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Experience allows heroes to level up, which makes them stronger and allows them to learn new abilities. Experience is earned by being within a 1500 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.


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 an 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 200 experience points, while leveling up from 24 to 25 requires 2500 experience points. There are a few exceptions for some levels in the 6–23 range to allow mid-game heroes to peak slightly earlier.

Hero level Total experience required to reach level Experience required for next level
1 0 230
2 230 370
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]

When an enemy unit dies, experience is granted and divided among all allied heroes in a 1500 radius.

  • 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 (like a summon or a dominated unit) grants no experience to the enemy.
  • Denying a non-player-controlled unit (lane creeps) grants 25% of its experience bounty to the enemy, and 25% to the denying team.
  • Non-player-controlled units killed by neutrals is considered the same as the enemy creeps killing them—it's not a deny, and gives full XP. You must deny the creep yourself to deny its XP.
  • 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.


Some items award a hero with experience, namely:

  • Hand of Midas icon.png
    Experience Gain: 185% of the creep's experience bounty
  • Tome of Knowledge icon.png
    Base Experience Gain: 700
    Bonus Experience Gained per Previous Tome: 135
    Every tome consumed by an ally increases the experience bonus.

Hero kills[edit]

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]

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 30
2 60
3 90
4 120
5 150
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]

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When an enemy hero dies, allied heroes within 1500 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]

Main Article: Lane creeps
Creep Experience
Melee creeps.png
Melee Creep
Ranged creeps.png
Ranged Creep
Siege creeps.png
Siege Creep
Melee creeps.png
Super Melee Creep
Ranged creeps.png
Super Ranged Creep
Siege creeps.png
Super Siege Creep
Mega Melee creeps.png
Mega Melee Creep
Mega Ranged creeps.png
Mega Ranged Creep

Neutral creeps[edit]

Main Article: Neutral creeps


Roshan model.png
750 + 20*min


Main Article: Summons




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 1500 range split 25% of the usual experience bounty, while the denying team within range also shares 25% of its experience. If it is a player controlled unit, enemies gain no experience from it. Denying an allied unit prevents the opponents from earning gold.

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