How much gold and experience you convert per minute, and how much of it you waste.
Good economy is not a big GPM. It's a GPM that's big for the hero you're on, at the point in the game where that hero is supposed to be converting gold into pressure. A position-one Anti-Mage and a position-four Rubick are playing different games, and a single number can't grade both.
The players who improve fastest here are usually not farming more — they're wasting less. Time spent walking between camps with nothing to show for it, gold sitting unspent in your pocket while you die, a jungle that goes uncleared while you stand in a lane doing nothing: all of it is economy, and none of it shows up as a low last-hit count.
Dying with enough gold for the item that would have won the fight is one of the most expensive habits in the game, and one of the easiest to fix. If you can afford a component, buy it — a courier delivery is faster than a respawn timer.
We grade GPM and XPM against the same hero at your bracket rather than against the game as a whole, and we separately count the gold you were carrying when you died and the share of the game you spent doing nothing measurable. The second pair is usually where the improvement is.
| Metric | Better when | |
|---|---|---|
| GPM | higher | HEADLINE |
| XPM | higher | |
| Last hits | higher | |
| Net worth | higher | |
| Gold banked on death | lower | |
| Idle map time | lower |
When a report's main finding lands in farm & economy, its assignment binds to one of the metrics above. Every game you play afterwards is scored against that number — free games included — and the assignment stays open until it moves. How it works has the full loop.