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m (→‎Bounties: replaced: {{pp| → {{passive progression/deprecated version| (3))
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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 ===
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== 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.
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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}}}}.
 
 
The following contains all true executes:
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}}
The following list contains all true executes:
 
*{{cai|Death from Below|Pyke}}
+
* {{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}}.
 
*{{bi|Aspect of the Dragon}}
+
** {{ii|Relic Shield}}
  +
** {{ii|Targon's Buckler}}
  +
** {{ii|Steel Shoulderguards}}
  +
** {{ii|Runesteel Spaulders}}
  +
* {{bi|Aspect of the Dragon}}
   
 
== Multi-kill ==
 
== Multi-kill ==
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== 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 his number of consecutive kills or deaths. The number of consecutive kills a champion has is the number of times he has killed enemy champions since he last died or since the match began. The number of consecutive deaths a champion has is the number of times he has died since he last killed an enemy champion or since the match began. The more consecutive kills a champion has, the bigger his bounty. The more consecutive deaths a champion has, the smaller his bounty.
+
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:
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* 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 he kills enemies or dies. Consecutive kills move a champion to a higher tier, while consecutive deaths move him to a lower tier.
+
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:
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** '''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 {{pp|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 {{pp|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}}.
+
* 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 {{pp|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}}.
+
* 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.
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{{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

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 Guardian Angel Guardian Angel and friendly abilities like Zilean's Zilean's Chronoshift Chronoshift, or delayed by passive abilities like Anivia's Anivia's Rebirth RebirthZac's Zac's Cell Division Cell Division.

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 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 (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.

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 turretminion, 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

9999 Damage Execute

Damage indicator (exaggerated)

Health Bar Execution Indicator

If the target's Health icon health 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 unit by dealing Health icon 100% of their current health as pure Hybrid penetration true damage and applying effects classified as Fear Beyond Death 2 raw damage. It usually occurs if the target is below a certain health threshold and ignores Hybrid resistances icon shields completely. Cosmic Radiance Invulnerability prevents Death death from executes. Units that normally cannot have their health reduced below a specific amount (e.g. under the effects of Undying Rage Undying Rage) are set to Health icon 1 health. The following contains all true executes:

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 ProfileIcon2098 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:

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.
  • 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 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 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 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.

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:

Items

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

  • Phage Phage and its upgrades (The Black Cleaver item The Obsidian Cleaver item Trinity Force item Trinity Fusion item)

Runes

See also

References