Gold and experience: where they actually come from
Last hits are the obvious source and the smallest one. The rest of the map pays better and almost nobody collects it.
01Four taps and a clock
Gold arrives from four places: creeps you kill, the trickle everyone gets just for being alive, kills and assists, and buildings. Only the first depends on your hands. The trickle and the buildings depend on where the game is being played, which is why a hero with terrible last hitting and a free map ends up richer than one farming perfectly inside their own trees.

02The jungle is a second lane
A camp is a wave that nobody contests. Stacking one at the right second doubles it for free, and pulling it into your lane turns enemy farm into yours. A support that stacks three camps before minute ten has created more gold than it will ever earn from kills, and it costs nothing but walking on time.

03Dying is the most expensive purchase
A death costs the gold on your body, the seconds you are not farming, and the buyback you may need later. Add the three together and a single bad fight at minute twenty is worth more than an item. This is why professionals walk away from fights they could probably win: probably is not good enough when the bill is that size.

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