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Experience

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Sleight of Fist icon.png
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.

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, buildings and wards.
  • Denying a hero (for instance, by commiting 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 denied npc unit (lane creeps, neutrals, buildings) grant 50% of their usual experience. Npc units killed by neutrals, though, grant no experience. Neutrals deaths grant experience to any nearby hero, no matter the team that gets the last-hit.
  • A hero cannot earn experience while dead, unless they own a Bloodstone icon.png Bloodstone.
  • 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 will 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 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 didn't contribute to the kill in any way.

Abilities[edit | edit source]

Some items award a hero with experience, namely:

Hand of Midas - Transmute
Cost 2050
Hand of Midas icon.png
Experience Gain: 250% of the creep's experience bounty
Bounty Rune - Bounty Rune
Bottle bounty icon.png
Experience Gain: 50 experience + (5 × minute)

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.

Killing experience[edit | edit source]

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

Killed hero level Experience awarded
1 100
2 120
3 140
4 160
5 180
6 280
7 380
8 480
9 580
10 680
Killed hero level Experience awarded
11 780
12 880
13 980
14 1080
15 1180
16 1280
17 1380
18 1480
19 1580
20 1680
Killed hero level Experience awarded
21 1780
22 1880
23 1980
24 2080
25 2180

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]

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.

Buildings[edit | edit source]

Building Experience Awarded
Tier 1 tower 25
Tier 2 tower 25
Tier 3 tower 25
Tier 4 tower 25
Tier 1 tower (denied by enemy) 12.5
Tier 2 tower (denied by enemy) 12.5
Tier 3 tower (denied by enemy) 12.5
Tier 4 tower (denied by enemy) 12.5
Melee or ranged barracks 0
Subsidiary buildings 25
Subsidiary buildings (denied by enemy) 12.5
Fountains* 41
Ancients 0

* Since fountains are invulnerable, this experience is never obtainable.

Lane creeps[edit | edit source]

Main article: Lane Creeps
Creep Experience
Melee creeps.png
Melee Creep
62
Ranged creeps.png
Ranged Creep
41
Siege creeps.png
Siege Creep
88
Melee creeps.png
Super Melee Creep
25
Ranged creeps.png
Super Ranged Creep
25
Melee creeps.png
Mega Melee Creep
25
Ranged creeps.png
Mega Ranged Creep
25

Neutral creeps[edit | edit source]

Main article: Neutral Creeps

Roshan[edit | edit source]

Roshan Portrait.png
Roshan
1789

Hero summons[edit | edit source]

All hero-summoned units grant 50% experience.

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.

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 for an Attribute Bonus icon.png Attribute Bonus to increase the hero's Icon Str.png Strength, Icon Agi.png Agility, and Icon Int.png Intelligence by an additional 2 points each. 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 200 experience points, while leveling up from 24 to 25 requires 2500 experience points. There are a few exceptions for some levels in the 6–12 range to allow mid-game heroes to peak slightly earlier.

Hero Level Total experience required to reach level Experience required for next level Experience from killing creeps with a certain level
1 0 200 25
2 200 300 41
3 500 400 62
4 900 500 88
5 1400 600 119
6 2000 600 155
7 2600 600 196
8 3200 1200 242
9 4400 1000 293
10 5400 600 349
11 6000 2200 410
12 8200 800 476
13 9000 1400 547
14 10400 1500 623
15 11900 1600 704
16 13500 1700 790
17 15200 1800 881
18 17000 1900 977
19 18900 2000 1078
20 20900 2100 1184
21 23000 2200 1295
22 25200 2300 1411
23 27500 2400 1532
24 29900 2500 1658
25 32400 - 1789

Balance changelog[edit | edit source]

6.84c

  • The fixed portion of the XP Hero Bounty for first 5 levels is reduced from 100/120/160/220/300 to 100/120/140/160/180 (then continues +100 per level as usual).

6.84

  • Hero kills achieved by units under your control now provide XP credit to your hero (Affects things like Spirit Bear, Golems, Familiars, etc getting kills)
  • AoE Bonus XP component based on Team XP difference reduced by 40%

6.82c

  • AoE XP XPFactor reduced from 0.3/0.3/0.2/0.15/0.12 to 0.23/0.23/0.2/0.15/0.12

6.82b

  • Reduced AoE XP bonus factor for 1/2/3/4/5 hero kills from 0.5/0.35/0.25/0.2/0.15 to 0.3/0.3/0.2/0.15/0.12
  • Adjusted bonus area of effect XP

6.82

  • Reworked the bonus area of effect XP

6.79

  • XP AoE increased from 1200 to 1300
  • Non-Ancient Neutrals now split XP with all heroes in the AoE instead of just the team that killed them

6.78

  • Deny XP and Bonus XP/Gold AOE is now the same as regular XP AOE (1000->1200)
  • 4 hero XP bonus changed from 15+6*Level to 20+5*level
  • 5 hero XP bonus changed from 10+5*Level to 15+4*level
  • Level 11 XP requirements reduced from 6500 to 6000
  • Level 12 XP requirements increased from 7700 to 8200

6.75

  • Total XP required for level 7 decreased from 2700 to 2600
  • Total XP required for level 8 decreased from 3500 to 3200
    • It still requires a total of 4400 XP to reach level 9

6.72

  • Heroes now get XP if they get a kill outside of the standard XP range

6.69

  • XP AoE increased from 1000 to 1200
  • Rebalanced the assist Gold & XP system
    • Most recent versions (since 6.55) have an extra portion of the gold/xp that is not a pure split like standard XP usually is.
    • For XP "heroes" means the number of heroes in the area. "Level" always means the level of the dying target
    • 6.68 Bonus XP:
      • 1 Hero: 15*Level + 50
      • 2 Heroes: 15*Level + 50
      • 3 Heroes: 14*Level + 50
      • 4 Heroes: 13*Level + 50
      • 5 Heroes: 12*Level + 50
    • 6.69 Bonus XP:
      • 1 Hero: 20*Level + 120
      • 2 Heroes: 15*Level + 90
      • 3 Heroes: 7*Level + 30
      • 4 Heroes: 6*Level + 15
      • 5 Heroes: 5*Level + 10

6.68

  • Minor adjustment (+50) to the extra aoe XP bounty

6.60

  • The non-splitting xp/gold bonuses are now doubled for EM like the rest of the xp/bounty system is
  • Increased the non-splitting portion of the xp/gold from 8/level xp & 40 gold to 12*level xp & 30+5*level

6.55

  • Increased Hero Kill Experience bonus a little bit (+8 unshared experience per hero level in an area)