PCGold & ExperiencePatch History
League of Legends (PC)Also in: Gold & Experience in Wild RiftGold & Experience in League Classic
Gold & Experience Current Status
Trending up - 2 of Gold & Experience's last 3 changes were buffs. Gold & Experience has been changed in 32 League of Legends patches. 7 buffs, 9 nerfs, 16 adjustments. Most recently buffed in Patch 26.6 ().
Gold & Experience Changes
Patch 26.6
buffAt one point in League's history it was optimal to run several support items on the same team, which was nerfed by making these items track your income and penalize it if you killed too many minions. Now that it's impossible to have more than one support on the team in any competitive environments, we're heavily softening this restriction, to the joy and elation of mage support players everywhere. Look, you were just going for some harass, it's not your fault the caster minions were nearby! I'm on your side. We're looking into whether or not we can fully remove this mechanic, but want to make sure it's not optimal to play “Support” role carries in bot lane and take the income from both roles, so you may see more from us here in the near future.
FARMING AS SUPPORTS
- Minion Kills Before Gold Penalty Activates (Before 5 Minutes): 7 → 24
- Minion Kills Per 5 Minutes Before Gold Penalty Activates (After 5 minutes): 20 → 30
Patch 26.3
nerfChampion Kill Bounties
- Accrual rate from GV sources while in a negative state reduced to 1 bounty gold : 7 gold earned from 1 bounty gold : 5 gold earned.
- Depreciation rate from deaths reduced to 1 bounty gold : 3.5 gold distributed from 1 bounty gold : 2.5 gold distributed.
Patch 26.1
buffChampion Kill Bounties
- New Effect: First Blood now grants a bonus 100 gold.
- Accrual rate from GV sources while in a negative state increased to 1 bounty gold : 5 gold earned from 1 bounty gold : 10 gold earned.
- Depreciation rate from deaths increased to 1 bounty gold : 2.5 gold earned from 1 bounty gold : 5 gold earned.
- Early game assist bounty reduction changed to 50 to 100% (based on Game Time) from 50 to 100% (based on Game Time). Game time breakpoints changed.
Experience
- Solo minion experience increased to 100% from 95%.
- Shared minion experience increased to 130% from 124%.
- Experience gain changed to 100/65/43.3/32.5/26/21.7% (based on sharing champions) from 95/62/41.3/31/24.8/20.7% (based on sharing champions).
Gold
- Passive gold generation start timer reduced to 1:05 from 1:40.
Patch 25.14
changeChampion Bounties
- Accrual rate from GV sources while in a neutral or positive state reduced to 1 bounty gold : 20 gold earned from 1 bounty gold : 17.5 gold earned.
- Extended the valid bounds of the application of devaluation by 25% (both the lower and upper bounds are now closer to and further from, respectively, the equilibrium). This also means each stage is applied and removed less abruptly overall.
Patch 25.9
buffChampion Kill Bounties
- Base champion bounty increased to 300 to 420 (based on level) gold from 300 gold at all levels.
- Maximum assist bounty increased to 150 to 210 (based on level) gold from 150 gold at all levels.
- Accrual rate from kills and assists while in a neutral or positive state increased to 1 bounty gold per 3 gold earned from 1 bounty gold per 3.5 gold earned.
- Accrual rate from GV sources while in a neutral or positive state increased to 1 bounty gold per 17.5 gold earned from 1 bounty gold per 20 gold earned.
- Bounty suppression now applies to teams that are not convincingly winning in terms of all team stats (gold, experience, objectives) instead of to teams that are convincingly losing. It can now apply to both teams who are close to the equilibrium.
- Devaluation still takes place in stages (now reduces bounties by 30/60/90/100% (based on team advantage)).
- Bounties can now also be gained instantly upon gaining enough of a team advantage.
- Bounties now accumulate and devaluate only after being out of combat with champions for 5 seconds (similar to the pre-V14.21 system).
- Bug Fix: Team deficit/advantage for the purposes of bounty suppression is now calculated each time that a change in team stats (experience, gold, objectives) and bounties takes place, applicable to the entire team, instead of only when a champion's bounty is recalculated. Previously this would cause the calculations for suppression to be variably delayed despite a team being currently entering a disadvantage/losing their advantage or being at the next stage of it.
Objective Bounties
- Updated and cleaned up Objective bounty formulas.
- Gold advantages are now weighted significantly more and objective advantages are weighted less. This means that gold advantages/disadvantages will more sharply affect what team is considered to be winning/losing respectively.
- New: Objective bounty accrual is now based on the enemy's gold lead exclusively. Objective bounties now scale at a rate of 10% of the team gold deficit, capped at 1000 gold per objective.
- Old: Objective bounties increase based on team stats advantage (gold, experience, objectives) by up to 60% of their base value.
- Base objective gold bounties unchanged.
Patch 25.6
nerfChampion Kill Bounties
- Bounty suppression activation time reduced to 6:00 from 14:00.
- Bounty devaluation while at a deficit changed to 30/60/90/100% (based on team disadvantage) from 20/40/60/80% (based on team disadvantage).
Patch 25.4
changeChampion Kill Bounties
- Bug Fix: Bounty devaluation no longer incorrectly applies to the Blue side team when both teams are near equilibrium, and regardless of whether Blue side is ahead or not.
Patch 25.S1.3
changeChampion Kill Bounties
- Disadvantage threshold required for bounty devaluation to activate has been reduced by 60% (is now 60% closer to the equilibrium than the previous value).
- Bounty devaluation while at a deficit changed to 20/40/60/80% (based on team disadvantage) from 10/20/30/40/50/60/70/80% (based on team disadvantage).
- New Effect: Upon Objective bounties activating, all Shut Down gold is suppressed for the losing team's members.
Patch 25.S1.1
changeChampion Kill Bounties
- Removed: There is no longer a buffer amount of 50 gold when entering a negative bounty state.
- Bounty devaluation on death reduced to 1 bounty gold : 5 gold earned from 1 bounty gold : 4 gold distributed.
- Removed: First Blood no longer grants 100 bonus gold nor generates 50 bonus gold toward the assist bounty.
Gold generation
- Passive gold generation now starts at 1:40 into the game instead of 1:50.
Patch 14.23
changeChampion Kill Bounties
- Accrual rate from kills and assists while in a neutral or positive state increased to 1 bounty gold per 3.5 gold earned from 1 gold per 4 gold earned.
- Disadvantage threshold for bounty devaluation to activate has been reduced (activates closer to equilibrium).
- Rate of bounty devaluation while at a deficit has been up-to-quadrupled from the previous values.
Objective Bounties
- Gold advantages now have double their previous weight for eligibility calculations.
Patch 14.22
nerfBounties don't show up on the scoreboard as often as they should. We're fixing that.
Champion Kill Bounties
- Shut Down gold is now considered to start at 400 total gold (100 gold bonus) worth of positive bounty, instead of 450 total gold (150 gold bonus).
- The floor for Shut Down bounties to display on the scoreboard has also been lowered to the new value.
Bounty tracking
- Bounties now show on the scoreboard after 100 gold instead of 150 gold.
Bounty tracking - Side Lane Minions
- Sidelane Minion move speed bonus: Minions gain decaying bonus move speed: 120 Move Speed for the first 14 minutes → 120-0 Move Speed scaling with game time for the first 14 minutes
Patch 14.21
nerfChampion Kill Bounties
- Removed: Tiered bounties. Kill bounties are no longer based on kill (positive) or death (negative) streaks, and assisting a kill no longer increases the assistor's bounty tier by 1.
- New: Bounties can now accrue mid-combat instead of being delayed until exiting champion combat (5 second timer).
- New: Champions can now accrue bounties indefinitely. During extended bounties, one death can still only dispense a maximum of the base bounty + 700 gold at a time.
- New: Champion bounties are now determined based on the total gold earned from all sources and distributed upon death, and accrued granularly. Gold-generating passives (e.g. Loaded Dice, League of Draven, etc.) are still excluded.
- A Shut Down bounty (and its announcement & scoreboard display) is now considered to start at 450 total gold (150 bonus gold) worth of positive bounty, instead of 500 total gold (200 bonus gold). Shut Down gold is any accrued positive bounty higher than this amount.
- Bounty accrual from kills & assists is weighted at a rate of +1 bounty gold : 4 gold earned.
- Bounty depreciation from deaths is weighted at a rate of -1 bounty gold : 4 gold distributed.
- While a killer is in a neutral or positive state, Shut Down gold earned by them is ignored for accruing a bounty on themselves.
- While a killer is in a negative state, Shut Down gold earned by them is included for accruing a bounty on themselves.
- The first 100 gold of accrual upon entering a positive state cannot be dispensed upon death.
- The first 50 gold of depreciation upon entering a negative state is ignored.
- Gold Value (GV, or "CS") bounties are no longer based on a weight against the average of enemy gold.
- While in a neutral or positive state, bounty accrual from GV-sources is weighted at a rate of +1 bounty gold : 20 GV-source gold.
- While in a negative state, bounty depreciation from GV-sources is weighted at a rate of +1 bounty gold : 10 GV-source gold.
- New: Bounties now depreciate by 10 to 80% (based on team disadvantage), starting at 14:00 game time.
- Removed: The kill bounties, excluding the base bounty, of all champions in a team are no longer reduced based on the team's gold deficit, starting at 30 to 50% (based on Team Gold Deficit) and further diminishing to 50 to 90% (based on Team Gold Deficit).
Objective Bounties
- Bug Fix: Voidgrub deficit now counts toward determining objective bounties.
- The deficit in gold is now 25% more important in determining objective bounties.
- The deficit in experience is now 40% less important in determining objective bounties.
- Drake and turret deficits now have a higher possibility of contributing to objective bounties activating and accruing.
- Reduced bounty accrual closer to the equilibrium by 20–40%.
- Tightened the window for gold values activating and deactivating.
- Linger duration reduced to 30 seconds from 60.
- Baron Nashor base objective bounty reduced to 300 gold from 500 gold.
Patch 14.10
changeChampion Kill Bounties
- The penalty/addition per positive kill bounty tier has been reduced at certain tiers, and normalized to 100 gold per tier. The following lists the new kill bounties at each positive tier:
- +2: 400 gold from 450 gold
- +3: 500 gold from 600 gold
- +4: 600 gold from 700 gold
- +5: 700 gold from 800 gold
- +6: 800 gold from 900 gold
- +7: 900 gold from 1000 gold
- +8: 1000 gold
- Positive bounty is still capped at 1000 gold.
- 100 gold addition per kill beyond the 8th instead of the 7th.
- The penalty/deduction per negative kill bounty tier has been increased to 25% from 20%. The following lists the new kill bounties at each negative tier:
- -1: 267 gold from 274 gold
- -2: 200.25 gold from 220 gold
- -3: 150.1875 gold from 176 gold
- -4: 112.640625 gold from 140 gold
- -5: 100 gold from 112 gold
- -6: 100 gold
- Negative bounty is still capped at 100 gold.
- Gold Value bounty accrual beyond the first 100 gold of advantage has been reduced to 50 gold per 250 gold of advantage from 50 gold per 200 gold of advantage.
Experience
- Shared minion experience increased to 124% from 116%.
- Solo minion experience unchanged at 95%.
- Shared champion kill experience modifier reduced to 66.6/82/90% (at level 1/7/9) (based on your level) of the solo kill experience from 66.6/82/100% (at level 1/7/9) (based on your level).
- Bug Fix: Fixed an inconsistency for experience sharing with five teammates which resulted from an out-of-bounds value in the formula.
- New: The game now has a value for splitting experience to 6 players.
Patch 13.12
changeA fair bit ago we nerfed mid lane minion gold to reduce mid lane agency at early points in the game. While this was successful, the risk of nerfing mid lane mages over roamers has indeed become a reality and placed mages in a not-so-great position. This is certainly not the only issue with mid lane mages, but is one that we think we can mitigate now.
MID LANE GOLD
- Here comes the MONEY: Mid Lane minions are worth one less gold each before 14 minutes → Mid lane minions are worth the same amount of gold as minions in other lanes. Minion equality has been achieved.
Patch 13.4
changeChampion kill experience
- Champion kill experience reduced to 42 to 990 (based on enemy champion level) from 42 to 990 (based on enemy champion level). Reduced at levels 3–9.
- Experience modifier per level of difference changed to 20% from 16%.
- Experience penalty (earned experience from a lower level target) still has a minimum of 40% total experience.
- Experience modifier now starts applying from 0% at the first full decimal level of difference instead of 16% immediately.
Patch 12.18
changeExperience
- Bug Fix: End of game experience wheel now properly displays experience needed to progress to the next level instead of the amount gained from the current match.
Patch 12.13
changeObjective bounties
- Bounty linger duration increased to 60 seconds from 5.
- New Effect: Bounties now fall off slightly earlier when the losing team reduces the lead.
- New Effect: Claiming an objective bounty as bounties are lingering now cancels all other objective bounties on the map (until bounties are reactivated due to a large lead).
- New Effect: Gold accumulating passives and effects no longer count towards a team's total gold when calculating bounties.
- Bounties weighed and calculated based on Dragon and turrets have now been updated to be more in line with player expectations.
Patch 12.8
changeObjective Bounties
- Bug Fix: Nexus turrets with active bounties now correctly have the bounty indicator on their health bars and display information about their bounty when pinged.
Patch 12.4
changeRecently, there's been an increase of enchanter support champions in solo lanes who use support gold income items to gain money passively while roaming the map rather than playing in their lane. While we do value creativity in League of Legends, we believe this specific strategy goes over the line for what a healthy amount of early game roaming looks like. It also denies their lane opponents the opportunity to use early-game strengths to build leads during lane phase, which is a core part of each game.
Champion Bounties
- New Effect: Gold Value bounties now adjust based on the number of Support items on both teams.
Objective Bounties
- Bounty linger duration reduced to 5 seconds from 15.
- New Effect: The threshold for objective bounties activating is now doubled if a team has two or more champions with Support items, meaning they are now significantly less likely to activate for a team that has two or more champions with Support items.
Support Gold Income Items - Spellthief's Edge, Relic Shield, Steel Shoulderguards, & Spectral Sickle
- GOLD VALUE BOUNTIES: Gold value bounties (a.k.a. CS bounties) are now based on the number of support gold income items on each team, rather than assuming each team has one support gold income item
- OBJECTIVE BOUNTIES: Enemy gold leads are now significantly less likely to lead to Objective Bounties activating if there are two or more support gold income items on your team
- TRIBUTE/SPOILS OF WAR (PASSIVE) - MINION FARMING PENALTY: (4 minions per minute) → (2 minions per minute until 5 minutes; 4 minions per minute thereafter) minion kills. This diminished gold penalty is now also more severe during the first 5 minutes of the game. (All else unchanged)
Patch 12.1
changeObjective Bounties
- Targets with an active objective bounty now have different health bars to indicate that status.
Patch 11.23
nerfObjective Bounties
- New: The team that is sufficiently behind can now receive objective bounties, calculated based on their experience and gold deficit as well as how many more Dragon and turret the opposing team has secured. The bounties activate 15 seconds after the team falls below the threshold and deactivate the same time after they rise above it, which extends if the team is in-combat with an objective that has an active bounty. They are highlighted on the minimap and the tab menu for both teams. When an objective bounty is claimed, the bounty's gold is distributed evenly among all team members. The bounty's value can increase by up to 60% as a team falls further behind. Objective bounties can activate on the following objectives:
- Baron Nashor: 500 gold, up to 800 gold
- Dragon and Elder Dragon: 500 gold, up to 800 gold
- Rift Herald: 500 gold, up to 800 gold
- Inner turrets: 400 gold, up to 640 gold
- Nexus turrets: 400 gold, up to 640 gold
- Outer turrets: 250 gold, up to 400 gold
- Losing team now needs to be further behind to activate.
- Now falls off earlier when the losing team begins to come back.
- Removed: Damaging an objective with a bounty no longer resets its deactivation timer.
- Dragon Slayer and Dragon Soul values in determining objective bounties has been reduced.
Patch 10.8
buffChampion kill experience
- Solo experience increased to 42 to 990 (based on enemy champion level) from 35 to 990 (based on enemy champion level). Increased by 20% at levels 1–6 and increased by 10% at levels 7–8.
- New Effect: Shared experience is now 66.6/82/100% (at level 1/7/9) (based on your level) of the solo kill experience instead of 100% always.
Patch 9.6
nerfKill Bounties
- Bounties from minions and monsters after the first 100 gold reduced to 50 gold per 200 gold of advantage from 50 gold per 150 gold of advantage.
- Bounties from minions and monsters decrease if your team's overall gold is surpassed by the enemies' overall gold.
- Support item gold now contributes to minion and monster gold bounties to accurately reflect when someone is farming and also using a support item.
- Average now takes into account gold earned from support items and divides gold earned from minions and monsters by 4.3 rather than 4.
- Scoreboard and chat bounty numbers now only display/announce the gold beyond the nominal champion bounty. The 300 base kill gold is now subtracted from these displays. This does not affect the actual dispensed bounty.
- Bug Fix: If First Blood has not occurred yet and a champion has earned enough gold to have any bounty above the base amount, no longer adds the First Blood gold to the scoreboard's display.
Patch 8.24
changeBounty System
- The new bounty system has been fixed on non-Summoner's Rift maps.
Patch 8.23
buffBounties
- Four kills bounty increased to 400 gold from 375 gold.
- Five kills bounty increased to 500 gold from 450 gold.
- Six kills bounty increased to 600 gold from 500 gold.
- Bounty reward beyond six kills increased to 100 gold per additional kill from 50 gold.
- New: If, since their last death, a champion has earned at least 100 more gold from minions and monsters than the enemy team's average, their bounty will now increase by 50 gold, and is further increased by 50 gold for every 150 gold that their advantage grows by thereafter.
- Average is determined by dividing the enemy team's minion and monster gold by four, rather than five, based on the four sources of income on Summoner's Rift (top/mid/bot/jungle). Modes with smaller teams divide by the number of champs per team instead (ex. 3 for Twisted Treeline).
- Bounties over 150 gold are now visible in the scoreboard to both allies and enemies.
- Bounties no longer increase mid-combat. If a champion earns multiple kills and then immediately dies, those kills will count toward their next death instead.
- Bounty payouts for killing members of the losing team are reduced, down to a minimum of 20% normal values if the losing team is massively behind.
- A single kill can no longer grant more than 1000 total gold to the killer. Any bounty gold past the cap rolls over to that champion's next death.
- A champion's bounty can still stack to greater values, but any remaining gold will carry over. Enemies can now be 'Shutdown' multiple times in succession.
- Six deaths bounty increased to 100 gold from 90 gold.
- Seven deaths bounty increased to 100 gold from 72 gold.
- Eight deaths bounty increased to 100 gold from 58 gold.
- Nine and more deaths bounty increased to 100 gold from 50 gold.
Patch 8.13
buffBounties
- New: Two kills bounty now grant an additional 150 gold.
- Three kills bounty increased to 300 gold from 200 gold.
- Four kills bounty increased to 375 gold from 250 gold.
- Five kills bounty increased to 450 gold from 300 gold.
- Six kills bounty increased to 500 gold from 325 gold.
- Bounty reward beyond six kills increased to 50 gold per additional kill from 25 gold.
Patch 8.10
changeBounties
- Assists on bounty kills no longer grant bonus gold.
- One kill bounty removed from 100 gold split among team.
- Two kills bounty removed from 150 gold split among team.
- Three kills bounty changed to 200 gold to killer from 300 gold split among team.
- Four kills bounty changed to 250 gold to killer from 350 gold split among team.
- Five kills bounty changed to 300 gold to killer from 450 gold split among team.
- Six-plus kills bounty changed to 300 gold (+ 25 gold per kill beyond 5) to killer from 450 gold split among team.
- Bounty on being killed changed to (resets bounty to 0) from (removes 3 bounty level).
Patch 7.22
nerfExperience
- Removed: Kills and assists no longer award bonus experience if you are more than 1 decimal level lower than your team's average decimal level, increasing logarithmically up to a bonus of 60% at 4 full levels of difference.
Patch 7.4
buffCatch-Up Experience
- Earning a kill or assist while more than one full decimal level below your team's average decimal level now grants bonus experience.
- The bonus caps at 60% bonus experience at four full levels of difference.
- Bonus experience for kills/assists on higher-level champions has been slightly increased. (At 4 levels' difference, this adds about 10% more bonus experience).
Patch 5.23
nerfExperience Bounties
- For Reference: Whenever you score a kill on a champion, you gain a percentage of the total experience required for the slain champion to advanced to their next level. This is regardless of their current progress toward the level. As of V5.22, the base percentage is 60% and is modified by 7% per level difference, earning you less experience versus lower levelled champions with a minimum of 20%. When multiple champions are involved, the amount of experience you earn is modified so that you each gain a proportional share (e.g. 50% for a two-man takedown) - although the amount of experience each champion earns is based on their own level differences. For example, it requires 280 experience to go from level 1 to level 2 - scoring a kill one your own at level 1 versus a level 1 enemy would grant you 168 experience.
- Base experience earned from a kill reduced to 50% from 60%.
Patch 5.22
changeExperience Bounties
- For Reference: Whenever you score a kill on a champion, you gain a percentage of the total experience required for the slain champion to advanced to their next level. This is regardless of their current progress toward the level. Prior to this patch, the base percentage was 50% and is modified by 8% per level difference, earning you less experience versus lower levelled champions with a minimum of 15%. When multiple champions are involved, the amount of experience you earn is modified so that you each gain a proportional share (e.g. 50% for a two-man takedown) - although the amount of experience each champion earns is based on their own level differences. For example, it requires 280 experience to go from level 1 to level 2 - scoring a kill on your own at level 1 versus a level 1 enemy would earn you 140 experience.
- Base experience earned from a kill increased to 60% of experience needed to level from 50%.
- Experience modifier per level difference reduced to 7% from 8%.
- Minimum experience earned increased to 20% from 15%.
Patch 4.20
nerfBounty Changes
- Kills no longer grants reduced gold before 4 minutes.
- Assists now grant reduced gold in the first 90 seconds of the game (25% which scales up to 50% over the following 210 seconds at 5 minutes).
