 Gold is primarily obtained by killing enemy heroes , destroying enemy structures , and killing creeps , the latter act being called " farming " . Only the hero that lands the killing blow on a creep obtains gold from it , an act called " last hitting " , but all nearby allies receive gold when an enemy hero dies . Players are also able to " deny " allied units and structures by destroying them , which then prevents their opponents from getting full experience . Gold is then spent on items that provide unique active and passive abilities , in addition to attribute enhancements to their wearer , depending on the item . The player also receives a small , continuous stream of gold over the course of a match . 
 Gold is primarily obtained by killing enemy heroes , destroying enemy structures , and killing creeps , the latter act being called " farming " . Only the hero <a href='null_relcl' title='1'><mark>that</mark></a><a href='uninflect' title='2'><mark>lands</mark></a> the killing blow on a creep <a href='uninflect' title='3'><mark>obtains</mark></a> gold from it , an act called " last hitting " , but all nearby allies receive gold when an enemy hero <a href='uninflect' title='4'><mark>dies</mark></a> . Players <a href='drop_aux' title='5'><mark>are</mark></a>also able to " deny " allied units and structures by destroying them , which then <a href='uninflect' title='6'><mark>prevents</mark></a> their opponents from getting full experience . Gold is then spent on items <a href='null_relcl' title='7'><mark>that</mark></a>provide unique active and passive abilities , in addition to attribute enhancements to their wearer , depending on the item . The player also <a href='uninflect' title='8'><mark>receives</mark></a> a small , continuous stream of gold over the course of a match . 
Gold is primarily obtained by killing enemy heroes , destroying enemy structures , and killing creeps , the latter act bein called " farming " . Only the hero land the killing blow on a creep obtain gold from it , an act called " last hitting " , but all nearby allies receive gold when an enemy hero die . Players also able to " deny " allied units and structures by destroying em , which then prevent their opponents from getting full experience . Gold is then spent on items provide unique active and passive abilities , in addition to attribute enhancements to their wearer , depending on da item . The player also receive a small , continuous stream of gold over the course of a match .