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'''Gold''' is the in-game currency of ''[[League of Legends]]''. It is used to buy items that give bonus stats and abilities to your champion. There are some differences in gaining gold between the Classic and Dominion game modes.
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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.
   
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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.
In [[Classic]] ([[Summoner's Rift]]/[[Twisted Treeline]]), your champion starts with 475 gold (+20/40 with the {{mi|Wealth}} mastery). The champion then earns more gold by last hitting minions and killing champions (or assisting). Additionally, the champion receives extra gold from killing [[:Category:Epic_Monsters|Epic Monsters]] and destroying enemy turrets. The champion passively earns 13 gold per 10 seconds. This value can be increased by gold generating [[rune]]s, [[masteries]], and/or items. The passive gold gain does not activate until minions spawn (at 1:30).
 
   
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== Starting Gold ==
In [[Dominion]], your champion starts with 1350 gold (+20/40). Passive gold gain is 56 gold per 10 seconds, which can be increased by gold-generating [[masteries]], and/or items, though their potency seems less affective, since you already have a lot higher gold income beforehand and therefore it doesn't seem to have the strong effect as in Twisted Treeline or Summoners Rift. Minions also grant more gold than in classic, but champion kills and assists grant less. There is no global gold to be gained, but gold can be earned by taking capture points.
 
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* {{tip|Summoner's Rift}}: Champions start with '''{{g|500}}'''.
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* {{tip|Howling Abyss}}: Champions start with '''{{g|1400}}'''.
   
==Ways to get gold==
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== Base gold generation ==
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Every champion passively generates gold at a rate that varies from map to map.
===Gold from pets, minions and monsters===
 
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* {{tip|Summoner's Rift}}: {{g|20.4}} per 10 seconds; starts at 1:50.
Gold can be earned by landing the killing blow (last hit) on enemy team [[minion]]s and neutral [[monster]]s.
 
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* {{tip|Howling Abyss}}: {{g|55}} per 10 seconds; starts at 1:00.
*The gold earned from minion kills is dependent on the game time. As the game progresses, each minion is worth more. On Twisted Treeline melee and caster minions gold rewards increase by 1 gold after the 1st wave and 1 gold per 5 minutes after that. Siege minions gold rewards increase by 1 gold every 2-3 minutes.
 
*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 gold value to a modest cap after approximately two minutes.
 
*Pets such as {{cai|Summon Voidling|Malzahar|Voidling}} or {{cai|Summon Tibbers|Annie|Tibbers}} will grant gold to the champion that killed the pet.
 
*{{cai|Jack In The Box|Shaco}} will grant 10 gold to the champion that kills it.
 
*Certain kinds of monsters called epic monsters give gold globally, providing gold for the entire team regardless of which individual champion landed the killing blow, although the champion that does so will receive an additional 25 gold.
 
   
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== Increasing passive gold gain ==
===Gold from champion kills and assists===
 
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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.
Gold can be earned by killing enemy champions. The gold gain associated with a champion [[kill]] is determined by how many kills the slain champion has recently accumulated (champions that have killed many enemies without dying are worth more gold). When a champion is killed, the bounty ranges from 15 to 600 gold<ref>[[V1.0.0.120#General]]</ref>.
 
* The last hitter always receives 100% of the value of the bounty.
 
* An extra 58% of the value of the bounty is put into a gold pool. The pool is split equally among all champions who assist (by damaging or debuffing the slain champion or healing/buffing the champion that made the kill within 10 seconds of the kill). If there are no assists, the pool is lost.
 
* An extra 100 gold is earned for getting First Blood.
 
* The defensive mastery {{mi|Mercenary}} will increase the gold earned from all kills and assists by 8/16/24 gold for the affected champion, though this effect is halved on the [[Crystal Scar]].
 
   
===Gold from destroying a turret===
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=== Items ===
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The following [[gold income]] items will passively generate gold every 10 seconds, only one of them may be carried at a time.
Whenever an enemy [[turret]] is destroyed, every member of your team receives 150 gold, regardless of their position or state.
 
   
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{{Item stat table|gp10}}
===Gold from destroying the inhibitors/nexus===
 
Destroying an inhibitor or the nexus will grant the player 50 gold, but the latter is irrelevant, as it also causes the game to end.
 
   
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== Increasing active gold gain ==
===Gold from champion abilities===
 
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Champions can also gain gold by doing certain actions.
Some champions have abilities that grant them additional gold under certain circumstances.
 
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Gold that is earned through direct action from the player is considered active gold gain. It can be increased by [[item]]s.
* {{cai|Hawkshot|Ashe}} passively grants her 1/2/3/4/5 bonus gold for every enemy unit killed.
 
* {{cai|Parrrley|Gangplank}} grants a bonus 4/5/6/7/8 gold if it lands the killing blow to an enemy unit.
 
* {{cai|Loaded Dice|Twisted Fate}} grants him and his allies 2 bonus gold per kill.
 
* {{si|Smite}} grants 10 gold when used when enhanced by the mastery {{mi|Summoner's Resolve}}.
 
* The Summoner Spell {{si|Promote}} will cause the user to gain gold for each of the promoted minion's kills. In addition, if the promoted minion damages an enemy champion who is slain, the player who used {{si|Promote}} will be credited with an assist.
 
   
===Gold from destroying a ward===
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=== Items ===
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* {{ii|Cull}}
Destroying a {{ii|Sight Ward}} or a {{ii|Vision Ward}} will grant the player 25 gold.
 
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* {{ii|Gustwalker Hatchling}} / {{ii|Mosstomper Seedling}} / {{ii|Scorchclaw Pup}}
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* {{ii|Runic Compass}}
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* {{ii|Stormsurge}}
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* {{ii|The Collector}}
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* {{ii|World Atlas}}
   
===Gold from seizing capture points===
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=== Champion abilities ===
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* {{cai|Going Rogue|Akshan}}
In Dominion, you will gain 100 gold for neutralizing a point, and 100 gold for capturing a point, except for the first time capturing any given point, wherein every point captured is worth 100 gold. This number is dependent on the number of champions involved in the capture of a point. 2 champions will each gain 75G, 3 champions will each gain 63G, ect.
 
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* {{cai|League of Draven|Draven}}
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* {{cai|Parrrley|Gangplank}}
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*{{Cai|Test of Spirit|Illaoi}} (from killing ''Spirits'')
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* {{cai|Death from Below|Pyke}}
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* {{cai|Absolution|Senna}}
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*{{Cai|Loaded Dice|Twisted Fate}}
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*{{Cai|Sovereign's Domination|Viego}} (from possessing ''Mist Wraiths)''
   
===Passive gold gain===
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=== Runes ===
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* {{ri|Biscuit Delivery}}
The gold a champion earns without actively killing units is called passive gold gain. Every champion passively generates gold at a rate of 13 every 10 seconds on Classic, and 56 every 10 seconds on Dominion. This gold gain does not begin until minions spawn at each base (from 1:30 onwards). Passive gold gain can also be the result of runes, summoner masteries, or gold generating items.
 
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* {{ri|Cash Back}}
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* {{ri|First Strike}}
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* {{ri|Treasure Hunter}}
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* {{ri|Triumph}}
   
====Items====
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=== Killing units ===
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==== Minions, monsters, and pets ====
* {{ii|Avarice Blade}} grants an additional 5 gold every 10 seconds.
 
 
Gold can be earned by dealing the killing blow ("last hit") to enemy [[minion]]s and neutral [[monster]]s.
* {{ii|Heart of Gold}} grants an additional 5 gold every 10 seconds.
 
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* The gold earned from minion kills is dependent on the '''game time'''. As the game progresses, each minion is worth more.
* {{ii|Kage's Lucky Pick}} grants an additional 5 gold every 10 seconds.
 
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* 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.
* {{ii|Philosopher's Stone}} grants an additional 5 gold every 10 seconds.
 
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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 additional gold.
   
====Masteries and runes====
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==== 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).
* The {{mi|Greed}} mastery grants an additional 0.5/1/1.5/2 gold every 10 seconds.
 
* [[List of Runes#Avarice|Greater Quintessences of Avarice]] grant an additional 1 gold every 10 seconds
 
* [[List of Runes#Avarice|Greater Seals of Avarice]] grant an additional 0.25 gold every 10 seconds.
 
   
====Max Gold per 10====
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==== Structures ====
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* Destroying a [[turret]] grants varying amounts of gold.
By buying all the gold income items, and using the right masteries and runes, the player can achieve a total of 40.25 gold per 10 seconds on classic and 83.25 per 10 on dominion. Calculated as follows:
 
 
* Destroying an [[inhibitor]] or [[nexus]] grants the player {{g|50}}, but the latter is irrelevant as it also causes the game to end.
* ''(9 Seals + 3 Quints + 4 Masteries + 4 Items + Map)''
 
* (9 * 0.25) + (3 * 1.0) + (4 * 0.5) + (4 * 5.0) + 13 = {{#expr:(9 * 0.25) + (3 * 1.0) + (4 * 0.5) + (4 * 5.0) + 13}}
 
* (9 * 0.25) + (3 * 1.0) + (4 * 0.5) + (4 * 5.0) + 56 = {{#expr:(9 * 0.25) + (3 * 1.0) + (4 * 0.5) + (4 * 5.0) + 56}}
 
   
===Selling items===
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==== Wards ====
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* Destroying a [[ward]] / [[trap]] grants varying amounts of gold.
Items can be sold back at the shop for 70% of their total cost. Items that generate gold, [[Doran]]'s, and [[Prospector]]'s items only return 50% of their original cost.
 
   
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== Selling Items ==
===Individual stat cost===
 
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* Most items can be sold back at the shop for '''70% of their total cost'''.
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* The exceptions to this rule are returning only '''40% of their original cost''':
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** Gold generating items:
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*** {{ii|Cull}}
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** Consumable items:
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*** Potions: {{ii|Health Potion|icononly=true}} {{ii|Refillable Potion|icononly=true}}
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*** Vision: {{ii|Control Ward|icononly=true}}
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*** Elixirs: {{ii|Elixir of Iron|icononly=true}} {{ii|Elixir of Sorcery|icononly=true}} {{ii|Elixir of Wrath|icononly=true}}
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** Starting items:
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*** [[Doran|Doran's]] items: {{ii|Doran's Blade|icononly=true}} {{ii|Doran's Shield|icononly=true}} {{ii|Doran's Ring|icononly=true}}
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*** {{ii|Dark Seal}}
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** {{ii|Guardian Angel}}
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* {{ii|Total Biscuit of Everlasting Will}} sells for {{g|5}}.
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* {{Ii|Poro-Snax}}, {{Ii|Elixir of Force}}, {{Ii|Elixir of Avarice}}, and {{Ii|Elixir of Skill}} cannot be sold.
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* When you undo an item purchase, you are refunded the full cost. Gold generation items also return any gold they generated.
   
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== Trivia ==
'''Cost chart:'''
 
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* Most gold possible from a single teamfight : {{g|5750}} (abilities and items that increase gold income excluded)
<br /><sub>( The <span class="gold">g</span> price is displayed in this format: [weaker basic item] | [stronger basic item] - '''[average]''' )</sub><br />
 
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** 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).
<br />▪ +1 [[health|hp]]: <span class="gold">2.63(8)g | 2.58g - '''2.609(4)g'''</span>
 
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** The maximum gold allowed for a shutdown is {{g|700}} on top of the {{g|300}} base kill gold.
<br />▪ +1 [[mana|mp]]: <span class="gold">'''< 2g'''</span>
 
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* On {{tip|Twisted Treeline}} champions started the game with {{g|850}}, and passively generated {{g|16}} per 10 seconds.
<br />▪ +1 [[health regeneration|hp regen]]: <span class="gold">31.25g | 29g</span><span class="gold"> - '''30.125g'''</span>
 
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** When someone on your team seized an altar {{g|80}} was globally earned for each member of the team.
<br />▪ +1 [[mana regeneration|mp regen]]: <span class="gold">60g | 55.(714285)g - '''57.(857142)g'''</span>
 
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* 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.
<br />▪ +1 [[attack damage|ad]]: <span class="gold">41.5g | 39g | 36.(6)g - '''39.0(5)g'''</span>
 
 
** 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}}.
<br />▪ +1 [[ability power|ap]]: <span class="gold">21.75g | 21.5g | 20g - '''21.08(3)g'''</span>
 
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*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.
<br />▪ +1 [[armor]]: <span class="gold">16.(6)g | 15.(5)g - '''16.(1)g'''</span>
 
<br />▪ +1 [[magic resistance|mres]]: <span class="gold">16.(6)g | 15.41(6)g - '''16.041(6)g'''</span>
 
<br />▪ 1% [[attack speed|attackspeed]]: <span class="gold">28g | 26.25g - '''27.125g'''</span>
 
<br />▪ 1% [[critical strike chance|critchance]]: <span class="gold">50g | 46.(1)g - '''48.0(5)g'''</span>
 
<br />▪ 1% [[lifesteal]]: <span class="gold">'''< 45g'''</span>
 
<br />▪ 1% [[spellvamp]]: <span class="gold">'''~ 30g'''</span>
 
<br />▪ 1% [[movement speed|movespeed]]: <span class="gold">'''~ 28.(6)g'''</span>
 
<br />▪ 1% [[cooldown reduction|cdr]]: <span class="gold">'''~ 32.8(1)g'''</span>
 
   
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== See also ==
''<sub>(Some stats have their respective prices listed with a single number preceded by a symbol; this means that there is not enough data to calculate the cost of that stat precisely. Instead, an item from the lowest possible tier was taken to calculate the price. The real value is either around '~', lesser '<', or greater '>' than the given value.)</sub>''
 
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* [[Gold efficiency]]
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* [[Gold income]]
   
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{{clr}}
==References==
 
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{{Gameplay elements}}
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== References ==
 
{{reflist}}
 
{{reflist}}
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[[cs:Zlaté]]
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[[de:Gold]]
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[[es:Oro]]
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[[fr:Or]]
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[[pl:Złoto]]
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[[ru:Золото]]
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[[zh:Gold]]
 
[[Category:Gameplay elements]]
 
[[Category:Gameplay elements]]
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[[Category:Currency]]

Latest revision as of 13:38, 24 June 2024

Gold (League of Legends)Gold (League of Legends)
Gold (Teamfight Tactics)Gold (Teamfight Tactics)
Gold (Wild Rift)Gold (Wild Rift)

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.

This table is automatically generated based on the data from Module:ItemData/data.

ItemCostAmountAvailability
Bloodsong Bloodsong400 400 Gold5Classic Summoner's Rift 5v5
Bounty of Worlds Bounty of Worlds400 400 Gold5Classic Summoner's Rift 5v5
Celestial Opposition Celestial Opposition400 400 Gold5Classic Summoner's Rift 5v5
Dream Maker Dream Maker400 400 Gold5Classic Summoner's Rift 5v5
Runic Compass Runic Compass400 400 Gold5Classic Summoner's Rift 5v5
Solstice Sleigh Solstice Sleigh400 400 Gold5Classic Summoner's Rift 5v5
World Atlas World Atlas400 400 Gold3Classic Summoner's Rift 5v5
Zaz'Zak's Realmspike Zaz'Zak's Realmspike400 400 Gold5Classic Summoner's Rift 5v5

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

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.
  • Unlike experience, the gold earned from neutral monsters does not change over time, regardless of when the monsters were spawned. The sole exception to this is the Rift Scuttler, whose gold increases linearly with camp level.
  • 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.

Selling Items

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.
  • On Dominated Dominion profileicon Crystal Scar champions started the game with 1300 Gold 1300 while playing Shuriman Ascendant profileicon Ascension and 1400 Gold 1400 while playing Dominated Dominion profileicon Definitely Not Dominion, and passively generated 56 Gold 56 per 10 seconds, starting at 1:30.
    • When a player neutralized a point, they would gain 100 Gold 100, 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.
  • If Samira Samira has at least 1 gold, Samira's Samira's /taunt /taunt deals 1 true damage and gives the target 1 of Samira's gold.

See also


References