Description
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.
Listed in: Economy
Items (8)
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- +200 HP
- +25 AP
Once per combat: At 50% Health, become invulnerable for 1.5 seconds and grant 1 gold.
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- +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]
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- +35% AD
- +20% Crit
Attacks and Abilities execute enemies below 12% of their maximum Health. Executions have a 33% chance to drop 1 gold. [Unique - only 1 per champion]
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- +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]
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- +20% AD
- +10% Omnivamp
The holder gains the Marauder trait and has a 33% chance to drop 1 gold on kill.
Your team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health.)
- 2
- 5%, 18%
- 4
- 7%, 35%
- 6
- 10%, 55%
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Your team gains +1 max team size. 10% chance to drop 1 gold after 10 seconds of combat. "...and a bit of Luck."
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Your team gains +1 max team size. 10% chance to drop 1 gold when you win combat. "...the Heart of a hero..."
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Your team gains +1 max team size. 10% chance to drop 1 gold when the holder dies. "Imbued with a Philosopher's wisdom..."
Augments (51)
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Construct a Companion Prismatic The next 1-cost champion you buy is 3-star. Gain 2 gold.
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Forge a Friend Prismatic The next 1-cost champion you buy is 3-star. Gain 5 gold.
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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.
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Golden Gamble+ Prismatic Gain 3 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.
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Golden Gamble++ Prismatic Gain 6 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.
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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.
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Invested+ Prismatic Gain 26 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
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Invested++ Prismatic Gain 40 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
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Luxury Subscription Prismatic Gain a package containing a 5-cost champion, a 2-star 1-cost champion, and 7 gold. At the start of the next 2 stages, gain the package again.
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Money Monsoon Prismatic Gain 7 gold now and every round for the rest of the game.
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Shimmerscale Essence Prismatic Gain a Mogul's Mail. In 7 rounds, gain a Gamblers Blade. These items give gold as well as combat power.
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Subscription Service Prismatic Now and at the start of each Stage, open a Shop of 4 unique 4-cost champions and gain 6 gold.
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The Trait Tree Prismatic Gain 3 random Emblems, a Reforger, and 2 gold.
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The Trait Tree+ Prismatic Gain 3 random Emblems, a Reforger, and 4 gold.
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Advanced Loan Gold Gain 20 Gold. Your next augment is one tier lower.
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Advanced Loan+ Gold Gain 33 Gold. Your next augment is one tier lower.
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Birthday Reunion Gold Gain 3 gold. At Level 5, gain a random 2-star 2-cost champion. At Level 7, gain a Thief's Gloves. At Level 9, gain a random 2-star 5-cost champion. Inkborn Fables Tactician's Crown, 2024
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Blood Price Gold Gain 25 Tactician Health. Your rightmost shop slot costs Tactician Health instead of gold.
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Booster Pack Gold Gain 12 gold of random champions. (At least one 3-cost guaranteed!) (Each champion has a small chance of being holographic!)
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Booster Pack+ Gold Gain 18 gold of random champions. (At least one 4-cost guaranteed!) (Each champion has a small chance of being holographic!)
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Booster Pack++ Gold Gain 26 gold of random champions. (At least one 5-cost guaranteed!) (Each champion has a small chance of being holographic!)
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Care Package Gold Now and at the start of the next 2 Stages, receive a care package with loot and 1 gold.
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Cognitive Overload Gold Gain 7 gold, 1 2-star 1-cost champion, 1 2-cost champion, 2 3-cost champions, 1 XP, and 1 Shop reroll.
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Contract Killer Gold Gain a Pyke. Your strongest Pyke becomes an Attack Fighter, generates gold on team takedown, and gains a reset on-kill Ability.
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Gain a Lucky Item Chest, a Magnetic Remover, and 7 gold. Use a Lucky Item Chest on a champion to choose from an armory of recommended items!
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Gain 2 Lucky Item Chests, a Magnetic Remover, and 7 gold. Use a Lucky Item Chest on a champion to choose from an armory of recommended items!
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Forward Thinking Gold Lose all your gold. After 6 player combats, gain back the original amount and another 70 gold.
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Gain @Gold@ Gold Gold Gain 21 gold.
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Heroic Grab Bag+ Gold Gain 2 Lesser Champion Duplicators and 8 gold. This item allows you to copy a 3-cost or less champion.
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Heroic Grab Bag++ Gold Gain 2 Lesser Champion Duplicators and 14 gold. This item allows you to copy a 3-cost or less champion.
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Infinity Protection Gold 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
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Gain 4 gold. For the next 2 rounds, enemy champions drop 2 gold when killed.
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Money Hungry Gold Gain 7 gold now, then 7 gold at the start of every stage. Picking up gold makes your Tactician larger.
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Pilfer Gold Each round, gain a 1-star copy of the first champion you killed last combat. The first time you gain 19 gold worth of champions in this way, gain a Thief's Gloves.
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Savings Account Gold After you earn 50 gold in interest, gain 25 gold. Your max interest is increased to 7. Gain 2 gold now.
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Speedy Double Kill Gold Gain a Guinsoo's Rageblade. When 2 players are eliminated, gain 40 gold. Fates Championship, 2021
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Spreading Roots Gold Gain 2 random Emblems and 1 gold.
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Spreading Roots+ Gold Gain 2 random Emblems, a Reforger, and 2 gold.
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The Golden Dragon Gold Gain a Mogul's Mail. Champions holding Mogul's Mail take up 2 team slots but gain 700 Health and 20% Durability. Mogul's Mail gives gold as well as combat power. Dragonlands Championship, 2022
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Treasure Hunt Gold Gain a locked chest each Stage between now and Stage 6. Unlock each chest when you spend 20 gold on Shop rerolls. These chests persist until opened.
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Urf's Gambit Gold If you win your next player combat, gain a Spatula. If you lose, gain a Frying Pan. Gain a component anvil and 3 gold now.
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Yasuo's Boon Gold Increase the power of Yasuo's hexes by 50%. If you only have 2 hexes, gain 8 gold.
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Cognitive Tax Silver Gain 8 gold and 1 XP.
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Cognitive Tax+ Silver Gain 12 gold and 3 XP.
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Expedition Silver 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.
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Feeling Lucky Silver Gain 12 gold, then flip a coin. If heads, gain 4 more gold.
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Firesale Silver Each round, steal a random 3-cost or lower champion from the shop. Gain 1 gold.
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Kick Start Silver Gain a random 2-star 2-cost champion and 1 gold.
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On a Roll Silver Whenever you star up a champion that you fielded last combat, gain 1 free Shop rerolls. Gain 6 gold.
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Survivor Silver Gain 4 gold. After 3 players are eliminated, gain 100 more gold.
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Yasuo's Golden Hex Silver Paint a Golden Hex. The unit in the hex gains 250 health, 25% attack speed, and drops 1 gold on kill.
Champions (2)
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Fate's Gambit Draw a card with a value between 1 and 9 by Lucky chance, then throw it at the target. Based on the card drawn, deal between 205 / 305 / 460 and 410 / 610 / 920 magic damage. Overkill damage bounces to the nearest enemy. 3-Star Bonus: If a 9 is thrown, generate 1 gold. Lucky: Check twice and take the better outcome.
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It's Raining Stars Passive: Gain a different secondary effect each game based on the Stargazer constellation. Active: Call down something from the sky, dealing 150 / 225 / 360 magic damage to 3 nearby enemies and do some special effect based on this game's Stargazer Constellation.- Stargazer constellation secondary effects
- The data feed redacts Lulu's per-constellation secondary effect into "do some special effect". These are the seven variants — one is active per game, picked by the Stargazer constellation.
- The Huntress
- Apply 33% Wound and cause enemies to take 10% more damage for 5 seconds.
- The Mountain
- Briefly Stun them and deal 20 / 30 / 50% AP additional true damage.
- The Serpent
- Remove 4 / 6 / 8 Magic Resistance from enemies within 1 hex of each of them.
- The Altar
- Apply 30% Slow to them for 2 seconds.
- The Medallion
- Every 6 casts drops 1 / 3 / 5 gold.
- The Fountain
- Deal 50 / 75 / 125% AP additional magic damage to 3 other enemies.
- The Boar
- Deal 5% of their Health as bonus physical damage.
Traits (2)
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Meeple attract Meeps that empower Meeple abilities in meepy ways. They also gain bonus Health. Cloning time = Champion cost
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Stargazers chart a different constellation every game. This game: The Boar. Gain gold after winning player combat. Allies in empowered hexes gain 8% Health, Attack Damage, and Ability Power. Stargazers gain more. More hexes reveal at each player level
Frequently asked questions
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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. You receive 2/2/3/4 at rounds 1-2/1-3/1-4/2-1, then 5 gold at the start of every planning phase from 2-2 onward. On top of that, winning a PvP round adds 1 gold, and any interest, streak bonuses, or augment grants are added separately. Unspent gold automatically carries into the next round — there's no per-round expiration, which is what makes saving for interest viable.
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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, capped at +5. So 10g gives +1, 30g gives +3, and 50g gives the maximum +5 — anything above 50 yields no extra interest under normal rules. That's 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. A few augments can raise the cap, but the default ceiling is +5 at 50g held.
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Do win streaks and loss streaks pay the same? What are the thresholds?
Yes — the schedule is identical for both. You gain +1 gold per round at a 3- or 4-round streak, +2 at 5, and +3 at 6 or more. Win streaks also stack with the +1 from winning each PvP round, so they reward stable boards; loss streaks instead let weak boards bank into a bigger spike later. The streak counter resets on a tied round in modes that allow ties, and breaking the streak with a single opposite result resets it to zero.
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How much do rerolls and buying XP cost?
Refreshing the shop costs 2 gold per reroll and 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, 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. Reroll cost is also unaffected by streaks, augments, or items unless an augment explicitly says otherwise.
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How much gold do I get back when I sell a unit?
1-star units sell for their full purchase price (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 — except 1-cost (tier-1) champions, which are exempt and always refund the full value at any star level. So a 2-star 3-cost sells for 8g instead of the 9g spent, and a 3-star 1-cost still refunds the full 9g. Items equipped on a sold unit return to your bench rather than being lost.
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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, which 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. Some set mechanics or specific consumables can transform items, but converting items back into gold is not a base-game interaction.
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Do PvE rounds give gold, and is it the same for everyone?
Yes — every PvE round (the creep waves on 1-1, 2-7, 3-7, etc., plus the krug/wolf/raptor/dragon stages) is guaranteed to drop at least one loot orb, and 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, but the specific contents inside (e.g., 3g vs. a component) vary per player.
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When is it correct to break the 50-gold interest threshold?
Only when the spend buys something interest can't replace: protecting a win streak that's worth more than the interest you skip, stabilizing on low HP before player-damage scales up, hitting a level breakpoint that unlocks a needed shop tier, or 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. At 0 HP risk, holding 50+ and only rolling the excess (slow roll) almost always produces more total gold than dipping below.