What comeback is
The comeback mechanic is a set of rules that stops a leader from snowballing the game off one good start. It works through gold: rewards shift in favor of the team that's behind as soon as they start winning skirmishes.
- Gold depends on net worth. A rich victim grants more than a poor one.
- Team-wide bounty runes. Steady income for all five, not just the carry.
- Bonus for ending streaks. Stopping a snowballing enemy pays off.
A gold deficit is potential reward for you. One won fight against a farmed team can even the game, so don't give up early.
Bounty runes
Bounty runes are steady team income, and it pays to know their schedule:
- Spawn on a timer. At 0:00 four runes appear at once — two in the river and two in the jungle; after that they spawn every 4th minute (4:00, 8:00, 12:00 and so on) in each team's own jungle.
- Gold to the whole team. Whoever picks one shares the gold with all five: each player gets a share.
- The amount scales. 40 gold at the start and +6 for every 4 minutes of the match.
- Reliable gold. Bounty gives reliable gold, which isn't lost on death, and the amount is locked in when the rune spawns, not when you pick it up.
So collecting bounties on the timer is a support's duty: cheap, steady fuel for the team's economy. In Turbo mode the sped-up economy changes how much these runes matter, but the habit of grabbing them on the clock still pays off.
Gold for the rich
The main engine of comeback is how the reward scales with the victim's wealth:
- Rich = a valuable target. The higher a hero's net worth relative to the killers, the more gold it grants.
- Poor = a modest reward. Killing a behind support pays little.
- Works both ways. Your own farmed carry also gives a lot of gold if it dies.
- Focus the "fat" ones. A team that's behind profits most from killing the richest enemies.
So when climbing back, there's no point chasing the enemy support — hunt their cores. One core with a big net worth grants as much gold as three dead supports.
Streaks and buyback
Comeback is reinforced by two more mechanics around dominant heroes:
- Streak bounty. A hero on a long kill streak without dying carries an increased bounty.
- Bonus for ending it. Whoever breaks the streak gets a large gold boost.
- Expensive buyback. Buyback cost scales with net worth — returning is pricier for the rich.
- A window for the behind team. While the enemy saves for buyback, you have time for map objectives.
The combo of "ending a streak + expensive buyback" is why a successful fight against the leader hits their tempo so hard. While the enemy saves for buyback it's smart to push map objectives, but not via an open backdoor: structures regenerate, and without creeps you only waste time.
How to climb back
To make the comeback mechanic work for you and help you climb MMR, keep this in mind:
- Don't surrender to the gold count. "-15k" with heroes alive is potential reward, not a verdict.
- Focus the rich. In a fight hit the enemy cores, not cheap supports.
- Take bounties. Steady team income beats the occasional creep last-hit.
- Catch streaks. A snowballing enemy is the best target: it grants both comeback gold and a streak bonus.

