Lowest price The cheapest boosting of any established site we checked · 11 sites compared · found it lower? We match it See the comparison
BoostPirate logo BoostPirate
Become a booster
EN
Dota 2 · Systems · Economy

Dota 2 Gold and XP Guide (2026): Net Worth, Levels and Buyback

Where gold and experience come from in Dota 2 patch 7.41f: passive gold, creeps, kills and assists, bounty runes, Wisdom Shrines and the Tormentor, the XP needed for every level, what dying and buying back cost, and how to read your own GPM and XPM.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • 63,900 XP to level 30
  • Bounty runes every 4 minutes
  • Wisdom Shrines: 200, 500, 800 XP
  • Buyback: 200 + net worth ÷ 13
Systems · the economy desk

Gold buys items. XP buys everything else.

The total experience for every level, and where a hero's gold comes from — the two curves behind every net-worth graph.

0k16k32k48k64k 161015202530 2,440 5,900 12,400 21,400 34,400 63,900 hero level →
Total XP to reach each level · OpenDota game constants
  • Passive incomeevery few seconds, all gamereliable
  • Bounty runesevery 4 min since 7.38reliable
  • Lane and jungle creepslast hits, the bulk of a core's goldunreliable
  • Kills and assistsscale with the victim's net worthunreliable
  • Towers, Tormentor, Roshanteam gold for objectivesmixed
63,900 XP to level 30 200 → 500 → 800 XP from Wisdom Shrines 15 + (50 + NW × 0.037) ÷ heroes assist gold

XP: OpenDota's game constants, read 8 November 2026. Shrines, bounty runes and the assist formula: Valve's 7.38, 7.40 and 7.41 notes. Reliable / unreliable: the community Dota 2 Wiki.

Every graph at the end of a Dota 2 game is about two resources: gold, which buys items, and experience, which buys levels — and with them abilities, talents and stats. This guide explains where both come from on patch 7.41f (8 November 2026), what the curve from level 1 to 30 looks like, what a death really costs, and how to read your own GPM and XPM. Where Valve publishes a formula we quote Valve; where it doesn't, we say whose number it is.

Short answer: gold comes from passive income, creeps, kills and assists, bounty runes (every four minutes since 7.38) and objectives; only passive income and bounty runes are reliable gold you can't lose on death. Experience comes from creeps, kills and Wisdom Shrines, which since 7.41 give 200, then 500, then 800 XP. Level 30 takes 63,900 total XP (OpenDota's game constants). Dying costs about net worth ÷ 40 in unreliable gold, and buyback 200 + net worth ÷ 13 (community Dota 2 Wiki).
Key takeaways
  • Level 6 needs 2,440 XP, level 25 needs 34,400 — and the last five levels cost almost as much again.
  • Assist gold scales with the victim's net worth (Valve's 7.40 formula): killing the enemy carry pays far more than killing a support.
  • Spend unreliable gold first. It's the only gold a death takes away.
  • Wisdom Shrines feed your poorest hero: the team's lowest-XP hero gets the same amount as the collector.
  • Buyback scales with net worth — about 969 gold at 10,000 net worth, 2,507 at 30,000.

Where gold comes from

Gold arrives from five places. The proportions change with your position — a carry lives on creeps, a support on passive income, runes and assists — but the sources are the same for everyone:

Reliable

Passive income

Every player earns gold over time from the start. The community Dota 2 Wiki puts it at about 90 gold a minute early, rising slowly with game time.

Reliable

Bounty runes

Valve's 7.38 notes moved them to every 4 minutes and set the gold after the first set at 40 + 6 per 4 minutes; since 7.40 a rune pays by when it spawned, not when it's taken.

Unreliable

Creeps

Lane and neutral last hits. 7.33 stopped melee creeps growing in bounty with each upgrade and halved the ranged creeps' growth, so farm comes from volume.

Unreliable

Kills and assists

Paid from the victim's net worth: a rich hero is worth far more than a poor one. The formula is below.

Team

Objectives

Towers, the Tormentor and Roshan pay the team. 7.41 cut the Tormentor's total team gold from 875 to 700.

Reliable and unreliable gold

Dota still splits your gold in two, as the community Dota 2 Wiki describes it. Reliable gold comes from passive income and bounty runes; unreliable gold from kills, creeps, buildings and similar sources. The difference matters at three moments:

When you die

You lose unreliable gold only — reliable gold is safe.

When you buy items

The shop spends unreliable gold first, which is exactly what you want.

When you buy back

Buyback spends reliable gold first, so a hero who has spent all their unreliable gold still has buyback money in reserve.

The practical lesson: if you're carrying a lot of gold into a risky fight, spend it first — on the item, on a component, even on consumables. A death with 2,000 gold in your pocket throws part of it away.

The XP curve, level by level

OpenDota's game constants list the total experience for every level. The curve steepens twice: around level 6, where most heroes take their ultimate, and after level 25, where each level costs 4,000 or more.

10start
2240+240
3640+400
41,160+520
51,760+600
62,440+680
73,200+760
84,000+800
94,900+900
105,900+1,000
117,000+1,100
128,200+1,200
139,500+1,300
1410,900+1,400
1512,400+1,500
1614,000+1,600
1715,700+1,700
1817,500+1,800
1919,400+1,900
2021,400+2,000
2123,600+2,200
2226,000+2,400
2328,600+2,600
2431,400+2,800
2534,400+3,000
2638,400+4,000
2743,400+5,000
2849,400+6,000
2956,400+7,000
3063,900+7,500

Highlighted: level 6 (most ultimates) and the levels that give talent points since 7.40 (10, 15, 20, 25, 27–30). Levels 26–30 alone cost 29,500 XP — 86% of everything needed to reach 25.

Two things follow. First, the early levels are cheap and decisive: being level 6 a minute before your lane opponent is often the whole lane. Second, the cap is far away. Most ranked games end with the cores between levels 20 and 28, so the talent points at 27–30 are a long-game bonus — see the talents guide.

Where experience comes from

  • Creeps near you. Experience from creeps you or the enemy kill is shared between heroes nearby — you don't need the last hit, just to be in range. Per the community wiki, the hero-kill sharing radius is 1,500 units.
  • Denies cost the enemy XP. The community wiki says a denied lane creep gives the enemy only 50% of its experience. Valve's 7.41 notes raised the flagbearer creep's experience from 57 to 60.
  • Hero kills. The community wiki gives (100 + 0.13 × the victim's XP) ÷ the heroes sharing it, plus a streak bonus — killing a high-level hero is worth more.
  • Wisdom Shrines. Valve's notes: they replaced Wisdom Runes in 7.38, fill every 7 minutes and are collected by standing within 300 units for 3 seconds. The XP goes to a random hero there “and also to their teammate with the lowest experience”.

Since 7.41 a shrine's countdown also reverses while enemy heroes stand inside, instead of pausing — so contesting a shrine actually pushes it back. The first shrine gives 200 XP, and each later one 300 more than the last. Because the lowest-XP teammate gets the same amount, a shrine is the best catch-up tool a team with an under-levelled support has.

Kill and assist gold

Valve reworked assist gold in 7.40. The formula in the notes is 15 + (50 + victim net worth × 0.037) ÷ number of heroes, and each hero sharing the kill gets that amount. Worked through for a few cases:

Victim's net worth1 hero2 heroes3 heroes5 heroes
3,000176966947
10,00043522515599
20,000805410278173
30,0001175595402247

Each hero's share, rounded. Assist gold only — the killer's own bounty and streak gold are separate.

Read the table two ways. Down the columns: a 30,000 net worth carry is worth more than six times a 3,000 net worth support, which is why the losing team's best comeback is catching the richest enemy hero. Across the rows: sharing a kill splits the variable part of the reward, so five heroes chasing one support each earn very little. The comebacks and buybacks guide builds a whole plan on this.

How gold and experience flow in Dota 2 patch 7.41f: reliable gold from passive income and bounty runes every four minutes is never lost on death; unreliable gold from creeps, kills and buildings is spent first and lost on death at about net worth divided by 40; buyback costs 200 plus net worth divided by 13; experience comes from creeps in range, hero kills and Wisdom Shrines worth 200, 500 and 800 experience, shared with the lowest-level teammate.
Two wallets, one XP bar. Valve's 7.38–7.41 notes and the community Dota 2 Wiki's formulas.Graphic: BoostPirate

What a death costs, and when to buy back

Valve doesn't print these formulas in the client, so we quote the community Dota 2 Wiki: a death costs net worth ÷ 40 in unreliable gold, and buyback costs 200 + net worth ÷ 13, rounded down. Each buyback also adds time to your next respawn. Worked out:

Net worthLost on deathBuyback
5,000125584
10,000250969
15,0003751,353
20,0005001,738
30,0007502,507
40,0001,0003,276

In BoostPirate's coaching, buyback is a question of what the next minute decides. Buy back to defend your high ground, to stop Roshan or to finish a fight that ends the game. Don't buy back to farm, to chase a kill or because you're bored of waiting — the gold and the longer next respawn are the price. And if you're the carry, keep the buyback money from the 30-minute mark on: the table shows it grows with your net worth.

Centaur Warrunner, a horned centaur hero from Dota 2, holding a large double-bladed axe
Centaur Warrunner, a Strength hero often played offlane, where experience matters more than gold: an offlaner a level ahead can fight a carry who has more items.Image: Valve

Reading your GPM and XPM

The post-game screen shows gold and experience per minute for every player, and the graphs show the team totals over time. How to use them, in BoostPirate's experience:

  1. Compare with yourself, not with the pros.

    Your average GPM on a hero over ten games is your baseline. A game 20% under it is worth a replay.

  2. Look at the first ten minutes.

    Most GPM gaps open in the lane. If you were behind at 10:00, the last-hitting guide is the fix.

  3. Read XPM for supports and offlaners.

    Their gold will be low by design; a low XPM means they weren't near fights or creeps.

  4. Find the swing.

    The net-worth graph usually turns at one fight or one objective. Rewatch that minute.

Gold and XP by position

Positions exist because there isn't enough gold for five carries. Ranked is queued by position, so the farm order is agreed before the game: position 1 takes the most, then mid, offlane, and the two supports. What changes by position is which resource you chase:

1 CarryGold — items win the late game
2 MidXP first — a solo lane gets every creep's experience
3 OfflaneXP — levels to survive and start fights
4 Soft supportAssists, bounty runes, rotations
5 Hard supportPassive gold, runes, Greedy — and staying alive

Pips = farm priority (position 1 first). What each chases is BoostPirate's coaching view, not a measured figure.

Mid lives on experience — a solo lane gets every creep's XP alone. Offlaners need levels more than items to survive and to fight. A support's best gold is the gold the team doesn't miss: passive income, bounty runes, Greedy from a neutral craft (see the neutral items guide) and assists. The positions guide covers each role.

Economy habits that win games

Don't
  • Walk into a fight with a full pocket of unreliable gold.
  • Buy back with nothing to defend.
  • Share every kill five ways when one hero can take it.
  • Leave a Wisdom Shrine to the enemy when your support is behind.
Do
  • Stay in range of dying creeps even when you can't last-hit them.
  • Deny — it costs the enemy half the XP.
  • Collect bounty runes at every 4-minute mark.
  • Keep buyback money as a core from the mid game on.

If your graphs keep showing the same gap, coaching (from $14.90 an hour) with an Immortal player finds where the gold went in your own replays. The farming patterns guide is the next read.

Sources
  • Valve — patch notes: 7.33 (lane creep bounty growth) · 7.38 (bounty runes every 4 minutes, Shrines of Wisdom) · 7.38b · 7.40 (assist gold formula, bounty runes by spawn time, talent points) · 7.41 (Shrine XP 200 / 500 / 800, reversing countdown, flagbearer XP, Tormentor rewards) · patch list (7.41f newest on 8 November 2026)
  • OpenDota — game constants, experience per level (read 8 November 2026)
  • Community Dota 2 Wiki — Gold (passive income, reliable and unreliable gold, death gold, buyback) · Experience (hero-kill XP, sharing radius, denies); read 8 November 2026, the pages carry no patch stamp
  • Checked 8 November 2026. Buyback advice, the position priorities and the GPM method are BoostPirate's advice.
Free: Dota 2 MMR Calculator Your MMR or medal in — the star it is on the community table, the MMR and net wins to the next star and medal, and about where you sit among OpenDota-tracked players.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

How much XP do you need for level 30 in Dota 2?
63,900 in total, according to OpenDota's game constants. Level 6, where most heroes take their ultimate, needs 2,440, and level 25 needs 34,400; the last five levels cost almost as much again as the first twenty-five.
How much does buyback cost in Dota 2?
The community Dota 2 Wiki gives 200 gold plus your net worth divided by 13, rounded down: about 969 gold at 10,000 net worth and 2,507 at 30,000. Buyback also adds time to your next respawn, so it isn't free even when you can afford it.
How much gold do you lose when you die in Dota 2?
Only unreliable gold, the gold from creeps, kills and buildings. The community Dota 2 Wiki puts the loss at your net worth divided by 40. Reliable gold from passive income and bounty runes is never lost, so spend unreliable gold first.
How do Wisdom Shrines work in Dota 2?
Since 7.38 they replace Wisdom Runes and fill with experience every 7 minutes. A hero who stands within 300 units for 3 seconds collects it, and the team's lowest-experience hero gets the same amount. Since 7.41 the first shrine gives 200 XP and each later one 300 more: 200, 500, 800.
How is assist gold calculated in Dota 2?
Since patch 7.40 Valve's formula is 15 + (50 + victim net worth × 0.037) ÷ the number of heroes. Killing a 10,000 net worth hero with two heroes pays each of you 225 gold; killing a poor support pays much less.

Ready to climb?

More Dota 2 guides

Dota 2 Ranks Explained (2026): Every Medal from Herald to ImmortalEvery Dota 2 medal in order with Valve's icons: the seven five-star medals and Immortal, the community MMR behind each star, how a ranked game moves you, where most players sit and what changed since seasons ended. Dota 2 MMR Explained (2026): MMR per Win and Rank ConfidenceHow Dota 2 MMR works: what a ranked win is worth by Valve's own rule, why underdogs gain more, what Rank Confidence does, the community MMR behind every star and how many net wins a star takes. Dota 2 Calibration and Recalibration (2026): How Many Games You NeedHow Dota 2 calibration works today: no fixed number of games, the medal at 30 % Rank Confidence, what you need before ranked unlocks, and when the once-a-year recalibration is worth it. Dota 2 Immortal Rank, Leaderboard and Immortal Draft (2026)Dota 2's top medal explained: the MMR where Immortal starts, the four regional leaderboards, the 8,500 MMR Immortal Draft rules with official names and solo queue, and how rare the top really is. Dota 2 Ranked Requirements (2026): 100 Hours, Phone and Party RulesWhat you need to play ranked Dota 2: 100 hours, a unique phone number and no Low Priority, the party rules, Ranked Roles and Role Queue Games after the July 2026 change, and a fix for every blocked queue. Dota 2 Positions 1–5 Explained (2026): Roles, Farm Priority, ClimbingDota 2's five positions explained: what carry, mid, offlane, soft support and hard support do in each phase, example heroes Valve rates easiest, how ranked queues positions and which one suits your climb. Dota 2 Low Priority and Behavior Score (2026): How to Get OutHow Dota 2's Low Priority queue works, how to win your way out, what puts an account there and what Valve itself has said about the behaviour score behind it, from the 2023 rebuild to matchmaking. Is Dota 2 Boosting Bannable? Valve's Rules on Account Sharing (2026)What the Steam Subscriber Agreement says about sharing and selling account access, what Valve has done about shared accounts and smurfs since 2023, and how piloted, duo and coaching orders compare.

All Dota 2 guides →

Dota 2 is a trademark of Valve Corporation. BoostPirate isn't affiliated with or endorsed by Valve. Game images © Valve Corporation.