League of Legends Wiki

Want to contribute to this wiki?
Sign up for an account, and get started!
You can even turn off ads in your preferences.

Come join the LoL Wiki community Discord server!


League of Legends Wiki

A kill is the event of reducing an enemy champion's health to zero and successfully causing them to enter the death state. Triggering Revival icon.png resurrection does not count as a kill.


The last player to strike the target champion is awarded with the kill, and all contributors within the last 10 seconds are awarded with an assist.

When a champion is killed, all players who contributed to the kill receive gold and experience. Additionally, the player who is awarded with the kill may receive buffs.

Gold Reward

When a champion is killed, the killer receives a certain amount of Gold Gold, while a reduced amount is shared between all the champions that assisted in the kill. A champion with many consecutive deaths will award a significantly reduced bounty, while one with many consecutive kills will award a higher bounty. See Bounties for further detail.

Buff Reward

If the champion killed has any transferable buffs (Crest of Insight Crest of Insight or Crest of Cinders Crest of Cinders), the killer champion gains all of these buffs and the duration of each buff is reset.


If a champion dies and hasn't been damaged nor been given a debuff by an enemy champion in the last 13 seconds, they are executed (extended to 20 seconds on ARAM). Otherwise, the kill is awarded to the enemy champion who last dealt damage or applied a debuff. Executions are caused by a turret, minion, or monster. An execution does not grant a bounty but still grants experience to nearby champions on the opposite team when it is caused by a turret or minion.

In some cases it could be strategically advantageous for a player to purposefully be executed as an alternative to dying from an enemy champion; in doing so, the enemy receives no gold. Doing this on ARAM allows you to visit the shop without granting kills to the enemy team.

Note that executions do not count as deaths for the purposes of resetting bounties, death streaks or kill streaks.


Damage indicator (exaggerated)

Execution indicator

An execute is the process of killing a unit by dealing Health icon.png 100% of their current health as Hybrid penetration.png true damage (or Magic damage.png magic damage) through the Fear Beyond Death 2.png raw damage (or internalraw) source type. Executes destroy all Hybrid resistances icon.png shields before applying their damage, and will have no effect if the unit is Cosmic Radiance.png invulnerable unless the source type is internalraw. Units with a Unkillable icon.png minimum health threshold will be set to Health icon.png 1 health from non-internalraw executes.

Most forms of executes only occur if the unit is below a specific health threshold.

The following contains all executes:

Champion abilities

The effects of the following also execute, but only against Minion icon.png minions:


The act of killing several champions within 10 seconds of each other (30 seconds to Penta Kill after a Quadra Kill if no enemy respawns). The following comments are shown: "Summoner" has slain "(slain name) Summoner" for a [...]!'

  • Double Kill (2)
  • Triple Kill (3)
  • Quadra Kill (4)
  • Penta Kill (5)
  • Hexa Kill (6) Only on ProfileIcon2098.png Hexakill.


Some footage from before the time where ProfileIcon2098.png Hexakill was introduced showcases the possibility of achieving a Legendary Kill, which can occur after killing another enemy after a Penta Kill, on any gamemode other than Hexakill.[citation needed]

However this feature seems to have been removed from the game, and the time at which it occurred is uncertain.


An ace is defined as killing the last living champion of the enemy team. Scoring an ace is far easier than scoring a Penta Kill, since the only requisite is for the entire allied team to kill the enemy team, rather than one person killing the entire enemy team. There is no bonus associated with aces.

Both teams can be aced at the same time.

Champion bounties

Teams earn gold rewards when they kill enemy champions. This reward is the bounty of the killed champion. The bounty of a champion depends on their number of consecutive kills or deaths. The number of consecutive kills a champion has is the number of times they have killed enemy champions since they last died or since the match began. The number of consecutive deaths a champion has is the number of times they have died since they last killed an enemy champion or since the match began. The more consecutive kills a champion has, the bigger their bounty. The more consecutive deaths a champion has, the smaller their bounty.

Bounties are divided into two parts:

  • Kill bounty: Earned by the champion who deals the killing blow.
  • Assist bounty: Shared evenly among the champions who assist in the kill.

Each part of the bounty is calculated using a system of tiers numbered from -9 to 8. Kill bounties in higher tiers are bigger. Each champion starts the match in the bounty tier 0 and moves to other tiers as they kill enemies or die. Consecutive kills move a champion to a higher tier, while consecutive deaths move them to a lower tier.

This table shows the number of consecutive kills or deaths required to access each tier, and the bounty earned by killing a champion in that tier:

Tier Consecutive kills Consecutive deaths Kill bounty Assist bounty In game announcement
8 8+ 1000 Gold 1000 (+100 Gold 100 per kill beyond the 7th). 150 Gold 150 Legendary
7 7 1000 Gold 1000 150 Gold 150 Godlike
6 6 900 Gold 900 150 Gold 150 Dominating
5 5 800 Gold 800 150 Gold 150 Unstoppable
4 4 700 Gold 700 150 Gold 150 Rampage
3 3 600 Gold 600 150 Gold 150 Killing spree
2 2 450 Gold 450 150 Gold 150
1 1 300 Gold 300 150 Gold 150
0 0 0 300 Gold 300 150 Gold 150
 − 1 1 274 Gold 274 137 Gold 137
 − 2 2 220 Gold 220 110 Gold 110
 − 3 3 176 Gold 176 88 Gold 88
 − 4 4 140 Gold 140 70 Gold 70
 − 5 5 112 Gold 112 56 Gold 56
 − 6 6+ 100 Gold 100 50 Gold 50
  • CS gold = amount of gold earned from minions, monsters and support items.
  • Bounties placed on champions based on their creep score adjust based on the number of support items on both teams.
  • Tier resets to 0 when dying while being on a positive tier or when achieving a kill on a negative tier.
  • Champions with negative tiers also have their tier increased by 1 for each 1000 gold Gold 1000 gold earned from CS or by earning an assist.
  • First blood gives 100 bonus gold Gold 100 bonus gold to the kill bounty and 50 Gold 50 to the assist bounty.
  • If, since their last death, a champion has earned 300 more gold Gold 300 more gold from CS than the enemy team's average during that time, their bounty increases by 50 gold Gold 50 gold, plus another 50 gold Gold 50 gold for each additional 200 gold Gold 200 gold their advantage grows by thereafter. The amount is dynamic and is reduced if the player loses the advantage.
    • Average is determined by dividing the enemy team's CS gold by 4.3, rather than five, based on the four sources of income on Summoner's Rift (top/mid/bot/jungle) + support item income. Modes with smaller teams divide by the number of champs per team instead (ex. 3 for Twisted Treeline).
  • If you die with less CS gold than the enemy team's average, you'll respawn with a buffer equal to the difference. You won't start accruing a CS gold bounty until you've used up the buffer.
  • All bounties, excluding base bounty, of a team are reduced by 20% if their total team gold is 3% lower than the opposing team's gold. The reduction is increased to 20% − 40% (based on Team Gold Deficit) and further increased to 40% − 80% (based on Team Gold Deficit).
  • Total assist bounty is reduced to 50% − 100% (based on Game Time).
  • Bounties do not increase mid-combat. If a champion earns multiple kills and then immediately dies, those kills will count toward their next death instead.
  • A single kill cannot grant more than 1000 total gold Gold 1000 total gold to the killer.
    • Since a champion's bounty can stack to greater values, any remaining gold will carry over. Because of this, enemies can be 'Shutdown' multiple times in succession.
  • Bounties over 150 gold Gold 150 gold (before bounty reduction from team gold deficit) are visible in the scoreboard to both allies and enemies.

Objective bounties

Objective bounties

  • The team that is sufficiently behind can receive objective bounties, calculated based on their experience and gold deficit as well as how many more Dragons Dragons and Turret icon.png turrets the opposing team has secured.
    • Objective bounties are only available after 14:00.
  • The bounties activate 5 seconds after the team falls below the threshold and deactivate the same time after they rise above it.
  • They are highlighted on the minimap and the tab menu for both teams.
  • Gold lead calculation is halved if a team has two or more champions with support items.
  • Gold lead are significantly less likely to activate for a team if they have two or more champions with support items.
  • When an objective bounty is claimed, the bounty's gold Gold gold is distributed evenly among all team members. The bounty's value can increase by up to 60% as a team falls further behind.
  • Objective bounties can activate on the following objectives:

Triggering effects with kills

Champion abilities, items and runes that trigger an effect with a kill or assist can be seen on the takedown page.

Champion abilities

Champion kill

The following abilities will trigger an effect upon killing an enemy champion, they will not trigger with an assist:

Any unit kill

The following abilities will trigger an effect upon killing any unit:


Any unit kill

The following items will trigger an effect upon killing any unit:

Minion kill

The following items will trigger an effect upon killing a minion:

Monster kill

The following items will trigger an effect upon killing a monster:


See also