Set 17.0

Economy

About economy

Player-side resource mechanics — gold, xp, shop odds, and the actions that spend them. Each entry below links to the mechanic page where every Set-17 champion, trait, item, and augment that affects the resource is enumerated.

See also: Buffs and Debuffs — combat-side effects on units.

Resources

The currencies you accumulate and spend across a game — gold and its interest brackets, xp toward the next level, player health on the line each round, and the loot orbs that drop them into your lap.

  • Gold 87 sources

    The player-level economy resource — earned each round (base income + interest + win/loss streaks), spent on rerolling the shop, buying XP, and purchasing units. Augments grant flat gold, raise interest, or make kills drop gold; some items generate gold on takedown.

  • Interest 5 sources

    Round-end gold earned per 10 gold banked, capped at 5 by default. Economy augments raise the cap (max interest) or grant flat bonus gold "in interest" beyond it.

  • XP 29 sources

    The player-side progression resource. Spending gold on XP buys it; each level raises the team-size cap and shifts shop odds toward higher-cost champions. Augments grant XP directly or trigger off "level up" to accelerate the curve.

  • Player Health 7 sources

    The tactician's life total — distinct from unit max-Health on the board. Augments scale comeback bonuses from missing player Health, grant current+max player Health directly, or trade player Health for resources (gold, items).

  • Loot Orb 0 sources

    Floating reward bubbles dropped by PVE rounds, encounters, and select augments / god offerings. Tiered silver → gold → prismatic with patch-tuned drop tables; the tier governs the contents pool (gold, components, completed items, anvils, …).

Economy actions

What you actually do between rounds: refresh the shop, reroll for upgrades, and shuffle your bench. Sources here change the cost, odds, or capacity of those actions.

  • Shop 0 sources

    The per-round champion offer — five slots whose cost-tier odds shift with player level, drawn from a shared bag pool. Refreshed by reroll; the level-up curve indirectly steers what shows up. Distinct from the `gold`, `xp`, and `reroll` resource mechanics that interact with it.

  • Reroll 22 sources

    The shop action that discards the visible champion shop and draws a new set, costing 2 gold by default. Augments and items frequently grant free rerolls or shop refreshes that key off this mechanic.

  • Bench 17 sources

    The offboard storage row (default 9 slots) where unfielded champions and held items sit between rounds. Augments may expand bench slots, populate it with new units, randomize its contents, or scale rewards off whether it's empty or full — distinct from on-field summons.