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Kill

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A kill is the act of decreasing an enemy champion's health to zero while the enemy has no abilities to prevent death.

Contents

RewardsEdit

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. If the champion killed has a Golem, Lizard, Wraith, or Wolf Buff, the other champion gains all of these buffs. When a champion is killed, the player who scored the final hit receives gold and experience. To slow down the farm of killing and reduce the effectiveness of feeders, less gold is awarded when a champion has a lower level than the contributers. Additionally, if a champion dies many times in a row then fractions of the maximum gold are cut off. In some instances, the champion gold bounty has been lowered to 15 which is less than a minion. The bounty rises again when the champion earns gold by itself and scores kills. The maximum bounty is 600.

ExecutionEdit

If a champion dies and hasn't been damaged or debuffed by another champion in the last 10 seconds, it is an execution. Otherwise, the kill is awarded to the enemy champion who last dealt damage. Executions are generally caused by a turret, minion, or monster. An execution offers no gold but still gives experience to nearby champions on the opposite 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.

Multi-killEdit

The act of killing several champions within 8 seconds of each other. The following comments are shown: "Champion" has scored a [...]!'

  • Double kill (2)
  • Triple kill (3)
  • Quadra kill (4)
  • Penta kill (5)
  • Legendary kill (6+)

There is no bonus associated with multi-kills.

AceEdit

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 to kill the last enemy champion, not all of them. There is no gold bonus associated with aces.

Gold rewardEdit

The standard gain per kill is 300 gold. Every kill of one champion increases the reward gained per killing it by 10%, up to a maximum of 600 gold. Each death of one champion reduces the rewards gained per killing it by 9% for the first death and 21% for every death afterwards, to a minimum of 15 gold. If the champion breaks its death streak by getting a kill, its value is reset to 300 gold. On the other hand, every kill that is done without death (called a killing spree) increases the bounty to a maximum of 600 gold. The gold bounty is not reset when the champion is executed without any enemy champion contributing to it. Being on a killing spree only affects the gold gained upon your death. First Blood (the first kill of the match) gives an additional 100 gold (400 total) beyond the basic amount for the kill.

Bounty valuesEdit

First Blood: 400 gold
1st kill: 300 gold 1st death: 300 gold
2nd kill: 330 gold 2nd death: 273 gold
3rd kill: 363 gold (Killing spree) 3rd death: 216 gold
4th kill: 399 gold (Rampage) 4th death: 170 gold
5th kill: 439 gold (Unstoppable) 5th death: 135 gold
6th kill: 483 gold (Dominating) 6th death: 106 gold
7th kill: 500 gold (Godlike) 7th death: 84 gold
8th kill: 500 gold (Legendary) 8th death: 66 gold
9+ kills: 600 gold (Legendary) 9th death: 52 gold

Note that gold values will continue to drop past the 9th death, eventually stopping at 15 gold.

Pre V1.0.0.120 values:

First Blood: 400 gold
1st kill: 300 gold 1st death: 300 gold
2nd kill: 350 gold 2nd death: 255 gold
3rd kill: 408 gold (Killing spree) 3rd death: 217 gold
4th kill: 475 gold (Rampage) 4th death: 185 gold
5th kill: 555 gold (Unstoppable) 5th death: 157 gold
6th kill: 647 gold (Dominating) 6th death: 133 gold
7th kill: 754 gold (Godlike) 7th death: 113 gold
8th kill: 879 gold (Legendary) 8th death: 96 gold
9+ kills: 1000 gold (Legendary) 9+ deaths: 90 gold

Items benefiting from killsEdit

  • Sword of the Occult - Your champion gains +5 damage per stack, receiving 2 stacks for a champion kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion's movement speed is increased 15%
  • Mejai's Soulstealer - Your champion gains 8 ability power per stack, receiving 2 stacks for a champion kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion's cooldowns are reduced by 15%.
  • Leviathan - Your champion gains 32 health per stack, receiving 2 stacks for a champion kill and 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion takes 15% less damage.
  • The Bloodthirster - Gain an additional 1 physical damage and 0.2% life steal per champion or minion kill. Maximum of +40 damage and +8% life steal. Half of the bonuses are lost upon death.
  • Warmog's Armor - Permanently gain 3.5 health and 0.1 health regeneration per 5 seconds per minion kill. Champion kills grant 35 Health and 1 health regeneration per 5 seconds. Bonuses cap at +350 health, and +10 health regeneration per 5 seconds.

Skills benefiting from killsEdit

  • Akali's Shadow Dance (Active): Akali moves through the shadows to quickly strike her target and deal magic damage. Akali gains an Essence of Shadow once every few seconds up to a total of 3, affected by cooldown reduction. The time to gain a charge doesn't count when at maximum charges. Additionally, Akali gains an Essence of Shadow for a kill or an assist.
  • Evelynn's Malice and Spite (Passive): Each time Evelynn scores a kill or assist she regains health. (Active): Evelynn gains attack speed and movement speed for 10 seconds (non-stacking, can cast while stealthed). Malice and Spite's cooldown refreshes every time an enemy champion dies.
  • Fiora's Burst of Speed (Active): Fiora gains additional attack speed for 3 seconds. Each autoattack or Lunge she lands during this time increases her movement speed for 3 seconds, stacking up to 3 times. Killing a champion refreshes the cooldown on Burst of Speed. Assists reduce the cooldown by half of the base amount.
  • Katarina's Voracity (Innate): After a kill or an assist, Katarina gains 25 gold and her cooldowns are reduced by 15 seconds.
  • Master Yi's Highlander (Active): Increases Master Yi's movement speed by 40% and attack speed for a few seconds, as well as making him immune to any slow effects. Additionally, killing a champion refreshes all of Master Yi's Abilities. Assist refreshes all abilities by half.
  • Mordekaiser's Children of the Grave (Active): Mordekaiser deals damage to the target and curses it for 10 seconds, stealing life. Damage is equal to a percentage of the target's maximum health. If the target dies while under the effect of the curse, their soul is enslaved and will follow Mordekaiser for 30 seconds. During this time, Mordekaiser gains 20% of their ability power and attack damage. The spirit gains 75% of Mordekaiser's adjusted damage, ability power, and health totals.
  • Nasus's Siphoning Strike (Active): Nasus's next attack will deal additional damage. Siphoning Strike permanently gains 3 stacked damage whenever it kills an enemy champion, minion or neutral monster.
  • Tristana's Rocket Jump (Active): Tristana fires at the ground to propel herself to a target location, dealing magic damage and slowing surrounding units by 60% for 2.5 seconds when she lands. On kills or assists, Rocket Jump's cooldown resets.
  • Veigar's Baleful Strike (Passive): Veigar gains 1/2/3/4/5 bonus ability power for each champion kill from any damage source.

See alsoEdit

96 comments

 
10.8.56.52Anonymous User
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  • You forgot to add Sion in Skills that benefit from kills.

    For his E, gains health permanently each kill.

    • I know he also gets health for killing creeps too, but maybe he gets more HP per champion kill (higher amount than creep kill)? If that's the case, then yes they should add that ability to the list.

    • dafuq, they add nasus (which is basicly the same mechanism as sion's e) but sion cannot get his place in this page....

  • How do I get a legendary kill which requires 6 kills if the team has only 5 champions?

  • Malzahar could count to.. If unit dies maliphic visions jumps to closest enemy

  • someone on my team kille a streak and got 600 gold. are there changes made in the last patch? i dont have a screen unfortunatly

    • The new patch alows you to get more money for stopping someone higher lvl than youthat are on a killingspree =) read the patch notes

  • I got a pentakill whilst trying out Graves in a free week. It was completely unintentional which made it all the more amusing.

    by Agent Derp
  • If you wanted to have some fun, you could get a 10-kill legendary kill easily. Just get anybody similar to Karthus, Ezreal, Xerath, etc. You just need the ability to fire off an AoE damage spell twice quickly. First, have the 5 players helping never gain a level. Second, farm and push the lane hard. Once you are strong enough, and have pushed the towers to their base, get near their nexus (don't get roasted.) Fire off and AoE first, then fire off another when they all Revive. LEGENDARY Kill!

    You could even do this with disconnected people, if you have a spammable ranged physical damage spell. When you disconnect, you gain something like 300 Magic Resistance, but only boost MR, not Armor. So if somebody with a physical damage spell got near your Base Platform, say, Pantheon, they could farm up a legendary. Theoretically, and with enough mana regen, they could endlessly kill-spree the five disconnected people.

  • Forgot Nasus' Siphoning Strike :D

  • "less gold is awarded when a champion has a lower level than the contributers." I experienced that all kills are worth 300g if they aren't on a streak, with the level not mattering. Confirm?

  • I tried to make a legendary kill with friends and it didn't say it out, did they remove it?

  • I once made double ace in TT, it was realy strange name

  • when i tested a cha,p in a custom game i got nine gold from a master yi bot. in addition to this there is the crystal scar aura which maybe needs to be checked.

  • I got Legendary-kill +1 (7 kills) with (AP-)Shaco just today, why ain't there any super-special-awesome-kill or is there and i just party'd too hard over legendary?

    I placed 4 JitBs in mid-right bush where our teemo also put 2 shrooms, then i had pentakill with hallucinate -> Veigar and Teemo just Teleported to their ward in mid right bush and the jitb's (+shrooms, love you Teemo) just raped their faces.

  • Just tested the turret gold split claim, it's indeed not true, and I deleted it.

    by D00m.poet
  • "If both champions and turrets deal damage to an enemy champion who is killed in the process, the bounty is split based on how much damage each source dealt. The more damage the champion deals, the more gold he is awarded. For example: if a champion deals 90% of the damage and a turret deals 10%, the champion will be rewarded more gold compared to if the champion dealt 20% of the damage and the turret 80%. The gold that is split to the turret is lost. "

    This is false. Just start a custom game and try it. Or watch any of the streams.

  • Had my first pentakill with Malzahar yesterday. My **** was rock-hard.

  • I've only got Legendary Kill once, with Karthus. I Requiem'd and took penta, then this Evelynn revived and teleported at their ward to kill me, and I 2 shot her. xD BTW, I orgasmed when I heard it, you guys have to hear it.... It's ownage.

  • Tryndamere.Jax.Shaco.Xin.Yi.Gangplank. and Etc. (Only those hitters) if used is can kill easily

  • Does anyone know how long delay can be between kills for multi kills?

  • Phreak gets legendary kills with Lee Sin all the time because he's Lee Sin the blind monk

  • it says that the only way to get a legendary kill is w/ revive.... but what if they are lvl 1's and you're right next to their base? wouldn't their small death timer make up for no revives?

    • Explain to me how are you going kill them after diving 3 turrets at level 1 to reach their base?

    • You can go through the jungle and flash over the wall, and it's not like you'd 1v5 them in their spawn if they weren't letting you for some reason anyways.

    • ^yeah, i mean, they'd have to let you, but that's how i'd do it.

    • Besides, the smallest amount of time dead is by karthus which cuts his death timer by 40%, due to his passive, so its 7.5 sec. Add - 15% from runes, IF HE HAS QUINTS THAT REDUCE TIME DEAD, 6.8 sec. Add the Utility Mastery - 10% 5.8 sec. Multikills refresh after 5 seconds, so, no go mate. ;) Someone has to have revive.

    • Actually it's possible, becuase what if Karthus with minimum respawn is the first one to die? If you were to take maximum time to make a multi kill (5 seconds) after each kill it is very well possible.

    • If they come at you one by one, then yes. You CAN draw out the count timer to about 4.8 seconds before you kill the next enemy, allowing quite a bit of respawn time for them.

    • actually it would be 5 turrets with the spawning pool turret which would insta kill u and 5 people which means ur dead ...

    • Death timers are shorter at lower levels, so if you can get to their spawning pool at a highish level (enough to kill enemies effectively) while they sit at lvl 1 and they systematically feed you one at a time, then w/ maxed death timer reduction, the first one comes back to let you kill them again. As long as the death timer is ~30 seconds or less, it's possible.

  • wow thought penta kill was the best

    • pretty much the best you can get without having either A) people working with you on the other team w/ perfect summoners, or B) total idiots on the other team. Pentas are much more common.

    • Pretty much any time someone get a legendary mean the other team suck... He use teleport to solo the other team? It noob

  • Could we get a section on the new kill call outs? More, what each of the icons mean.

  • Nasus soul siphon doesn't benefit from kills?

    • no, nasus doesn't have any ability called that way.

      Anyway, Kills here refer to champion kills not any unit killed.

    • By that logic we should remove Blood Thirster, Master Sam 3010.

    • It's kind of silly, as the game and the wiki are ambiguous on the wording. On champion abilities, it usually specifies "champion kills,"but on items, they don't distinguish between champion kills and general kills. This page needs to be rewritten, I think, to accommodate the word "Kill" used to refer to non-champion deaths.

    • BT gets extra dmg and lifesteal from champ kills though. (Edit) What am I talking about? Nevermind, I was wrong.

  • I don't know how this happened but I seen someone get a Legendary Kill it was bloody freaky as hell the other instant surrendered as soon as the legendary happend I was goob smacked when this happend, Please comment if anyone has ever seen one and how amazed they were

    • Im that Contributior the story was - When the other team spawn near the nexus the first one that died used revive while the other went down and blindly ran in to the fight and got killed again this is how the guy achived a Legendary Kill

    • Pretty usual for me... LoL made a champ only for me cuz im too good

  • @A Wikia contributor

    It says each death streak death lowers the bounty by 15% down to 15. So I think a kill could give as little as 15G.

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