Abilities
There are a few items and abilities in Dota 2 which allow you to boost your gold income, namely:
- Alchemist Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Alchemist 25 + 2.1 11 + 1.2 25 + - Greevil`s GreedBase Gold Bonus: 6/8/10/12
Extra Gold Bonus per Stack: 3
Stack Duration: 30
Bounty Rune Multiplier: 2
Gold Type: Unreliable
Bonus gold from Greevil`s Greed can reach a maximum of 12/20/28/36 gold per kill. - Self Gold Gain: 150/250/350
Allies Gold Gain: 40/80/120
Gold Type: Reliable
Bonus gold is awarded if enemy is killed while Tracked. The enemy`s current gold is visible in the Track tooltip. - Gold Gain: 25/50/75/100
Gold Type: Unreliable
Bonus gold is awarded after a wait period of 1 second per 20 health the unit had. - Gold Gain: 220
Gold Type: Reliable
Does not give the creep`s regular bounty.
Info
“ | PlayNow that`s how you make gold. Click to listen — Alchemist Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Alchemist 25 + 2.1 11 + 1.2 25 + | ” |
Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During , creeps Creeps are basic units in Dota 2. Every unit which is not a hero, building, ward or courier is considered a creep. Creeps can belong to either faction, be neutral, or be player-controlled units. Unlike , or buildings.
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Reliable & unreliable gold
A player`s gold is split into two categories:
- Reliable gold - Any bounty you get from hero kills, Roshan, couriers, Hand of Midas, Track gold and global gold from towers is added to your reliable gold pool.
- Unreliable gold - Everything else (starting gold, periodic gold, creep kills, neutrals, etc).
The only other difference between the two is how each one is spent:
- Dying only takes away gold from your unreliable gold pool.
- Buying items uses up your unreliable gold first before using your reliable gold.
- Buyback uses reliable gold first.
- Buyback makes you gain only 40% gold for the remaining duration on the death timer.
Hovering your mouse over the amount of total gold shown in the HUD Play “Singing trio.” It has been suggested that this article or section be split into multiple new articles. Reason given: The shop should get its own page Discussion to support or oppose the split should be shows your reliable and unreliable gold totals.
The purpose of separating gold into these two categories is to encourage ganking and tower pushes, which give reliable gold, rather than passive farming, which grants unreliable gold.
Starting gold
Depending on how you choose your hero to play, you get a varying amount of starting (unreliable) gold for it.
Starting Gold | Method of Hero Choice |
---|---|
825 | Selecting random |
725 | Selecting random and then swapping heroes with another player |
625 | Selecting a hero |
525 | Repicking a hero |
Periodic gold
Each player receives 1 unreliable gold every 0.66 seconds, which results in 91 gold every minute.
Bounty Rune
Activating a Bounty Rune Double Damage Haste Illusion Invisibility Regeneration Bounty Arcane See more: Runes#List Bounty Play AbilityNo Target AffectsSelf Grants bonus Gold and XP. Initial Base Gold: 100Initial Base grants the player unreliable gold depending on the length of the game (50 + 2 per minute), except for the first Bounty Rune, which provides 100 + 2 per minute. Their value increases in 30 second intervals.
Hero kills
Hero kills grant reliable gold to the killer. Bonus gold is awarded for stopping kill streaks. The first hero that is killed in a match gives a bonus 150 reliable gold to the killer; this is called "First Blood".
When a hero dies to enemy creeps or an enemy tower and has not been damaged by any enemy heroes in the last 20 seconds (regardless of distance between heroes), the kill gold is split among all enemy heroes. When a hero dies to enemy creeps or an enemy tower and is assisted by only one enemy, that enemy is credited with the kill. When there are multiple enemies within 1300 range, the gold is split equally amongst all heroes that assisted.
Every time a hero kills an enemy hero, the killer is awarded reliable gold using the following formula:
110 + streak value + (killed hero level ℂₗ 8)
The following deaths do not stop kill streaks or count as First Blood:
- Deaths to neutral creeps or Roshan
- Deaths to enemy towers with no assisting heroes
- Suicides
- Denies “ Play Denied! Click to listen— Juggernaut ” Denying is the act of preventing enemy heroes from getting the last hit on a friendly unit by last hitting the unit oneself. Enemies earn reduced experience if the
- Deaths with Reincarnation
- Deaths with Aegis of the Immortal For the physical trophy awarded after The International, see Aegis of Champions. Item Old Abilities Changelogs Aegis of the Immortal The Immortal was said to own a shield that protected
Assists (AoE gold)
All allied heroes that are in a 1300 radius of a killed enemy including the killer (within 20 seconds of the last damage dealt to that killed enemy), is granted a certain amount of reliable gold and experience Main Changelogs “ Play I grow stronger! Click to listen— Storm Spirit ” Experience allows heroes to level up, which makes them stronger and allows them to learn new abilities. Experience is earned , depending on the amount of allied heroes in that area. Note that the assist counter on the scoreboard only counts assists if you dealt damage or applied a debuff to killed enemy, or if you applied a buff to the killer, but gold and experience are awarded independently of your "assist" counter.
- NW factor is defined as
(enemy team net worth / allied team net worth) - 1
and has a minimum of zero and a maximum of 1.
- NW ranking factor depends on the assisting hero`s NW ranking among allies involved in the kill. For 1/2/3/4/5 heroes, from the richest to the poorest, they are {1} / {0.75; 1.25} / {0.75; 1; 1.25} / {0.75; 0.75; 1.25; 1.25} / {0.75; 0.75; 1; 1.25; 1.25}.
- (Team NW disadvantage / 4000) has a maximum of 1.
Buildings
When an enemy tower Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire is destroyed, gold is awarded to each player on your team. The player that got the last hit on the building is credited with destroying it and receives some bonus unreliable gold. If an enemy tower is denied “ Play Denied! Click to listen— Juggernaut ” Denying is the act of preventing enemy heroes from getting the last hit on a friendly unit by last hitting the unit oneself. Enemies earn reduced experience if the , a reduced amount of gold is awarded to your team. If no player gets the last hit and the tower instead dies to lane creeps, no player gets the extra bonus gold.
Lane creeps
The bounty for normal creeps increases by 2 gold every upgrade cycle (7 minutes 30 seconds), while the bounty for super creeps Lane creeps are a form of creep that automatically move down the three lanes towards the enemy faction s base. Each and every 30 seconds a new group (the creep wave) spawns for each faction at increases by 1.5 gold every upgrade cycle.
Neutral creeps
Starting Gold
Depending on how you chose your Hero to play, you get a varying amount of starting gold for it.
Starting Gold | Method of Hero Choice |
---|---|
825 | Selecting Random |
725 | Selecting Random and then swapping heroes with another player or Re-rolling Random |
625 | Selecting a Hero |
525 | Repicking a Hero or Swapping Heroes after Selecting a Hero |
Gold Loss
Unreliable gold is lost on death. The formula for gold lost is the following:
- 100 + Net Worth ⸣⸗ 50 = Unreliable Gold Lost
Reliable Gold
Reliable gold cannot be lost on death. You can gain reliable gold from the following:
- Courier kills
- Hero kills and assists
- Global gold from an ally killing Roshan
- Last hitting towers
- Global gold from an ally killing a tower, barracks or shrine
- Global gold from the enemy team denying a tower or barracks
- Hand of Midas
- Track
Unreliable Gold
Only unreliable gold is lost on death. You gain unreliable gold from the following:
- Passive gold gain. Every 0.67 seconds you gain 1 unreliable gold (90 gold per minute or 1.5 gold per second).
- SomeTalents grant extra passive gold gain. This gold is gained in increments of 1. (EG. For 150gpm, the hero earns 1 gold every 0.4s)
- Last hitting Creeps (All creeps including Neutrals and Roshan), buildings, summons and illusions
- Starting gold
- Bounty Rune
- Greevil`s Greed
- Devour
Hero Kills
A bonus of 150 gold is awarded for making the first kill in a game. This is known as First Blood.
When you kill an enemy hero, you earn reliable gold. The amount is calculated by the following formula:
- 110 + (Killed Hero`s Level ℂₗ 8) + Streak Bonus = Kill Bounty
The streak bonus gold is based on the number of kills the enemy hero had before being killed:
Streak Gold | Consecutive Kills | Streak |
---|---|---|
0 | 2 or fewer kills | None |
60 | 3 kills | Killing Spree |
120 | 4 kills | Dominating |
180 | 5 kills | Mega Kill |
240 | 6 kills | Unstoppable! |
300 | 7 kills | Wicked Sick |
360 | 8 kills | Monster Kill!!! |
420 | 9 kills | Godlike! |
480 | 10 or more kills | Beyond Godlike! |
The following deaths do not stop kill streaks or count as first blood:
- Deaths to neutral creeps or Roshan
- Deaths to enemy towers with no assisting heroes
- Denies
- Resurrection
The following kill streak modifiers do not grant any bonus:
- 5 or more kills by allies in a row without any allies dying (Ownage)
- Getting 5 kills with less than 18 seconds between each kill (Rampage!!!)
Hero Assists
The amount of assist gold earned depends on the number of assisting heroes, the net worth of the dying hero, and the difference in total net worth of each team:
VictimLevel = Level of the Victim
VictimNW = The victim`s Net Worth
EnemyTeamNW = Enemy team`s Total Net Worth
AlliedTeamNW = Your team`s Total Net Worth
NWDifference = (EnemyTeamNW AlliedTeamNW) - 1 → (minimum of 0, maximum of 1)
NWFactor = NWDifference ⃗ VictimNW
NWS = (EnemyTeamNW - AlliedTeamNW) 4000 → (minimum of 0, maximum of 1)
- 1 Hero: 126 + (4.5 ⃗ VictimLevel) + (0.03375 ⃗ NWFactor) + (90 ⃗ NWS)
- 2 Heroes: 63 + (3.6 ⃗ VictimLevel) + (0.03375 ⃗ NWFactor) + (67.5 ⃗ NWS)
- 3 Heroes: 31.5 + (2.7 ⃗ VictimLevel) + (0.03375 ⃗ NWFactor) + (45 ⃗ NWS)
- 4 Heroes: 22.5 + (1.8 ⃗ VictimLevel) + (0.027 ⃗ NWFactor) + (31.5 ⃗ NWS)
- 5 Heroes: 18 + (0.9 ⃗ VictimLevel) + (0.02025 ⃗ NWFactor) + (22.5 ⃗ NWS)
The assist gold is then adjusted depending on the killed hero`s relative net worth in their team. From poorest to richest, the multiplier is 0.8, 0.9, 1.0, 1.1, 1.2.
Example: If the assist gold would normally have been 600, and the enemy hero is the poorest on their team, then the assist gold for killing that hero is reduced to 480 (600 ⃗ 0.8). If the killed hero is the richest enemy, it is increased to 720 (600 ⃗ 1.2).
The assist gold is also split based on the relative net worth among the heroes that participated in the kill. The poorest heroes to assist get 25% more, and the richest heroes get 25% less.
Example: If 5 heroes kill an enemy hero, and the assist gold would normally be 200 gold for each player, it is instead 250 (200 + 25%) for the 2 poorest heroes, 200 for the middle, and 150 (200 - 25%) for the 2 richest.
Note that assists do not appear on your score unless you deal damage to the target. The assist gold is still earned even if the score doesn`t change.
Buyback
A dead hero can choose to respawn instantly by buying back. Buyback cost is calculated by the following formula:
- 100 + (Hero Level 2 ⃗ 1.5) + (Game Time ⃗ 15) → rounded down to a multiplier of 50 = Buyback Cost
This will take away from your reliable gold pool first. Buyback has a cooldown of 7 minutes. When you buyback, you gain 60% less gold (reliable and unreliable) until your normal respawn time finishes. Additionally, 25% of the remaining respawn time will be added to your next death.
Respawn Time
Respawn Time starts at 8 seconds from level 1, and increases by 2 seconds per level from levels 2-17. It increases by 4 per level from levels 19-24. At levels 6, 12, 18, and 25, it increases by 10 instead.
Level | Time |
---|---|
1 | 8 |
2 | 10 |
3 | 12 |
4 | 14 |
5 | 16 |
6 | 26 |
7 | 28 |
8 | 30 |
9 | 32 |
10 | 34 |
11 | 36 |
12 | 46 |
13 | 48 |
14 | 50 |
15 | 52 |
16 | 54 |
17 | 56 |
18 | 66 |
19 | 70 |
20 | 74 |
21 | 78 |
22 | 82 |
23 | 86 |
24 | 90 |
25 | 100 |
There are several other effects that can affect respawn time. They are listed below in order of calculation priority.
- 1. Being reduced by Talents
- Natural Respawn Time - Talent Reduction = Respawn Time
- 2. After using Buyback
- (Remaining Respawn Time From Previous Death ⃗ 0.25) + Current Respawn Time = Respawn Time
- 3. After being killed by Reaper`s Scythe
- Current Respawn Time + Reaper`s Scythe Time Increase = Respawn Time
- 4. Having Bloodstone`s Bloodpact
- Current Respawn Time - (3 ⃗ Bloodstone Charges) = Respawn Time
- 5. After being killed by Neutrals
- Minimum Respawn Time is set to 26 seconds (This only affects respawn time from levels 1-5)
Version History
Patch Version | Balance Changes |
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7.03 | |
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7.00 | |
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6.87c | |
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6.84c | |
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6.84 | |
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6.83b | |
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6.82c | |
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6.82b | |
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6.82 | |
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