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− | '''Gold''' is the in-game currency of ''[[League of Legends]]''. It is used to buy |
+ | '''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. |
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− | 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 == |
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− | 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}}'''. |
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− | == |
+ | == Base gold generation == |
+ | Every champion passively generates gold at a rate that varies from map to map. |
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− | ===Gold from pets, minions and monsters=== |
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+ | * {{tip|Summoner's Rift}}: {{g|20.4}} per 10 seconds; starts at 1:50. |
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⚫ | |||
+ | * {{tip|Howling Abyss}}: {{g|55}} per 10 seconds; starts at 1:00. |
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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. 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. |
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− | *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. |
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− | *Pets such as {{cai|Summon Voidling|Malzahar|Voidling}} or {{cai|Summon Tibbers|Annie|Tibbers}} will grant gold to the champion that killed the pet. |
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− | *{{cai|Jack In The Box|Shaco}} will grant 10 gold to the champion that kills it. |
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+ | == Increasing passive gold gain == |
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− | ===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. |
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⚫ | Gold can be earned by killing enemy champions. The gold gain |
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− | * The last hitter always receives 100% of the value of the bounty. |
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− | * 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. |
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− | * An extra 100 gold is earned for getting First Blood. |
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− | * 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]]. |
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− | === |
+ | === 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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− | 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}} |
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− | ===Gold from destroying the inhibitors/nexus=== |
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+ | == Increasing active gold gain == |
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− | ===Gold from champion abilities=== |
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+ | Champions can also gain gold by doing certain actions. |
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− | 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. |
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− | * {{cai|Hawkshot|Ashe}} passively grants her 1/2/3/4/5 bonus gold for every enemy unit killed. |
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− | * {{cai|Parrrley|Gangplank}} grants a bonus 4/5/6/7/8 gold if it lands the killing blow to an enemy unit. |
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− | * {{cai|Loaded Dice|Twisted Fate}} grants him and his allies 2 bonus gold per kill. |
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− | * {{si|Smite}} grants 10 gold when used when enhanced by the mastery {{mi|Summoner's Resolve}}. |
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− | * 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. |
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− | === |
+ | === Items === |
+ | * {{ii|Cull}} |
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− | 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}} |
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− | === |
+ | === Champion abilities === |
+ | * {{cai|Going Rogue|Akshan}} |
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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)'' |
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− | === |
+ | === Runes === |
+ | * {{ri|Biscuit Delivery}} |
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− | 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}} |
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− | === |
+ | === Killing units === |
+ | ==== Minions, monsters, and pets ==== |
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− | * {{ii|Avarice Blade}} grants an additional 5 gold every 10 seconds. |
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− | * {{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. |
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− | * {{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. |
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− | * {{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. |
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⚫ | |||
− | ==== |
+ | ==== Champions ==== |
⚫ | |||
− | * The {{mi|Greed}} mastery grants an additional 0.5/1/1.5/2 gold every 10 seconds. |
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− | * [[List of Runes#Avarice|Greater Quintessences of Avarice]] grant an additional 1 gold every 10 seconds |
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− | * [[List of Runes#Avarice|Greater Seals of Avarice]] grant an additional 0.25 gold every 10 seconds. |
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− | ==== |
+ | ==== Structures ==== |
+ | * Destroying a [[turret]] grants varying amounts of gold. |
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− | 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: |
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− | * ''(9 Seals + 3 Quints + 4 Masteries + 4 Items + Map)'' |
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− | * (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}} |
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− | * (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}} |
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− | === |
+ | ==== Wards ==== |
+ | * Destroying a [[ward]] / [[trap]] grants varying amounts of gold. |
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− | 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 == |
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− | ===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 == |
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− | '''Cost chart:''' |
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+ | * Most gold possible from a single teamfight : {{g|5750}} (abilities and items that increase gold income excluded) |
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− | <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). |
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− | <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. |
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− | <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. |
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− | <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. |
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− | <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. |
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− | <br />▪ +1 [[attack damage|ad]]: <span class="gold">41.5g | 39g | 36.(6)g - '''39.0(5)g'''</span> |
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− | <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. |
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− | <br />▪ +1 [[armor]]: <span class="gold">16.(6)g | 15.(5)g - '''16.(1)g'''</span> |
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− | <br />▪ +1 [[magic resistance|mres]]: <span class="gold">16.(6)g | 15.41(6)g - '''16.041(6)g'''</span> |
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− | <br />▪ 1% [[attack speed|attackspeed]]: <span class="gold">28g | 26.25g - '''27.125g'''</span> |
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− | <br />▪ 1% [[critical strike chance|critchance]]: <span class="gold">50g | 46.(1)g - '''48.0(5)g'''</span> |
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− | <br />▪ 1% [[lifesteal]]: <span class="gold">'''< 45g'''</span> |
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− | <br />▪ 1% [[spellvamp]]: <span class="gold">'''~ 30g'''</span> |
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− | <br />▪ 1% [[movement speed|movespeed]]: <span class="gold">'''~ 28.(6)g'''</span> |
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− | <br />▪ 1% [[cooldown reduction|cdr]]: <span class="gold">'''~ 32.8(1)g'''</span> |
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+ | == See also == |
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− | ''<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}} |
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⚫ | |||
+ | {{Gameplay elements}} |
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+ | |||
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{{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]] |
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[[Category:Gameplay elements]] |
[[Category:Gameplay elements]] |
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+ | [[Category:Currency]] |
Latest revision as of 13:38, 24 June 2024
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
- Summoner's Rift: Champions start with 500.
- Howling Abyss: Champions start with 1400.
Base gold generation
Every champion passively generates gold at a rate that varies from map to map.
- Summoner's Rift: 20.4 per 10 seconds; starts at 1:50.
- Howling Abyss: 55 per 10 seconds; starts at 1:00.
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.
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
- (from killing Spirits)
- (from possessing Mist Wraiths)
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 , , , and 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
- Main article: KillGold 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, but the latter is irrelevant as it also causes the game to end.
Wards
Selling Items
- Most 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:
- Gold generating items:
- Consumable items:
- Potions:
- Vision:
- Elixirs:
- Starting items:
- Doran's items:
- Gold generating items:
- 5. sells for
- , , , and 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
- Most gold possible from a single teamfight : 5750 (abilities and items that increase gold income excluded)
- On Twisted Treeline champions started the game with 850, and passively generated 16 per 10 seconds.
- 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.
- If has at least 1 gold, deals 1 true damage and gives the target 1 of Samira's gold.
See also