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League of Legends Wiki
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: ''For '''Gold''' in [[Teamfight Tactics]], see [[Gold (Teamfight Tactics)]].''
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'''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]]''. 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.
   
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 [[farming|last hitting]] [[minion]]s and [[monster]]s, destroying enemy [[turret]]s, and [[kill]]ing enemy champions (or [[assist]]ing in kills). Champions also passively generate gold, which can be increased by [[rune]]s, [[mastery|masteries]], and items. Passive gold gain does not activate until minions spawn.
+
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.
   
 
== Starting Gold ==
 
== Starting Gold ==
*[[Summoner's Rift]]: Champions start with '''{{g|500}}'''.
+
* {{tip|Summoner's Rift}}: Champions start with '''{{g|500}}'''.
*[[Twisted Treeline]]: Champions start with '''{{g|850}}'''.
+
* {{tip|Howling Abyss}}: Champions start with '''{{g|1400}}'''.
  +
* {{tip|Crystal Scar}}:
*[[Crystal Scar]]: Champions start with '''{{g|1300}}''' while playing [[Ascension]], and '''{{g|1400}}''' while playing [[Definitely Not Dominion]].
 
*[[Howling Abyss]]: Champions start with '''{{g|1400}}'''.
+
** Champions start with '''{{g|1300}}''' while playing {{tip|Ascension}}.
 
** Champions start with '''{{g|1400}}''' while playing {{tip|Definitely Not Dominion}}.
   
== Passive Gold Gain ==
+
== Base gold generation ==
  +
Every champion passively generates gold at a rate that varies from map to map.
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.
 
 
* {{tip|Summoner's Rift}}: {{g|20.4}} per 10 seconds; starts at 1:50.
 
* {{tip|Howling Abyss}}: {{g|55}} per 10 seconds; starts at 1:00.
 
* {{tip|Crystal Scar}}: {{g|56}} per 10 seconds; starts at 1:30.
   
=== Base Gold Generation ===
+
== Increasing passive gold gain ==
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).
+
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.
* [[Summoner's Rift]]: {{g|20.4}} per 10 seconds.
 
* [[Twisted Treeline]]: {{g|16}} per 10 seconds.
 
* [[Howling Abyss]]: {{g|50}} per 10 seconds.
 
* [[Crystal Scar]]: {{g|56}} per 10 seconds.
 
   
 
=== Items ===
 
=== Items ===
  +
The following [[gold income]] items will passively generate gold every 10 seconds, only one of them may be carried at a time.
==== Gold Income Items ====
 
Certain items are categorized as [[gold income]] items, of which champions can only carry one of at a time.
 
   
 
{{stat table header|item}}
 
{{stat table header|item}}
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{{stat table footer}}
 
{{stat table footer}}
   
  +
== Increasing active gold gain ==
==== Selling Items ====
 
  +
Champions can also gain gold by doing certain actions.
* All items can be sold back at the shop for '''70% of their total cost'''.
 
 
Gold that is earned through direct action from the player is considered active gold gain. It can be increased by [[item]]s.
** The exceptions to this rule are returning only '''40% of their original cost''':
 
  +
*** Gold generating items ({{ii|Face of the Mountain}}, {{ii|Frost Queen's Claim}})
 
 
=== Items ===
*** [[Doran|Doran's]] items ({{ii|Doran's Blade}}, {{ii|Doran's Shield}})
 
  +
* {{ii|Cull}} when killing enemy minions.
*** {{ii|Hunter's Machete}}, {{ii|Hunter's Talisman}}
 
  +
With {{nie|Spoils of War}}, by killing enemy minions near an ally champion:
*** {{nie|Prospector|Prospector's}} items ({{ii|Prospector's Blade}}, {{ii|Prospector's Ring}})
 
  +
*** Guardian's items ({{ii|Guardian's Hammer}}, {{ii|Guardian's Horn}}, {{ii|Guardian's Orb}})
 
 
* {{ii|Relic Shield}} / {{ii|Targon's Buckler}}
** When you undo an item purchase, you are refunded the full cost. Gold generation items also return any gold they generated.
 
  +
* {{ii|Steel Shoulderguards}} / {{ii|Runesteel Spaulders}}
  +
With {{nie|Tribute}}, by damaging enemy champions or structures:
  +
 
* {{ii|Spellthief's Edge}} / {{ii|Frostfang}}
  +
* {{ii|Spectral Sickle}} / {{ii|Harrowing Crescent}}
  +
 
=== Champion abilities ===
  +
* {{cai|League of Draven|Draven}}
  +
* {{cai|Parrrley|Gangplank}}
  +
* {{cai|Death from Below|Pyke}}
  +
* {{cai|Loaded Dice|Twisted Fate}}
   
 
=== Runes ===
 
=== Runes ===
  +
* {{ri|Future's Market}}
{| style="border-collapse:collapse; border-style:hidden; width:90%; text-align:center;" cellspacing="0" align="center";
 
  +
* {{ri|Triumph}}
!
 
!Type
 
!Tier 3
 
!% of Highest
 
!Price
 
|-<!-- Gold -->
 
! bgcolor="#111169" colspan="5" height="30px"|Gold
 
|-
 
! bgcolor="#806517" |[[File:Gold seal 3.png|40px|link=]]
 
|Seal
 
|{{g|0.25}}
 
|style="color:#927411;"|75%
 
|410 {{IP}}
 
|-
 
! bgcolor="#4E387E" |[[File:Gold quint 3.png|40px|link=]]
 
|Quintessence
 
|{{g|1}}
 
|style="color:#588122;"|100%
 
|515 {{IP}}
 
|}
 
   
== Active Gold Gain ==
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=== Killing units ===
 
==== Minions, monsters, and pets ====
Gold that is earned through direct action from the player is considered active gold gain. It can be increased by [[Mastery|masteries]], and [[item]]s.
 
 
Gold can be earned by dealing the killing blow ("last hit") to enemy [[minion]]s and neutral [[monster]]s.
 
=== Killing Minions, Monsters, and Pets ===
 
Gold can be earned by dealing the killing blow ("last hit") to enemy minions and neutral [[monster]]s.
 
 
* 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 minion kills is dependent on the '''game time'''. As the game progresses, each minion is worth more.
 
* The gold earned from neutral [[monster]]s also increases over time, depending on when the [[monster]]s 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.
 
* The gold earned from neutral [[monster]]s also increases over time, depending on when the [[monster]]s 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 {{cai|Summon Tibbers|Annie|Tibbers}}, {{cai|Summon Voidling|Malzahar|Voidling}}, {{cai|Jack in the Box|Shaco}}, and {{cai|Deadly Bloom|Zyra|Plants}} grant gold to the champion who kills them.
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* 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 an additional {{g|25}}.
+
* Certain epic [[monster]]s give gold globally, providing gold for the entire team. The champion who lands the killing blow receives additional gold.
 
=== 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.
 
   
  +
==== Champions ====
* Gold granted to the killer is {{g|300}} at all '''Bounty Tiers.'''
 
 
{{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).
** {{g|400}} in case of first blood.
 
* Assist pool is {{g|150}} at all '''Bounty Tiers.'''
 
** {{g|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 {{g|gold}} earned for killing/assisting.''
 
** Tier 1: {{g|20}} ''Note that it is only possible to enter Tier 1 by being shutdown from Tier 4.''
 
** Tier 2: {{g|30}} (''2 kills'').
 
** Tier 3: {{g|60}} (''Killing Spree, 3 kills'').
 
** Tier 4: {{g|70}} (''Rampage, 4 kills'').
 
** Tier 5: {{g|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''': {{g|300}} (assist pool is {{g|150}})
 
* '''2nd death''': {{g|274}} (assist pool is {{g|137}})
 
* '''3rd death''': {{g|220}} (assist pool is {{g|110}})
 
* '''4th death''': {{g|176}} (assist pool is {{g|88}})
 
* '''5th death''': {{g|140}} (assist pool is {{g|70}})
 
* '''6th death''': {{g|112}} (assist pool is {{g|56}})
 
* '''7th death''': {{g|90}} (assist pool is {{g|45}})
 
* '''8th death''': {{g|72}} (assist pool is {{g|36}})
 
* '''9th death''': {{g|58}} (assist pool is {{g|29}})
 
* '''10th death''': {{g|50}} (assist pool is {{g|25}})
 
* Every 1000 gold earned from minions / monsters reduces the death spree by 1 death
 
   
=== Destroying Structures ===
+
==== Structures ====
* Destroying a [[turret]] grants varying amounts of gold (refer to the specific wiki page).
+
* 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.
 
* Destroying an [[inhibitor]] or [[nexus]] grants the player {{g|50}}, but the latter is irrelevant as it also causes the game to end.
   
=== Destroying Wards ===
+
==== Wards ====
  +
* Destroying a [[ward]] / [[trap]] grants varying amounts of gold.
* Destroying a {{ii|Sight Ward}} or a {{ii|Vision 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 ===
+
=== Objectives ===
  +
==== Crystal Scar ====
'''Favor''' grants gold and heals each time a nearby enemy minion dies that you didn't kill.
 
 
The following items grant '''Favor''':
 
* {{ii|Ancient Coin}} – {{Item data Ancient Coin|pst2|pass}}
 
* {{ii|Nomad's Medallion}} – {{Item data Nomad's Medallion|pst2|pass}}
 
* {{ii|Talisman of Ascension}} – {{Item data Talisman of Ascension|pst2|pass}}
 
* {{ii|Eye of the Oasis}} – {{Item data Eye of the Oasis|pst2|pass}}
 
 
=== 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''':
 
* {{ii|Relic Shield}} {{Item data Relic Shield|pst2|pass}}
 
* {{ii|Targon's Brace}} – {{Item data Targon's Brace|pst2|pass}}
 
* {{ii|Face of the Mountain}} – {{Item data Face of the Mountain|pst2|pass}}
 
* {{ii|Eye of the Equinox}} – {{Item data Eye of the Equinox|pst2|pass}}
 
 
=== 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''':
 
* {{ii|Spellthief's Edge}} {{Item data Spellthief's Edge|pst2|pass}}
 
* {{ii|Frostfang}} – {{Item data Frostfang|pst2|pass}}
 
* {{ii|Frost Queen's Claim}} – {{Item data Frost Queen's Claim|pst2|pass}}
 
* {{ii|Eye of the Watchers}} – {{Item data Eye of the Watchers|pst2|pass}}
 
 
=== Masteries ===
 
* {{mi6|Bandit}}: {{Mastery data Bandit|pst2|effects}}
 
 
=== Champion Abilities ===
 
Some champions have [[Champion ability|abilities]] that grant them additional gold under certain circumstances.
 
* {{cai|League of Draven|Draven}} : When {{ci|Draven}} catches a {{ai|Spinning Axe|Draven}}, 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 {{ci|Draven}} kills an enemy [[champion]], he consumes all of his ''Adoration'' stacks and gains {{g|50{{plus}}(''2{{times}}stacks'')}}. {{ci|Draven}} loses half of his ''Adoration'' stacks upon death.
 
* {{cai|Parrrley|Gangplank}} grants {{g|{{ap|2|3|4|5|6}}}} if it lands the killing blow on an enemy unit.
 
* {{cai|Loaded Dice|Twisted Fate}} grants him {{g|1 to 6}} for every unit killed. The chance of getting {{g|6}} is {{tt|33%|1/3}}, while the chance of getting {{g|1-5}} is {{tt|13%|2/15}} each, making the total average {{g|4}}.
 
 
=== Seizing Capture Points (Crystal Scar Only) ===
 
 
* Players gain {{g|100}} for neutralizing a point, 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}}.
 
* Players gain {{g|100}} for neutralizing a point, 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}}.
   
 
== Selling Items ==
=== Capturing Altars (Twisted Treeline Only) ===
 
 
* All items can be sold back at the shop for '''70% of their total cost'''.
* When someone on your team seizes an altar {{g|80}} is globally earned for each member of the team.
 
 
* The exceptions to this rule are returning only '''40% of their original cost''':
  +
** Gold generating items:
  +
*** {{ii|Cull}}
  +
*** {{nie|Spoils of War's|Spoils of War}} line: {{ii|Relic Shield|icononly=true}} {{ii|Targon's Buckler|icononly=true}} {{ii|Bulwark of the Mountain|icononly=true}} / {{ii|Steel Shoulderguards|icononly=true}} {{ii|Runesteel Spaulders|icononly=true}} {{ii|Pauldrons of Whiterock|icononly=true}}
  +
*** {{nie|Tribute's|Tribute}} line: {{ii|Spellthief's Edge|icononly=true}} {{ii|Frostfang|icononly=true}} {{ii|Shard of True Ice|icononly=true}} / {{ii|Spectral Sickle|icononly=true}} {{ii|Harrowing Crescent|icononly=true}} {{ii|Black Mist Scythe|icononly=true}}
  +
** Consumable items:
  +
*** Potions: {{ii|Health Potion|icononly=true}} {{ii|Refillable Potion|icononly=true}} {{ii|Corrupting 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}}
 
*** Guardian's items: {{ii|Guardian's Hammer|icononly=true}} {{ii|Guardian's Horn|icononly=true}} {{ii|Guardian's Orb|icononly=true}}
  +
** {{ii|Guardian Angel}}, {{ii|Stopwatch}} and {{ii|Dark Seal}}.
 
* 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|8535}} (abilities and items that increase gold income excluded)
+
* Most gold possible from a single teamfight : {{g|5750}} (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 [[assist]]s over [[kill]]s before the fight.
+
** 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).
  +
** The maximum gold allowed for a shutdown is {{g|700}} on top of the {{g|300}} base kill gold.
** 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.
 
  +
* 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.
   
 
== See also ==
 
== See also ==
 
* [[Gold efficiency]]
 
* [[Gold efficiency]]
  +
* [[Gold income]]
   
 
{{clr}}
 
{{clr}}
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== References ==
 
== References ==
 
{{reflist}}
 
{{reflist}}
 
 
[[cs:Zlaté]]
 
[[cs:Zlaté]]
 
[[de:Gold]]
 
[[de:Gold]]
 
[[es:Oro]]
 
[[es:Oro]]
 
[[fr:Or]]
 
[[fr:Or]]
[[ru:Gold]]
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[[pl:Złoto]]
  +
[[ru:Золото]]
 
[[zh:Gold]]
 
[[zh:Gold]]
 
[[Category:Gameplay elements]]
 
[[Category:Gameplay elements]]
  +
[[Category:Currency]]

Revision as of 01:18, 7 June 2020

For Gold in Teamfight Tactics, see Gold (Teamfight Tactics).

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.

Starting Gold

Base gold generation

Every champion passively generates gold at a rate that varies from map to map.

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

The following gold income items will passively generate gold every 10 seconds, only one of them may be carried at a time.

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Increasing active gold gain

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

Items

  • Cull Cull when killing enemy minions.

With Spoils of War, by killing enemy minions near an ally champion:

With Tribute, by damaging enemy champions or structures:

Champion abilities

Runes

Killing units

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 additional gold.

Champions

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 50 Gold 50, but the latter is irrelevant as it also causes the game to end.

Wards

  • Destroying a ward / trap grants varying amounts of gold.

Objectives

Crystal Scar

  • 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.

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.

 Trivia

  • Most gold possible from a single teamfight : 5750 Gold 5750 (abilities and items that increase gold income excluded)
    • Requires 1 champion getting 5 shutdowns against enemies with maximum shutdown (1000 Gold 1000 each), and at least 1 ally assisting the 5 kills (150 Gold 150 per assist).
    • The maximum gold allowed for a shutdown is 700 Gold 700 on top of the 300 Gold 300 base kill gold.
  • On Twisted Treeline icon Twisted Treeline champions started the game with 850 Gold 850, and passively generated 16 Gold 16 per 10 seconds.
    • When someone on your team seized an altar 80 Gold 80 was globally earned for each member of the team.

See also


References