Gold

Description

Gold is the player-level economy resource.

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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.

Listed in: Economy

Items that grant Gold (6)

Category
    • +55% AS

    Grant 1% bonus Attack Speed per gold in your bank (up to 30 gold). Each attack has a 6% chance to drop 1 gold. Unique - only 1 per champion

    • +35% AD
    • +20% Crit

    Attacks and Abilities execute enemies below 12% of their maximum Health. Executions on champions have a 33% chance to drop 1 gold. Unique - only 1 per champion

    • +300 HP

    Grants 1 Armor, 1 Magic Resist, and 5 Health when taking damage, stacking up to 35 times. At full stacks, grant 1 gold and continue gaining 1 gold every 11 seconds. Unique - only 1 per champion

  • Your team gains +1 maximum team size. 10% chance to drop 1 gold after 10 seconds of combat. ...and a bit of Luck.

    SpatulaFrying Pan
  • Your team gains +1 maximum team size. 10% chance to drop 1 gold when you win combat. ...the Heart of a hero...

    SpatulaSpatula
  • Your team gains +1 maximum team size. 10% chance to drop 1 gold when the holder dies. Imbued with a Philosopher's wisdom...

    Frying PanFrying Pan

Augments that grant Gold (80)

Tier
Gold effect
  • Gain a 2-star champion and 1 gold each time you level up. The champion's cost tier is your level minus 4 (max: 5-cost).
  • Build-a-Bud Prismatic
    Gain a random 3-star 1-cost champion. Gain 6 gold.
  • Gain a random component and 1 gold. The next 7 times you win a player combat, gain a different random component. Afterwards, gain 1 gold.
  • Going Long Prismatic
    You no longer gain interest. Gain 10 gold now. Gain 4 XP after every player combat.
    
    Interest is extra gold you gain per 10g saved.
  • Golden Gamble Prismatic
    Gain 2 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed Item anvils.
  • Gain 3 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed Item anvils.
  • Gain 6 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed Item anvils.
  • Hard Commit Prismatic
    Gain a random emblem. Now and at the start of each stage, gain a 1-star champion of that trait with a cost equal to the Stage (max 5) and 3 gold.
  • Hedge Fund Prismatic
    Gain 22 gold. Your max interest is increased to 10.
  • Invested+ Prismatic
    Gain 26 gold. At the start of each round, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
  • Invested++ Prismatic
    Gain 45 gold. At the start of each round, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
  • Your champions gain 12 permanent max health per interest you earn. Your max interest is increased by 2. Gain 10 gold now.
  • Lucky Gloves Prismatic
    Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves and 4 gold.
  • Gain a package containing a 5-cost champion, a 2-star 1-cost champion, and 5 gold.
    
    At the start of the next 2 stages, gain the package again.
  • Min-Max Prismatic
    Gain a Golden Item Remover, 4 random components, and 4 gold.
  • Money Monsoon Prismatic
    Gain 7 gold now and every round for the rest of the game.
  • Gain an Artifact Anvil. After you open it, gain a Component Anvil. After you open that, gain 4 gold.
  • Gain an Artifact Anvil. After you open it, gain a Component Anvil. After you open that, gain 8 gold.
  • Gain a random Prismatic Augment and 4 gold.
  • Gain a random Prismatic Augment and 7 gold.
  • When you level up, gain a number of Shop refreshes equal to your level +1. Gain 6 gold.
  • Gain 3 random Emblems and 2 gold.
  • Gain 3 random Emblems, a Reforger, and 4 gold.
  • Buying XP costs 1 less. Gain 2 Health and 2 Shop rerolls whenever you level up.
  • Gain 1 Spatula, 3 random components, and 5 gold.
  • Gain 20 Gold. Your next augment is one tier lower.
  • Gain 33 Gold. Your next augment is one tier lower.
  • Gain 3 random components, 2 gold, and 1 Reforger.
  • Gain 12 gold of random champions. (At least one 3-cost guaranteed!)
  • Gain 18 gold of random champions. (At least one 4-cost guaranteed!)
  • Gain 26 gold of random champions. (At least one 5-cost guaranteed!)
  • Store gold equal to the interest you earn. On 3-3, gain gold equal to 125% of the stored gold. Gain 3 gold now.
  • Gain 7 gold, 1 2-star 1-cost champion, 1 2-cost champion, 2 3-cost champions, 1 XP, and 1 Shop reroll.
  • Gain a Flora Fatalis emblem. The champion holding the emblem gains 50% increased benefits from Flora Fatalis. Gain 3 gold.
  • Gain a Lucky Item Chest, a Magnetic Remover and 7 gold.
  • Gain 21 gold.
  • Gain a random Gold Augment and 3 gold.
  • Gain a random Gold Augment and 5 gold.
  • You cannot choose your Carousel rewards. Gain an additional 6 player health and 8 gold each carousel round.
    When you do not pick a Carousel Reward, you are given an unpicked champion and the item it carries.
  • Gain 2 Lesser Champion Duplicators. Gain 6 gold.
  • Gain 2 Lesser Champion Duplicators. Gain 8 gold.
  • Gain 2 Lesser Champion Duplicators. Gain 14 gold.
  • You no longer gain interest but gain 3 gold at the start of every player combat round. Gain 3 gold now.
    
    Interest is extra gold you gain per 10g saved.
  • Gain 3 gold now. On Stage 3-7, gain an Infinity Force. Infinity Force gives allies in the same row a 12% Health shield.
    
    Monsters Attack Championship, 2023
  • Your champions gain 9 permanent max health per interest you earn. Gain 6 gold now.
  • Gain a championship hex in the bottom right corner. The champion in it gains 15% Damage Amp and 15% Attack Speed, and drops 1 gold every 5 takedowns.
    
    Lore & Legends Tactician's Crown, 2026
  • Gain 4 gold. For the next 2 rounds, enemy champions drop 2 gold when killed.
  • Gain 7 gold now, then 7 gold at the start of every stage. Picking up gold makes your Tactician larger.
  • Gain 13 gold now, then 7 gold at the start of every stage. Picking up gold makes your Tactician larger.
  • Round start: items on your bench are randomized. 
    
    Gain 2 random components and 4 gold.
  • Each round, gain a 1-star copy of the first champion you killed last combat. The first time you gain 21 gold worth of champions in this way, gain a Thief's Gloves.
  • Gain 3 gold. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
  • Gain 4 gold and 10 XP now. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
  • Gain a Guinsoo's Rageblade. When 2 players are eliminated, gain 40 gold.
    
    Fates Championship, 2021
  • Gain 2 random Emblems and 2 gold.
  • Gain a Mogul's Mail. Champions holding Mogul's Mail take up +1 team slot but gain 600 Health and 15% Durability.
    
    Mogul's Mail gives gold as well as combat power.
    Dragonlands Championship, 2022
  • Gain a Shop reroll every round. Gain 2 gold.
  • Gain a Shop reroll every round. Gain 8 gold.
  • Set your win streak to +4. Gain 4 gold.
  • Store gold equal to the interest you earn. On 3-3, gain gold equal to 100% of the stored gold. Gain 1 gold now.
  • Gain 8 gold and 1 XP.
  • Gain 12 gold and 3 XP.
  • At the start of every round, lose the champion in the rightmost bench slot. After losing 33 gold of champions in this way, gain a powerful reward. Gain a 3-cost champion now.
  • Gain 12 gold, then flip a coin. If heads, gain 4 more gold.
  • Your Tactician loses 20 Health, but after 5 player combats, gain 3 4-cost champions and 5 gold.
  • Champions that aren't holding items have a 40% chance to drop 1 gold on death.
  • Gain a component anvil and 3 gold.
  • Gain a random 2-star 2-cost champion and 1 gold.
  • After winning player combat, gain 1 gold. If they had more health than you, gain 6 Gold instead. Gain 1 gold.
  • When you reach Level 9, gain 27 gold.
  • Your dice and coins are luckier.
    
    Roll a die and gain gold equal to the number rolled. Then flip a coin and gain 1 gold if you flip heads.
  • Gain 1 random component, 2 gold, and 1 random 5-cost champion.
  • At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost. Gain 4 gold.
  • You gain twice as much progress towards win and loss streaks. Gain 2 gold.
  • Gain a random Silver Augment and 2 gold.
  • Gain a random Silver Augment and 4 gold.
  • Gain a random Silver Augment and 7 gold.
  • Each time you purchase a Wisp, gain 2 gold. Gain 4 gold now.
  • Each time you purchase a Wisp, gain 2 gold. Gain 8 gold now.
  • You can always move freely on Carousel rounds. Gain 5 gold.

Traits that grant Gold (4)

  • After combat, your Wisps are empowered. 
    
    Blossom champions gain Attack Damage, Ability Power, and 10% max Health.
  • Choose a bounty. Your strongest Draven can progress on the bounty to earn its reward. Upon completing a bounty, choose another.
  • Your team's damage, healing, and shielding attracts Pixies.
    
    Each Pixie grants Fae champions Attack Damage and Ability Power, and after they fall below 50% Health, they heal for each Pixie.

Wisps that grant Gold (17)

What enables Gold (17)

  • Sell your board and bench, gain 6 gold and 8 rerolls.
  • Barter Gold & XP
    The next champion sold this round sells for 200% gold.
  • Beggar's Wisp Gold & XP
    The wilds couldn't find a wisp for you this roll. Gain 3 gold.
  • Blood Money Gold & XP
    Gain 1 gold for every champion you kill.
  • Coin Flip Gold & XP
    Flip a coin, gain 1 gold if it's heads.
  • Open an item store. Items cost 0 to 15 gold.
  • Every 5 seconds, your champions have a 20% chance to drop 1 Gold.
  • Die Roll Gold & XP
    Roll a six-sided die. Gain gold equal to the result.
  • Flip a coin, gain 1 gold if it's heads. Continue until you flip tails.
  • Golden Goose Gold & XP
    Gain 1 gold for every 1700 damage your highest damage champion deals.
  • Life Debt Gold & XP
    Gain 1 gold for every 12 missing Player Health.
  • Gain 3 gold worth of random champions.
  • Gain 3% Damage Amp for every 10 gold you have.
  • Payday Risky
    For each ally champion that survives combat, gain 2 Gold.
  • Open a random item store. Random items cost 0 to 14 gold.
  • Pocket Change Gold & XP
    Your one-star champions drop 1 gold on death.
  • Gain 2 gold and a Magnetic Remover. Your opponent gains 2 gold and a Magnetic Remover.

See also

Frequently asked questions

  • How much gold do I get at the start of each round?

    The base passive stipend ramps up across the opening rounds and then stabilizes at 5 gold.

    • Round 1-2: 2 gold.
    • Round 1-3: 2 gold.
    • Round 1-4: 3 gold.
    • Round 2-1: 4 gold.
    • From 2-2 onward: 5 gold at the start of every planning phase.

    On top of that, winning a PvP (player-versus-player) round adds 1 gold. Any interest, streak bonuses, or augment grants are added separately.

    Note: Unspent gold automatically carries into the next round. There is no per-round expiration. That is what makes saving for interest viable.

  • How does interest work, and why is 50 gold the magic number?

    At the end of every round you gain 1 extra gold for each full 10 gold in your bank. The bonus is capped at +5.

    • 10g gives +1.
    • 30g gives +3.
    • 50g gives the maximum +5.
    • Anything above 50 yields no extra interest under normal rules.

    That is why economy-focused play obsesses over 'hitting 50'. Once there, every additional round prints the maximum +5 on top of the base stipend and any streak bonus.

    Note: A few augments can raise the cap. The default ceiling is +5 at 50g held.

  • Do win streaks and loss streaks pay the same? What are the thresholds?

    Yes. The schedule is identical for both.

    • +1 gold per round at a 3- or 4-round streak.
    • +2 at 5.
    • +3 at 6 or more.

    Win streaks also stack with the +1 from winning each PvP (player-versus-player) round, so they reward stable boards. In contrast, loss streaks let weak boards bank into a bigger spike later.

    Note: The streak counter resets on a tied round in modes that allow ties. Breaking the streak with a single opposite result resets it to zero.

  • How much do rerolls and buying XP cost?

    A reroll costs 2 gold and 4 XP (experience points) costs 4 gold.

    • Refreshing the shop costs 2 gold per reroll. It replaces all five shop slots with a fresh roll from the level-appropriate odds table.
    • Buying experience costs 4 gold for 4 XP toward your next level. This is on top of the 2 free XP you receive at the end of every round.

    Both prices are flat across the entire game. They don't scale with player level or stage.

    Note: Reroll cost is also unaffected by streaks, augments, or items unless an augment explicitly says otherwise.

  • How much gold do I get back when I sell a unit?

    It depends on the unit's star level and cost.

    • 1-star units sell for their full purchase price. That is 1g, 2g, 3g, 4g, or 5g matching their tier.
    • 2-star and 3-star units sell for 1 gold less than the combined cost of the copies that made them.
    • 1-cost (tier-1) champions are the exception. They are exempt and always refund the full value at any star level.

    Example: A 2-star 3-cost sells for 8g instead of the 9g spent. A 3-star 1-cost still refunds the full 9g.

    Note: Items equipped on a sold unit return to your bench rather than being lost.

  • Can I sell items for gold?

    No. Items are not directly sellable in the standard ruleset. There is no 'sell item' button.

    The only way to remove an item from a unit is to sell that unit. That destroys the unit but returns every equipped item to your bench intact.

    Components on the bench can't be cashed out either. They sit there until you combine them or place them on a unit.

    Note: Some set mechanics or specific consumables can transform items. Converting items back into gold is not a base-game interaction.

  • Do PvE rounds give gold, and is it the same for everyone?

    Yes. Every PvE (player-versus-environment) round is guaranteed to drop at least one loot orb. That covers the creep waves on 1-1, 2-7, 3-7 and so on, plus the krug, wolf, raptor and dragon stages. The first 3 PvE rounds always drop at least one orb.

    Orbs can contain gold, items, components, or champions.

    Riot's loot system equalizes the orb count and rarity tier across all eight players in a lobby. Everyone opens the same number of orbs of the same rarity each PvE round.

    Note: The specific contents inside (for example 3g versus a component) vary per player.

  • When is it correct to break the 50-gold interest threshold?

    Only when the spend buys something interest can't replace. These spends qualify:

    • Protecting a win streak that is worth more than the interest you skip.
    • Stabilizing on low HP (Health) before player-damage scales up.
    • Hitting a level breakpoint that unlocks a needed shop tier.
    • Rolling at a known odds window for a critical upgrade.

    Spending below 50 trades roughly 1 gold per round in lost interest for whatever you bought. The rule is to spend with a reason, not by reflex.

    Note: At 0 HP risk, holding 50+ and only rolling the excess (slow roll) almost always produces more total gold than dipping below.