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 18 champion, trait, item, and augment that affects the
resource is enumerated.
See also: Buffs and Debuffs
— combat-side effects on units.
On this page: Economy 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 is the player-level economy resource.
Read more Show less about Gold You earn it each round from three sources:
Base income. Interest. Win streaks and loss streaks. You spend it on three things:
Rerolling the shop. Buying XP. Buying units. Augments touch it in three ways:
Grant flat gold. Raise interest. Make kills drop gold. Some items generate gold on takedown.
Interest is extra gold paid at the end of each round for the gold you keep in the bank.
Read more Show less about Interest You earn it for every 10 gold you have banked. The cap is 5 by default.
Economy augments change it in two ways:
Raise the cap, called max interest . Grant flat bonus gold "in interest" on top of the cap. XP is the player-side progression resource.
Read more Show less about XP You buy it by spending gold. Each level you gain does two things:
Raises the team-size cap. Shifts shop odds toward higher-cost champions. Augments speed up the curve in two ways:
Grant XP directly. Trigger off "level up". Player Health is the tactician's own life total.
Read more Show less about Player Health It is not the same as a unit's max-Health on the board.
Augments use player Health in three ways:
Scale a comeback bonus from your missing player Health . Grant current and max player Health directly. Trade player Health for gold . A Loot Orb is a floating reward bubble dropped by rounds and events.
Read more Show less about Loot Orb Three things drop them:
PVE rounds.Encounters. Select augments and god offerings. Orbs come in tiers, from lowest to highest: silver, blue, gold, prismatic . The drop tables are tuned from patch to patch.
The tier governs what can be inside. The pool includes gold, components, completed items, anvils, and more.
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.
The Shop is the champion offer you get each round.
Read more Show less about Shop It has five slots. The odds of each cost tier shift with your player level. The champions are drawn from a shared bag pool.
Three levers shape what appears:
Reroll redraws the slots.Gold pays for the reroll.XP buys levels, and higher levels tilt the odds toward higher tiers. Reroll is the shop action that throws away the champions the shop shows and draws a new set.
Read more Show less about Reroll By default it costs 2 gold .
Players reroll to find copies of one champion they want:
Three copies of the same champion merge a 1-star into a 2-star. Nine copies in all reach 3-star . The shop also refreshes for free once at the start of each round. Some augments and items grant extra free rerolls or shop refreshes.
The bench is the storage row off the board, with 9 slots by default.
Read more Show less about Bench Champions you do not field and items you hold sit there between rounds.
Augments can touch the bench in several ways:
Add more bench slots . Fill it with new units. Shuffle what is on it at random. Pay a reward that depends on whether it is empty or full. Note: A unit summoned onto the board is not a bench unit.