Experience

From Dota 2 Wiki
Jump to: navigation, search
  Main   Changelogs    
Sleight of Fist icon.png
Play I grow stronger!
Storm Spirit

Experience allows heroes to level up, which makes them stronger and allows them to learn new abilities. Experience is earned by being within a 1300 range radius of a dying enemy unit. It takes increasingly more experience to level up as a hero's level progresses. Units can be denied by other allied units to reduce the experience given from dying.

Leveling[edit | edit source]

Each hero starts the match at level 1, with one ability point to spend. A hero levels by acquiring a certain amount of experience. When a hero levels, its attributes get increased according to that hero's individual attribute bonuses, and it gains ability point. The ability point can be spent on an ability which has not been maxed out, or on a Talent. Ability points do not need to be spent immediately, a hero can level up multiple times while saving the ability points.

Experience required for each level.

The amount of experience required to level up is generally equal to the upcoming hero level * 100. For example, to increase a hero's level from 1 to 2 a hero requires 240 experience points, while leveling up from 24 to 25 requires 2695 experience points. There are a few exceptions for some levels in the 6–23 range to allow mid-game heroes to peak slightly earlier.

Hero level Total experience required to reach level Experience required for next level
1 0 240
2 240 360
3 600 480
4 1080 600
5 1680 620
6 2300 640
7 2940 660
8 3600 680
9 4280 800
10 5080 820
11 5900 840
12 6740 900
13 7640 1225
14 8865 1250
15 10115 1275
16 11390 1300
17 12690 1325
18 14015 1400
19 15415 1490
20 16905 1500
21 18405 1750
22 20155 2000
23 22155 2250
24 24405 2500
25 26905 -

Acquiring experience[edit | edit source]

When an enemy unit dies, experience is granted and divided among all allied heroes in a 1300 range.

  • Experience is granted by almost all units: heroes, creeps, summons and wards. Buildings do not grant experience.
  • Denying a hero (for instance, by committing suicide) grants no experience (nor gold) to the enemy. This also applies when killed by neutrals.
  • More generally, denying a player-controlled unit grants no experience to the enemy.
  • Any non-hero unit (lane creeps, neutrals) which gets denied by an ally grants 50% of their usual experience.
  • Non-hero units killed by neutrals, grant 50% of their experience if it was a lane creep, or no experience if it was another creep (like a summon or a dominated unit).
  • Neutrals' deaths grant experience to any nearby hero, no matter the team that gets the last-hit.
  • A hero cannot earn experience while dead.
  • Hero kills award experience to the killer at any range (no matter how far away they are).
    • Any kills made by summoned units like Treants or Spirit Bear reward experience to their owner at any range.
  • Heroes take their share of experience even after level 25, even though they cannot use it.
  • Each Meepo minimap icon.png Meepo clone counts as a hero for the purposes of gaining and dividing experience.
  • Experience (and gold) are awarded independently of the assist counter on the scoreboard, which only counts if a hero dealt damage, and ignores proximity to the dying hero. This means a hero only gets assist gold and experience when within range of a dying enemy hero, even when it did not contribute to the kill in any way.

Abilities[edit | edit source]

Some items award a hero with experience, namely:

Hero kills[edit | edit source]

When an enemy hero is killed, allied heroes within range receive an experience reward, split up into two parts: killing experience and assist experience. Killing experience is based on the level of the killed hero, and assist experience is based on the experience difference between the teams.

Kill experience[edit | edit source]

When an enemy hero dies, an experience reward is divided equally among allied heroes in range. The killer receives the reward even if he is not in range. The formula awards total experience as follows:

Killed hero's level Experience awarded
1 100
2 120
3 140
4 160
5 180
6 200
7 220
8 330
9 440
10 550
11 660
12 770
13 880
14 990
15 1100
16 1210
17 1320
18 1430
19 1540
20 1650
21 1760
22 1870
23 1980
24 2090
25 2200

If 'x' is the level of the killed hero, the amount of experience gained (f(x)) is:

For levels 1–5: f(x) = 20(x + 4); f(1) = 100
For levels 6 and further: f(x) = f(x - 1) + 100; f(5) = 180

Or it can combine them into one formula: f(x) = (20x + 80) H(5.5 - x) + (100x - 320) H(x - 5.5)

Assist experience[edit | edit source]

Release Illuminate icon.png
Play “Many hands make light work.”
This article or section contains incomplete or outdated information. Please help the community by updating it.
You can help improve this article by updating the content as necessary. See the wiki style guide.

When an enemy hero dies, allied heroes within 1300 range receive an experience reward. The formula (for each hero) is as follows:

Assisting heroes Experience awarded
1 Hero (20 × Dying Hero's Level) + (0.138 × Dying Hero's XP x XP Difference)
2 Heroes (15 × Dying Hero's Level) + (0.138 × Dying Hero's XP x XP Difference)
3 Heroes (10 × Dying Hero's Level) + (0.12 × Dying Hero's XP x XP Difference)
4 Heroes (7 × Dying Hero's Level) + (0.09 × Dying Hero's XP x XP Difference)
5 Heroes (5 × Dying Hero's Level) + (0.072 × Dying Hero's XP x XP Difference)

XP Difference is defined as (EnemyTeamXP - AlliedTeamXP) / (EnemyTeamXP + AlliedTeamXP) and has a minimum of zero.

Lane creeps[edit | edit source]

Main article: Lane creeps
Creep Experience
Melee creeps.png
Melee Creep
45
Ranged creeps.png
Ranged Creep
90
Siege creeps.png
Siege Creep
88
Melee creeps.png
Super Melee Creep
25
Ranged creeps.png
Super Ranged Creep
25
Siege creeps.png
Super Siege Creep
88
Mega Melee creeps.png
Mega Melee Creep
25
Mega Ranged creeps.png
Mega Ranged Creep
25

Neutral creeps[edit | edit source]

Main article: Neutral creeps

Roshan[edit | edit source]

Roshan model.png
Roshan
750 + 20*min

Summons[edit | edit source]

Main article: Summons

Couriers[edit | edit source]

Special[edit | edit source]

Denying[edit | edit source]

Main article: Denying

Denying occurs when a hero lands a killing blow on an allied unit. Heroes can only target allied creeps if they are under 50% health, and can only target allied heroes if they are afflicted with certain debuffs. If the denied unit is not a player controlled unit, enemy heroes in 1300 range split half the usual experience bounty. If it is a player controlled unit, enemies gain no experience from it. Denying an allied unit prevents the opponents from earning gold.