Gold: Difference between revisions
No edit summary |
1Dawn2Dusk3 (talk | contribs) (Cleaned up lead, expanded on various sections, removed outdated stuff, removed cost specifics as they should only be maintained in their respective articles.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.) |
||
Line 1: | Line 1: | ||
{{Article game navigation}} |
{{Article game navigation}} |
||
'''Gold''' is the in-game currency of |
'''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 |
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 |
== 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}}'''. |
||
== |
== 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. |
|||
⚫ | |||
⚫ | |||
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. |
|||
=== |
=== Base global gold generation === |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
{{Item stat table|gp10}} |
{{Item stat table|gp10}} |
||
== |
== 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. |
||
=== |
=== Bounties === |
||
{{main|Kill#Rewards}} |
|||
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 [[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]], [[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. |
|||
⚫ | |||
* {{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|Death from Below|Pyke}} |
* {{cai|Death from Below|Pyke}} |
||
* {{cai|Absolution|Senna}} |
* {{cai|Absolution|Senna}} |
||
*{{ |
* {{cai|Loaded Dice|Twisted Fate}} |
||
*{{ |
* {{cai|Sovereign's Domination|Viego}} (from possessing ''Mist Wraiths'') |
||
;Items |
|||
=== Runes === |
|||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
;Runes |
|||
* {{ri|Biscuit Delivery}} |
* {{ri|Biscuit Delivery}} |
||
* {{ri|Cash Back}} |
* {{ri|Cash Back}} |
||
Line 49: | Line 62: | ||
* {{ri|Triumph}} |
* {{ri|Triumph}} |
||
== Selling items == |
|||
⚫ | |||
==== 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. |
|||
⚫ | |||
⚫ | |||
==== Wards ==== |
|||
* Gold generating items: |
|||
* Destroying a [[ward]] / [[trap]] grants varying amounts of gold. |
|||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
Certain other items may have special or stricter rules around selling, particularly [[Item#Acquiring items|distributed]] ones: |
|||
== Selling Items == |
|||
⚫ | |||
⚫ | |||
* {{ii|Slightly Magical Boots}} sells for {{g|90}}, which is 30% the cost of regular {{ii|Boots}}. |
|||
⚫ | |||
* [[:Category:Jungle items|Jungle]] and [[:Category:Support items|Support]] items cannot be sold, due to featuring role-binding quest lines. |
|||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
* When you undo an item purchase, you are refunded the full cost. Gold generation items also return any gold they generated. |
|||
== Trivia == |
== Trivia == |
||
⚫ | |||
* Most gold possible from a single teamfight : {{g| |
* 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]] |
** 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}} |
** 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
Summoner's Rift: Champions start with
500.
Howling Abyss: Champions start with
1400.
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
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
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
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
- Main article: Kill#Rewards
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 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
- (from killing Spirits)
- (from possessing Mist Wraiths)
- Items
- / /
- and upgrades
- 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:
- 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
- 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 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
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