m (→Bounties: replaced: {{pp| → {{passive progression/deprecated version| (3)) |
|||
(28 intermediate revisions by 12 users not shown) | |||
Line 10: | Line 10: | ||
When a champion is killed, the [[kill]]er gets a certain amount of {{g}}, while a reduced amount is shared between all the champions that assisted the kill. See [[Kill#Bounties|bounty]] for additional info. |
When a champion is killed, the [[kill]]er gets a certain amount of {{g}}, while a reduced amount is shared between all the champions that assisted the kill. See [[Kill#Bounties|bounty]] for additional info. |
||
A champion with many consecutive deaths will award a significantly reduced bounty, while one with many consecutive kills will award a higher bounty (refer to Bounty values Notes below for details). |
A champion with many consecutive deaths will award a significantly reduced bounty, while one with many consecutive kills will award a higher bounty (refer to Bounty values Notes below for details). |
||
− | |||
− | === Experience Reward === |
||
− | Gives {{pp2|type=enemy champion level|label=experience|35;then + 60*x for 8; then + 75; then + 50*x}}. |
||
− | * This is reduced by {{pp2|type=level difference|key=%|0 to 16*3;60|0 to 3 by 1;4+|formula=16% per level difference, capped at 60%}} if the killer is higher level than the slain champion. |
||
− | * This is increased if the slain champion is higher level than the killer (level difference can be decimal). |
||
− | * This is increased while below your team's average level (difference can be decimal), up to 60% bonus experience at 4 full level difference. |
||
=== Buff Reward === |
=== Buff Reward === |
||
Line 21: | Line 15: | ||
== Execution == |
== Execution == |
||
− | If a champion dies and hasn't been damaged or debuffed by another champion in the last 13 seconds, they are '''executed'''. Otherwise, the kill is awarded to the enemy champion who last dealt damage. Executions are caused by a [[turret]], [[minion]], or [[monster]]. An execution offers no gold but still grants experience to nearby champions on the opposite team when it is caused by a [[turret]] or [[minion]]. |
+ | If a champion dies and hasn't been damaged or debuffed by another 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. Executions are caused by a [[turret]], [[minion]], or [[monster]]. An execution offers no gold 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. |
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. |
||
Line 27: | Line 21: | ||
Note that executions do not count as deaths for the purposes of resetting bounties, death streaks or kill streaks. |
Note that executions do not count as deaths for the purposes of resetting bounties, death streaks or kill streaks. |
||
− | ==Execute== |
+ | == Execute == |
− | [[File:9999_Damage_Execute.png|thumb|'''Damage indicator''']] |
+ | [[File:9999_Damage_Execute.png|thumb|'''Damage indicator''' (exaggerated)]] |
+ | [[File:Health_Bar_Execution_Indicator.png|thumb|If the target's {{sti|health|link=true}} is below the execution threshold, the health bar will be framed in red. The small red segment on the bar splits the amount of health needed for execution.]] |
||
− | An execute is the process of killing a champion at extreme amounts of {{tip|true damage}}. It usually occurs if the target is below a certain {{as|health}} threshold which does not consider {{tip|shield|shields}}. An execute can be generally prevented by {{tip|heal|heals}} (surpassing the threshold), {{tip|invulnerable|invulnerability}}, or {{tip|spell shield|spell shields}}. |
||
+ | An execute is the process of killing a unit by dealing {{sti|{{as|100% of their '''current''' health}}}} as pure {{tip|true damage}} and applying effects classified as {{tip|raw damage}}. It usually occurs if the target is below a certain {{as|health}} threshold and ignores {{tip|shield|shields}} completely. {{tip|Invulnerability}} prevents {{tip|death}} from executes. Units that normally cannot have their health reduced below a specific amount (e.g. under the effects of {{ai|Undying Rage|Tryndamere}}) are set to {{sti|{{as|1 health}}}}. |
||
− | |||
⚫ | |||
− | Take note that [[champion ability|abilities]] functioning similarly to executes such as {{cai|Noxian Guillotine|Darius}}, {{cai|Demacian Justice|Garen}}, and {{cai|Feast|Cho'Gath}} are not guaranteed to successfully kill the target. |
||
+ | * {{cai|Death from Below|Pyke}} |
||
⚫ | |||
− | *{{cai| |
+ | * {{cai|Fear Beyond Death|Urgot}} |
+ | * {{ii|Minion Dematerializer}} (minions only) |
||
− | *{{cai|Fear Beyond Death|Urgot}} |
||
+ | * {{sbc|{{nie|Spoils of War}}}} items (minions only): |
||
− | **Can be negated by {{ii|Quicksilver Sash}}. |
||
− | *{{ |
+ | ** {{ii|Relic Shield}} |
+ | ** {{ii|Targon's Buckler}} |
||
+ | ** {{ii|Steel Shoulderguards}} |
||
+ | ** {{ii|Runesteel Spaulders}} |
||
+ | * {{bi|Aspect of the Dragon}} |
||
== Multi-kill == |
== Multi-kill == |
||
Line 56: | Line 54: | ||
== Bounties == |
== 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 |
+ | 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: |
Bounties are divided into two parts: |
||
Line 62: | Line 60: | ||
* Assist bounty: Shared evenly among the champions who assist in the kill. |
* 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 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 |
+ | 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: |
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: |
||
Line 137: | Line 135: | ||
| |
| |
||
|- |
|- |
||
+ | |{{minus}}1 |
||
− | |-1 |
||
| |
| |
||
|1 |
|1 |
||
Line 144: | Line 142: | ||
| |
| |
||
|- |
|- |
||
+ | |{{minus}}2 |
||
− | |-2 |
||
| |
| |
||
|2 |
|2 |
||
Line 151: | Line 149: | ||
| |
| |
||
|- |
|- |
||
+ | |{{minus}}3 |
||
− | |-3 |
||
| |
| |
||
|3 |
|3 |
||
Line 158: | Line 156: | ||
| |
| |
||
|- |
|- |
||
+ | |{{minus}}4 |
||
− | |-4 |
||
| |
| |
||
|4 |
|4 |
||
Line 165: | Line 163: | ||
| |
| |
||
|- |
|- |
||
+ | |{{minus}}5 |
||
− | |-5 |
||
| |
| |
||
|5 |
|5 |
||
Line 172: | Line 170: | ||
| |
| |
||
|- |
|- |
||
+ | |{{minus}}6 |
||
− | |-6 |
||
| |
| |
||
|6+ |
|6+ |
||
Line 187: | Line 185: | ||
** '''Average''' is determined by dividing the enemy team's CS gold by {{fd|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). |
** '''Average''' is determined by dividing the enemy team's CS gold by {{fd|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. |
* 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 {{ |
+ | * 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 {{passive progression/deprecated version|21|type=Team Gold Deficit|key=%|20 to 40|key1=%|3 to 8|formula=20%+1% per 0.25% team gold deficit, starting after 3% team gold deficit}} and further increased to {{passive progression/deprecated version|21|type=Team Gold Deficit|key=%|40 to 80|key1=%|8 to 24|formula=40%+1% per 0.4% team gold deficit, starting after 8% team gold deficit}}. |
− | * Total assist bounty is reduced to {{ |
+ | * Total assist bounty is reduced to {{passive progression/deprecated version|13|type=Game Time|label1=Game Time (seconds)|key=%|50;50 to 100;100|0;90 to 210;∞|formula=Starts at 50% and increases by 0.416% per second after minute 1:30 up to minute 3:30}}. |
* 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. |
* 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 {{g|1000 '''total''' gold}} to the killer. |
* A single kill cannot grant more than {{g|1000 '''total''' gold}} to the killer. |
||
Line 261: | Line 259: | ||
{{reflist}}[[de:Tötung]] |
{{reflist}}[[de:Tötung]] |
||
[[es:Asesinato]] |
[[es:Asesinato]] |
||
+ | [[ru:Убийство]] |
||
[[zh:Kill]] |
[[zh:Kill]] |
||
[[Category:Gameplay elements]] |
[[Category:Gameplay elements]] |
Revision as of 22:26, 31 July 2020
A kill is the event of decreasing an enemy champion's health to zero while the enemy has no abilities or Items to prevent death. Death may be prevented by certain effects, such as those granted by the item and friendly abilities like , or delayed by passive abilities like , .
Rewards
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 receives gold and Experience (champion). Additionally, the player who is awarded with the kill may receive buffs.
Gold Reward
When a champion is killed, the killer gets a certain amount of Gold, while a reduced amount is shared between all the champions that assisted the kill. See bounty for additional info. A champion with many consecutive deaths will award a significantly reduced bounty, while one with many consecutive kills will award a higher bounty (refer to Bounty values Notes below for details).
Buff Reward
If the champion killed has any transferable buffs ( or ), the killer champion gains all of these buffs and the duration of each buff is reset.
Execution
If a champion dies and hasn't been damaged or debuffed by another 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. Executions are caused by a turret, minion, or monster. An execution offers no gold 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.
Execute
An execute is the process of killing a unit by dealing 100% of their current health as pure true damage and applying effects classified as raw damage. It usually occurs if the target is below a certain health threshold and ignores shields completely. Invulnerability prevents death from executes. Units that normally cannot have their health reduced below a specific amount (e.g. under the effects of ) are set to 1 health. The following contains all true executes:
- (minions only)
- Spoils of War items (minions only):
Multi-kill
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)
History
Some footage from before the time where Hexakill was introduced shows the possibility of getting a Legendary Kill, which can occur after killing another enemy after a Penta Kill, on any gamemode other than Hexakill.
However this feature seems to have been removed from the game, and the time at which it occurred is uncertain.
Ace
An ace is defined as killing the last living champion of the enemy team. Scoring an ace is far easier than scoring a pentakill, 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 gold bonus associated with aces.
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:
- CS gold = amount of gold earned from minions, monsters and support items.
- Tier resets to 0 when dying while being on a positive tier or when doing a kill on a negative tier.
- Champions with negative tiers also have their tier increased by 1 for each 1000 gold earned from CS or by earning an assist.
- First blood gives 100 bonus gold to the kill bounty and 50 to the assist bounty.
- If, since their last death, a champion has earned 300 more gold from CS than the enemy team's average during that time, their bounty increases by 50 gold, plus another 50 gold for each additional 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 Template:Passive progression/deprecated version and further increased to Template:Passive progression/deprecated version.
- Total assist bounty is reduced to Template:Passive progression/deprecated version.
- 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 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 (before bounty reduction from team gold deficit) are visible in the scoreboard to both allies and enemies.
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:
- and
- and
Items
The following items will trigger an effect upon killing any unit:
- and its upgrades ( )