone on your team seized an altar {{g|80}} was globally earned for each member of the team.
** When someone on your team seized an altar {{g|80}} was globally earned for each member of the team.
* On {{tip|Crystal Scar}} champions started the game with {{g|1300}} while playing {{tip|Ascension}} and {{g|1400}} while playing {{tip|Definitely Not Dominion}}, and passively generated {{g|56}} per 10 seconds, starting at 1:30.
* On {{tip|Crystal Scar}} champions started the game with {{g|1300}} while playing {{tip|Ascension}} and {{g|1400}} while playing {{tip|Definitely Not Dominion}}, and passively generated {{g|56}} per 10 seconds, starting at 1:30.
** When a player neutralized a point, they would gain {{g|100}}, and {{g|100}} for capturing a point. This number is dependent on the number of champions involved in the capture of a point: two champions will each gain {{g|75}}, and three champions will each gain {{g|63}}.
** When a player neutralized a point, they would gain {{g|100}}, and {{g|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 {{g|75}}, and three champions will each gain {{g|63}}.
*If {{Ci|Samira}} has at least 1 gold, {{cai|/taunt|Samira|image2=Samira_splash_coin.png}} deals 1 true damage and gives the target 1 of Samira's gold.
* If {{Ci|Samira}} has at least 1 gold, her special {{cai|/taunt|Samira|image2=Samira_splash_coin.png}} [[emote]] deals 1 true damage and gives the target 1 of Samira's gold.


== See also ==
== See also ==
* [[Gold efficiency]]
* [[Gold efficiency]]
* [[Gold income]]
* [[Gold income]]
* [[Champion gold bounties]]


{{clr}}
{{clr}}

Revision as of 07:24, 11 June 2025

Gold is the in-game currency of League of Legends. Players spend gold to purchase items for their champion from the shop to become stronger and/or provide 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. Bonus gold can be then earned either from passive generation or actively from special gold-generating effects and by killing enemies for their bounty.

Starting gold

Passive gold gain

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

Gold income items

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.

ItemCostAmountAvailability
An icon for the item Bloodsong Bloodsong400 An icon representing Gold5Classic Summoner's Rift 5v5
An icon for the item Bounty of Worlds Bounty of Worlds400 An icon representing Gold5Classic Summoner's Rift 5v5
An icon for the item Celestial Opposition Celestial Opposition400 An icon representing Gold5Classic Summoner's Rift 5v5
An icon for the item Dream Maker Dream Maker400 An icon representing Gold5Classic Summoner's Rift 5v5
An icon for the item Runic Compass Runic Compass400 An icon representing Gold5Classic Summoner's Rift 5v5
An icon for the item Solstice Sleigh Solstice Sleigh400 An icon representing Gold5Classic Summoner's Rift 5v5
An icon for the item World Atlas World Atlas400 An icon representing Gold3Classic Summoner's Rift 5v5
An icon for the item Zaz'Zak's Realmspike Zaz'Zak's Realmspike400 An icon representing Gold5Classic Summoner's Rift 5v5

Active gold gain

Champions can earn most of their gold by interacting with enemies. In general, there are two types of effects that allow champions to actively gain gold:

  • Gold bounties, meaning the gold reward that an enemy dispense when they are slain.

Gold that is earned through direct action from the player is considered active gold gain. It can be increased by items.

Bounties

Enemies usually dispense a bounty to the enemy that deals the killing blow.

Some enemies provide global and local 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 also feature An icon for the item Turret Plating Turret Plating which split an amount of gold equally to nearby allies and allow a team to earn smaller rewards over the course of the early game.

Champion, minion, ward, inhibitor and lower-tier monster kills normally award a gold bounty to the killer only. However, champion kills that have been assisted will always generate an additional amount of gold, granting a bigger bonus to the team compared to when champion kills are scored alone.

Active generation effects

The following effects generate gold as an active reward.

Champion abilities
Items
Runes

Selling items

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:

Certain other items may have special or stricter rules around selling, particularly distributed ones:

Trivia

  • Destroying the Nexus grants An icon representing Gold 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): An icon representing Gold 6650 (abilities and items that increase gold income excluded)
    • Requires 1 champion earning 5 enemies that are level 18 and worth the maximum shut down bounty, and at least 1 ally assisting all 5 kills.
  • On Twisted Treeline champions started the game with An icon representing Gold 850, and passively generated An icon representing Gold 16 per 10 seconds.
    • When someone on your team seized an altar An icon representing Gold 80 was globally earned for each member of the team.
  • On Crystal Scar champions started the game with An icon representing Gold 1300 while playing Ascension and An icon representing Gold 1400 while playing Definitely Not Dominion, and passively generated An icon representing Gold 56 per 10 seconds, starting at 1:30.
    • When a player neutralized a point, they would gain An icon representing Gold 100, and An icon representing Gold 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 An icon representing Gold 75, and three champions will each gain An icon representing Gold 63.
  • If An icon representing Samira Samira has at least 1 gold, her special An icon representing Samira Samira's An icon for Samira's ability /taunt /taunt emote deals 1 true damage and gives the target 1 of Samira's gold.

See also


References