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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.

Item Cost Amount Availability
Eye of the Equinox item.png Eye of the Equinox2200 Gold2Summoner's Rift
Eye of the Watchers item.png Eye of the Watchers2200 Gold2Summoner's Rift
Face of the Mountain item.png Face of the Mountain2200 Gold2Common
Frost Queen's Claim item.png Frost Queen's Claim2200 Gold2Common
Frostfang item.jpg Frostfang850 Gold2Common
Relic Shield item.png Relic Shield350 Gold2Common
Spellthief's Edge item.png Spellthief's Edge350 Gold2Common
Targon's Brace item.jpg Targon's Brace850 Gold2Common

Selling Items

Runes

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

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 Annie's Summon- Tibbers.png Tibbers, Malzahar Malzahar's Summon Voidling.png Voidling, Shaco Shaco's Jack in the Box.png Jack In The Box, and Zyra Zyra's Deadly Bloom.png 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.

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 at all Bounty Tiers.
    • 400 Gold in case of first blood.
  • Assist pool is 150 Gold at all Bounty Tiers.
    • 200 Gold 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 earned for killing/assisting.
    • Tier 1: 20 Gold Note that it is only possible to enter Tier 1 by being shutdown from Tier 4.
    • Tier 2: 30 Gold (2 kills).
    • Tier 3: 60 Gold (Killing Spree, 3 kills).
    • Tier 4: 70 Gold (Rampage, 4 kills).
    • Tier 5: 90 Gold (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 (assist pool is 150 Gold)
  • 2nd death: 274 Gold (assist pool is 137 Gold)
  • 3rd death: 220 Gold (assist pool is 110 Gold)
  • 4th death: 176 Gold (assist pool is 88 Gold)
  • 5th death: 140 Gold (assist pool is 70 Gold)
  • 6th death: 112 Gold (assist pool is 56 Gold)
  • 7th death: 90 Gold (assist pool is 45 Gold)
  • 8th death: 72 Gold (assist pool is 36 Gold)
  • 9th death: 58 Gold (assist pool is 29 Gold)
  • 10th death: 50 Gold (assist pool is 25 Gold)
  • 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, but the latter is irrelevant as it also causes the game to end.

Destroying Wards

  • Destroying a Sight Ward item.png Sight Ward or a Vision Ward item.png Vision Ward will grant the player 15 Gold. An additional 15 Gold 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 30 Gold in total.

Favor

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

The following items grant Favor:

  • Ancient Coin item.png Ancient CoinUnique – Favor: Being near a minion death without dealing the killing blow grants Gold and restores 5 Health. (1400 range)
  • Nomad's Medallion item.png Nomad's MedallionUnique – Favor: Being near a minion death without dealing the killing blow grants Gold and restores 10 Health. (1400 range)
  • Talisman of Ascension item.png Talisman of AscensionUnique – Favor: Being near a minion death without dealing the killing blow grants Gold and 10 Health. (1400 range)
  • Eye of the Oasis item.png Eye of the OasisUnique – Favor: Grants Gold and restores 10 health each time a nearby enemy minion dies that you didn't kill (1400 range).

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:

  • Relic Shield item.png Relic ShieldUnique – Spoils of War: Melee autoattacks execute minions below 200 - 285 (based on level) health. Killing a minion by any means heals you and the nearest allied champion for 15 health and grants them kill gold. These effects require an allied champion within 1050 units of the user and consume a charge. Recharges every 40 seconds. Max 2 charges.
  • Targon's Brace item.jpg Targon's BraceUnique – Spoils of War: Melee autoattacks execute minions below 210 - 380 (based on level) health. Killing a minion by any means heals you and the nearest allied champion for 40 health and grants them kill gold. These effects require an allied champion within 1050 units of the user and consume a charge. Recharges every 30 seconds. Max 3 charges.
  • Face of the Mountain item.png Face of the MountainUnique – Spoils of War: Melee basic attacks execute minions below 340 - 680 (based on level) health. Killing a minion heals the owner and a nearby allied champion for 50 and grants them kill gold. These effects require an allied champion within 1050 units of the user. Recharges every 30 seconds. Max 4 charges.
  • Eye of the Equinox item.png Eye of the EquinoxUnique – Spoils of War: Melee autoattacks execute minions below 340 - 680 (based on level) health. Killing a minion by any means heals you and the nearest allied champion for 50 health and grants them kill gold. These effects require an allied champion within 850 units of the user and consume a charge. Recharges every 30 seconds. Max 4 charges.

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:

  • Spellthief's Edge item.png Spellthief's EdgeUnique – Tribute: Spells and basic attacks against champions or buildings deal 10 additional damage and grant 8 Gold. This can occur up to 3 times every 30 seconds. Killing a minion disables this passive for 12 seconds.
  • Frostfang item.jpg FrostfangUnique – Tribute: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 15 Gold. This can occur up to 3 times every 30 seconds. Killing a minion disables this passive for 12 seconds.
  • Frost Queen's Claim item.png Frost Queen's ClaimUnique – Tribute: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 15 Gold. This can occur up to 3 times every 30 seconds.
  • Eye of the Watchers item.png Eye of the WatchersUnique – Tribute: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 15 Gold. This can occur up to 3 times every 30 seconds.

Masteries

Champion Abilities

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

  • Draven Draven's League of Draven.png League of Draven : When Draven Draven catches a Spinning Axe.png 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 50 + (2 × stacksGold. Draven Draven loses half of his Adoration stacks upon death.
  • Gangplank Gangplank's Parrrley.png Parrrley grants 2 / 3 / 4 / 5 / 6 Gold if it lands the killing blow on an enemy unit.
  • Twisted Fate Twisted Fate's Loaded Dice.png Loaded Dice grants him 1 to 6 Gold for every unit killed. The chance of getting Gold is 33%, while the chance of getting 1-5 Gold is 13% each, making the total average Gold.

Seizing Capture Points (Crystal Scar Only)

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

Capturing Altars (Twisted Treeline Only)

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

 Trivia

  • Most gold possible from a single teamfight : 8535 Gold (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

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