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=== Destroying Wards ===
 
=== Destroying Wards ===
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* Destroying a [[ward]] will grant the player {{g|Gold}}.
* Destroying a {{ii|Stealth Ward}} or a {{ii|Control Ward}} will grant the player {{g|15}}. An additional {{g|15}} is granted to the champion who provided true sight to reveal the ward, if necessary. This means that revealing and destroying a ward grants a player {{g|30}} in total.
 
   
 
=== Favor ===
 
=== Favor ===

Revision as of 14:02, 31 October 2017

Gold is the in-game currency of League of Legends. It is used to buy items in the shop that provide champions with bonus stats and abilities, which in turn is one of the main ways for champions to increase their power over the course of a game.

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. Actively, champions acquire gold through last hitting minions and monsters, destroying enemy turrets, and killing enemy champions (or assisting in kills). Champions also passively generate gold, which can be increased by runes, masteries, and items. Passive gold gain does not activate until minions spawn.

Starting Gold

Passive Gold Gain

Gold earned automatically, without requiring direct action from the player, is considered passive gold gain. It is typically quantified in terms of the amount of gold gained over 10 seconds ("gold per 10" for short). Passive gold gain can be increased by runes, masteries, and gold-generating items.

Base Gold Generation

Every champion passively generates gold at a rate that varies from map to map. This gold gain does not begin until minions spawn (or on Crystal Scar, at 1:30).

Items

Gold Income Items

Certain items are categorized as gold income items, of which champions can only carry one of at a time.

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Selling Items

  • All items can be sold back at the shop for 70% of their total cost.
    • The exceptions to this rule are returning only 40% of their original cost:
    • When you undo an item purchase, you are refunded the full cost. Gold generation items also return any gold they generated.

Runes

Type Tier 3 % of Highest Price
Gold
Gold seal 3 Seal 0 0.25 75% 410 IP Influence Point
Gold quint 3 Quintessence 1 Gold 1 100% 515 IP Influence Point

Active Gold Gain

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

Killing Minions, Monsters, and Pets

Gold can be earned by dealing the killing blow ("last hit") to enemy minions and neutral monsters.

  • The gold earned from minion kills is dependent on the game time. As the game progresses, each minion is worth more.
  • The gold earned from neutral monsters also increases over time, depending on when the monsters were spawned. In addition, the largest monster in a minor camp will slowly increase its gold value to a modest cap after approximately two minutes.
  • Pets and summons such as Annie's Annie's Tibbers Tibbers, Malzahar's Malzahar's Voidling Voidling, Shaco's Shaco's Jack in the Box Jack in the Box, and Zyra's Zyra's Plants Plants grant gold to the champion who kills them.
  • Certain epic monsters give gold globally, providing gold for the entire team. The champion who lands the killing blow receives an additional 25 Gold 25.

Champion Kills and Assists

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).

  • Gold bounty stages are formally classified into Bounty Tiers.
  • A champion's bounty increases as he accumulate kills without dying, starting at 2 kills (tier 2).
  • Shutdowns now reduced your current Bounty Tier by 3 changed rather than fully resetting it.
  • Gold granted to the killer is 300 Gold 300 at all Bounty Tiers.
    • 400 Gold 400 in case of first blood.
  • Assist pool is 150 Gold 150 at all Bounty Tiers.
    • 200 Gold 200 in case of first blood assist.
  • Assist pool is shared evenly among all people who get an assist.
  • Champions are worth global gold based on Bounty Tier. This is granted in full to all allied champions -- living or dead -- on top of the gold Gold gold earned for killing/assisting.
    • Tier 1: 20 Gold 20 Note that it is only possible to enter Tier 1 by being shutdown from Tier 4.
    • Tier 2: 30 Gold 30 (2 kills).
    • Tier 3: 60 Gold 60 (Killing Spree, 3 kills).
    • Tier 4: 70 Gold 70 (Rampage, 4 kills).
    • Tier 5: 90 Gold 90 (Unstoppable, 5+ kills).

Death sprees reduce the gold gained (kill/assist) from champions by a set amount based on their consecutive deaths without getting a single kill (starts to take effect once a champion has their Bounty Tier reduced to 0).

  • 1st death: 300 Gold 300 (assist pool is 150 Gold 150)
  • 2nd death: 274 Gold 274 (assist pool is 137 Gold 137)
  • 3rd death: 220 Gold 220 (assist pool is 110 Gold 110)
  • 4th death: 176 Gold 176 (assist pool is 88 Gold 88)
  • 5th death: 140 Gold 140 (assist pool is 70 Gold 70)
  • 6th death: 112 Gold 112 (assist pool is 56 Gold 56)
  • 7th death: 90 Gold 90 (assist pool is 45 Gold 45)
  • 8th death: 72 Gold 72 (assist pool is 36 Gold 36)
  • 9th death: 58 Gold 58 (assist pool is 29 Gold 29)
  • 10th death: 50 Gold 50 (assist pool is 25 Gold 25)
  • Every 1000 gold earned from minions / monsters reduces the death spree by 1 death

Destroying Structures

  • Destroying a turret grants varying amounts of gold (refer to the specific wiki page).
  • Destroying an inhibitor or nexus grants the player 50 Gold 50, but the latter is irrelevant as it also causes the game to end.

Destroying Wards

  • Destroying a ward will grant the player Gold Gold Gold.

Favor

Favor grants gold and heals each time a nearby enemy minion dies that you didn't kill.

The following items grant Favor:

Spoils of War

Spoils of War: Melee autoattacks execute minions below a certain amount of health. Killing a minion by any means heals yourself and the nearest allied champion and grants them kill gold. These effects require a nearby allied champion and consume a charge.

The following items grant Spoils of War:

Tribute

Tribute: Damaging an enemy champion or structure deals additional damage and grants the wielder gold. Tribute can be triggered up to three times every 30 seconds.

The following items grant Tribute:

Masteries

Champion Abilities

Some champions have abilities that grant them additional gold under certain circumstances.

  • Draven's Draven's League of Draven League of Draven : When Draven Draven catches a Spinning Axe Spinning Axe, kills a minion or monster or destroys a turret, he gains a stack of Adoration. In addition, Draven generates 2 bonus Adoration stacks if he kills 6 minions in a row without dropping an axe. When Draven Draven kills an enemy champion, he consumes all of his Adoration stacks and gains 25 + (2 × stacks) Gold 25 + (2 × stacks). Draven Draven loses 75% of his Adoration stacks upon death.
  • Gangplank's Gangplank's Parrrley Parrrley grants 2 / 3 / 4 / 5 / 6 Gold 2 / 3 / 4 / 5 / 6 if it lands the killing blow on an enemy unit.
  • Twisted Fate's Twisted Fate's Loaded Dice Loaded Dice grants him 1 to 6 Gold 1 to 6 for every unit killed. The chance of getting 6 Gold 6 is 33%, while the chance of getting 1-5 Gold 1-5 is 13% each, making the total average 4 Gold 4.

Seizing Capture Points (Crystal Scar Only)

  • Players gain 100 Gold 100 for neutralizing a point, and 100 Gold 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 75 Gold 75, and three champions will each gain 63 Gold 63.

Capturing Altars (Twisted Treeline Only)

  • When someone on your team seizes an altar 80 Gold 80 is globally earned for each member of the team.

 Trivia

  • Most gold possible from a single teamfight : 8535 Gold 8535 (abilities and items that increase gold income excluded)
    • Requires 1 champion on winning side to be very negative in KDA, 1 champion must get all 5 max shut downs, the 3 remaining must have 4 assists over kills before the fight.
    • Everyone but the player getting the shut downs must get an assist on every shut down. Everyone on the winning side must survive the fight.

See also


References