Experience

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Experience is equally shared by all heroes in a 1200 range.

Experience in Dota 2 is given by a unit on the enemy team that dies. Experience is used to level up, and it takes increasingly more experience to level up as a hero's level progresses.

A few important things about experience:

  • Experience is equally shared by all heroes in a 1200 range.
  • Hero kills outside of 1200 range will give experience to the killer.
  • Denying an allied unit does not grant experience to the ally.
  • Heroes take their share of experience even after level 25, even though they cannot use it.
  • Building kills grant experience.
  • Summoned units (units created by spells or items) give 50% experience.

[edit] Leveling

A Hero levels up by acquiring experience points from enemies (including Creeps, Towers, and summoned units) which die nearby. When a Hero levels, its stats get increased according to that Hero's individual attribute bonuses, and it gains a skill point. The skill point can be spent on any of the Hero's spells which has not been maxed out, or to increase the hero's stats by an additional 2 points each (Strength, Agility, and Intelligence). Skill points carry from level-to-level; if a Hero levels up multiple times without spending skill points, they are retained for future use.

The amount of experience required to level up is equal to the upcoming hero level * 100. For example, to increase a Hero's level from 1 to 2 (the first level "gained", as each Hero starts the game at level 1), a Hero requires 200 experience points, while levelling up from 24 to 25 requires 2500 experience points. Recently, this rule got an exeption for reaching the levels 7 and 8, as they now require the same 600 experience as level 6. This oddity is ironed out by the unusual high 1200 xp required for level 9, after which the required experience for each level returns to the usual formula. The reason behind this is to help support-type heroes to sustain their usefulness throughout the midgame by making it easier to obtain a acceptable herolevel, so the difference to carry-type heroes of the enemy team is not as drastical during the first half of the match.

Hero Level Total experience required to reach level Experience required for next level Experience for creep death of this 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 1100 349
11 6500 1200 410
12 7700 1300 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


Below is a table that shows the experience gained by one or more Heroes who are near a killed enemy Hero of a given level:

Experience per Allied Hero in Range
Enemy Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Allied Heroes in Range 1 240 280 340 420 520 640 760 880 1000 1120 1240 1360 1480 1600 1720 1840 1960 2080 2200 2320 2440 2560 2680 2800 2920
2 155 180 215 260 315 380 445 510 575 640 705 770 835 900 965 1030 1095 1160 1225 1290 1355 1420 1485 1550 1615
3 70 84 104 131 165 205 245 286 326 366 407 447 487 528 568 608 649 689 729 770 810 850 891 931 971
4 46 57 73 94 120 151 182 213 244 275 306 337 368 399 430 461 492 523 554 585 616 647 678 709 740
5 35 44 57 74 95 120 145 170 195 220 245 270 295 320 345 370 395 420 445 470 495 520 545 570 595

[edit] Experience Formula

If L is the level of the killed hero, the amount of experience gained is:

  • 1 Hero:
f(0) = 220
f(x) = f(x-1) + min(120, 20x)
  • 2 Heroes:
f(0) = 140
f(x) = f(x - 1) + min(65, 15 + 10x)

[edit] Denying

Denying occurs when a hero lands a killing blow on an allied creep or hero. Heroes can only target allied units if the creep or hero is under 25% health(50% for creeps). Melee enemy heroes in 1000 range of the denied unit receive 36/n experience and ranged heroes receive 18/n experience, where n is the total number of enemy heroes within the 1000 range. Denying an allied unit prevents the opponents from earning gold.

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