Kill  击杀

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A kill is the event of inflicting the final blow on an enemy unit, reducing their health to zero. This is usually accompanied by the slain unit dispensing an  experience and An icon representing Gold gold bounty to the killer, their assistors, and/or nearby allies, depending on the unit. Champion kills increase a team's and a player's Kill score, while minion, monster and summon kills increase a player's Creep score. Turret and epic monster kills are tracked in the scoreboard for each team.

When a champion is slain, they enter the death state, where they will respawn at their fountain after a certain amount of time. If the champion is protected by certain effects (e.g. resurrection), reducing their health to zero does not count as a kill. The first champion kill to happen by a champion in the game is called First Blood.

Kills and assists together are called takedowns, which may be scored to trigger various beneficial effects.

Champion kill credit[edit | edit source]

Champions uniquely do not need to score the final blow on enemy champions in order to take credit for killing them.

A champion is credited a kill on an enemy champion so long as they have affected them with any of the following valid effects within 15 seconds in Summoner's Rift or 20 seconds in the Howling Abyss – even if a non-champion has actually reduced the enemy's health to zero in the end:

The timer refreshes with each new application of a valid effect, and kill credit is granted to the last player to have affected the enemy within that timer before the enemy's death. Any other players that have affected the slain enemy with a valid kill-crediting effect, or with a few other indirect effects are credited an assist instead. Assists on champion kills are subject to the same timer from the moment of the enemy's death: if a player has contributed longer ago than the timer, they will not be credited an assist, regardless of how long the combat between the killer and the slain enemy lasted.

Execution[edit | edit source]

If a minion, monster or turret inflicts the final blow on a champion who has not been affected by an enemy champion within the timer, the slain enemy is executed instead.

An executed champion's gold bounty is not dispensed nor affected, and their kill streak is not interrupted.

Rewards[edit | edit source]

Experience and gold bounties[edit | edit source]

The primary rewards for killing a unit are  experience and An icon representing Gold gold bounties. These are dispensed in different ways by different units and in different modes. For example:

  • In Classic Summoner's Rift, being within a certain range of a minion death will split its experience bounty among nearby allies, but will only grant a share of its experience and its full gold bounty to the player that last-hits it regardless of range and death status. In ARAM, nearby minion deaths always generate some gold.
  • Turrets grant no experience,[1] but split a gold bounty to the killer and any recent assistors or nearby allies who are alive, and also grant a smaller amount of gold to the team globally. The An icon representing Rift Herald Rift Herald Mercenary can be summoned to gain the total amount of gold regardless of range instead.
  • Most jungle monsters grant both their experience and gold bounty to the killer, but epic monsters may be different.
  • Ward kills grant no experience and only dispense gold to the killer.
  • Jungle plant kills grant no experience nor gold.
  • And so on.

In terms of killing champions, solo and assisted kills grant different amounts of experience and gold bounties. Both the experience and gold bounties for champions may be increased or decreased based on the advantage or disadvantage between the participant(s) and the slain champion. The experience bounty is dispensed and shared equally among the killer, assistors as well as nearby allies. The killer receives the slain champion's full gold bounty, up to a cap, whereas additional gold is generated if the kill was assisted and is split equally among all assistors.
在击杀英雄方面,单独击杀和助攻击杀会获得不同数量的经验和金币奖励。根据参与者与被击杀英雄之间的优劣势,英雄的经验和金币奖励可能会增加或减少。经验奖励会平均分配给击杀者、助攻者以及附近的盟友。击杀者可以获得被击杀英雄的全部金币奖励,但有上限,如果是助攻击杀,则会产生额外金币并在所有助攻者之间平均分配。

For further reading on experience bounties from any source, see the Experience (champion) article. For champion and objective gold bounties, see Champion gold bounties and Objective bounties.
关于从任何来源获得经验奖励的更多信息,请参见《英雄经验》条目。有关英雄和目标的金币奖励,请参见《英雄金币奖励》和《目标奖励》。

Buffs[edit | edit source]  Buffs 编辑 | 编辑源代码

All epic monsters and certain large monsters grant powerful buffs to the killer and/or the ally team, which may be temporary or permanent. Certain map elements, such as An icon representing Blood RoseAn icon representing Large Blood Rose Blood Roses, can also reward permanent buffs for their destruction.
所有史诗级怪物和某些大型怪物会为击杀者和/或盟友队伍授予强大的增益效果,这些增益可能是暂时的或永久的。某些地图元素,如 An icon representing Blood Rose An icon representing Large Blood Rose 血色玫瑰,也可以通过摧毁获得永久增益。

If the slain champion was holding An icon representing the Crest of Cinders neutral buff Crest of Cinders and/or An icon representing the Crest of Insight neutral buff Crest of Insight, they are transferred to the killer and additionally have their duration reset. The transferring will not take place if the buff was earned from a Corrupted monster, however.
如果被击杀的英雄持有 An icon representing the Crest of Cinders neutral buff 余烬之纹和/或 An icon representing the Crest of Insight neutral buff 洞察之纹,这些徽记将转移给击杀者并重置持续时间。但是,如果这些增益来自于腐化怪物,则不会发生转移。

Execute[edit | edit source]
执行编辑 | 编辑源代码

Damage indicator (exaggerated)
伤害指示器(夸大)
Execution indicator  执行指示器

An execute is the process of killing a unit by dealing  100% of their current health through the raw damage (or internalraw) source type. Executes destroy all shields before applying their damage, and will have no effect if the unit is invulnerable unless the source type is internalraw. Units under the effect of a minimum health threshold will have their  health set to 1 if they are affected by a regular execute—the "internalraw" damage type bypasses this rule, however.
斩杀是通过对目标单位造成 100%其当前生命值的 伤害,并通过 原始伤害(或内部原始)伤害类型来杀死该单位的过程。斩杀会在造成伤害前摧毁所有 护盾,并且如果单位处于 无敌状态,则不会生效,除非伤害来源类型为内部原始。受 最低生命阈值影响的单位,如果被普通斩杀,其生命值将被设置为 1 - 但"内部原始"伤害类型不受此规则限制。

Most forms of executes only occur if the unit is below a specific health threshold.
大多数斩杀形式只会在单位生命值低于特定阈值时触发。

The following contains all executes:
以下是所有斩杀情况:

Against all units  对所有单位


Against champions
对抗 champions


Against turrets
对抗


Against minions
对抗小兵

Multi-kill[edit | edit source]
多杀编辑 | 编辑源代码

A multi-kill is the act of killing several champions within 10 seconds[2] of each other, with this window refreshing on scoring a kill.[3] After scoring a Quadra Kill, the window for scoring a Pentakill increases to 30 seconds; if an enemy respawns before this time, the window ends prematurely.
多杀是指在 10 秒内 [2] 杀死多个英雄的行为,这个时间窗口会在每次击杀后刷新。 [3] 在获得四杀后,获得五杀的时间窗口会增加到 30 秒;如果敌人在这个时间前重生,窗口将提前结束。

Special announcements play for champions who score multi-kills: "<Player1> has slain <Player2> for a <Multi-kill>!"
对于获得多杀的英雄会播放特殊的 announcements:" <Player1> has slain <Player2> for a <Multi-kill>! "

  • Double Kill (2)  双杀 (2)
  • Triple Kill (3)  三杀 (3)
  • Quadra Kill (4)  四杀 (4)
  • Pentakill (5)  五杀 (5)
  • Hexakill (6), only on the Hexakill mode
    六杀(Hexakill,6 个击杀),仅在 六杀模式中可用
Notes  注意事项
  • The window for a pentakill also has a minimum of 10 seconds, just like any other kill in a multi-kill sequence. This is not currently applicable in most game modes however.
    五杀的判定时间窗口至少为 10 秒,与多杀序列中的其他击杀相同。不过,这在大多数游戏模式中目前并不适用。
History  历史
Some footage from before the time Hexakill was introduced showcases the possibility of achieving a Legendary Kill, which can occur after killing another enemy after a Pentakill, on any gamemode other than Hexakill.[4] However, this feature seems to have been removed from the game, and the time at which it occurred is uncertain.
六杀模式推出之前的一些游戏录像展示了获得传奇击杀(Legendary Kill)的可能性,即在完成五杀后再击杀另一个敌人,可以在除六杀模式以外的任何游戏模式中发生。 [4] 然而,这个特性似乎已从游戏中移除,发生的具体时间也无法确定。

Ace[edit | edit source]  操作编辑 | 编辑源

An ace is scored by 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 player to kill the entire enemy team. There is no direct bonus associated with an ace, but it is accompanied by a unique announcement that credits the player who scored it.
当敌队最后一名存活的英雄被击杀时,就会触发一次团灭。相比五杀,触发团灭要容易得多,因为需要的只是整个友军团队击杀敌方所有成员,而不是由单一玩家击杀整个敌方团队。尽管团灭没有直接的额外奖励,但会有一个独特的通告来表彰完成团灭的玩家。

Both teams can be aced at the same time, leaving no champions alive on the map.
两支队伍也可以同时被团灭,导致地图上没有任何存活的英雄。

Kill sound effects[edit | edit source]
击杀音效编辑 | 编辑源

Scoring a kill or assist on an enemy champion plays unique musical stings as a celebration. Kills specifically are accompanied by background foley. When scoring a multi-kill, the audio increases in musical intensity with each kill, also overriding the previous one each time if currently playing.
在击杀或协助击杀敌方英雄时,会播放独特的音乐音效作为庆祝。具体击杀会伴随背景音效。当获得多重击杀时,音频会随着每次击杀而增加音乐强度,并在播放时覆盖之前的音效。

  • Kill Foley  击杀音效
  • First Kill Celebration  首次击杀庆祝
  • Double Kill Celebration  双杀庆祝
  • Triple Kill Celebration  三杀庆祝
  • Quadra Kill Celebration  四杀庆祝
  • Pentakill Celebration  五杀庆祝
  • Assist Celebration  助攻庆祝

Kill streak announcements[edit | edit source]
连杀公告编辑 | 编辑源代码

Special announcements play for champions who score multiple kills in a row without dying:
当一名英雄连续击杀多个敌方英雄且未阵亡时,会触发特殊公告:

Streak   连杀 Announcement   公告内容
3 Killing Spree   超神连杀
4 Rampage   无敌杀戮
5 Unstoppable   势不可挡
6 Dominating   主宰战场
7 Godlike   如神一般
8+ Legendary   传奇

Triggering effects with kills[edit | edit source]
通过击杀触发效果编辑 | 编辑源代码

Champion abilities, items and runes that trigger an effect with a kill or assist can be viewed on the takedown article.
可以在助攻条目中查看触发击杀或助攻效果的英雄技能、装备和符文。

Champion abilities[edit | edit source]
英雄技能编辑 | 编辑源代码

The following abilities will trigger an effect upon scoring a kill on an enemy champion specifically (they do not trigger when scoring an assist):
以下技能将在击杀敌方英雄时触发特定效果(在协助击杀时不会触发):


The following abilities will trigger an effect upon killing any unit:
以下技能将在击杀任何单位时触发:

Items[edit | edit source]  物品编辑 | 编辑源代码

The following items will trigger an effect upon killing a minion:
以下物品将在击杀小兵时触发效果:

The following items will trigger an effect upon killing a monster:
以下物品将在击杀怪物时触发效果:

Runes[edit | edit source]  符文编辑 | 编辑源

Other[edit | edit source]  其他编辑 | 编辑源代码

See also[edit | edit source]
另请参阅编辑 | 编辑源

References[edit | edit source]
参考资料编辑 | 编辑源代码

  1. Since patch V6.9   ↑自 V6.9 版本起
  2. Since patch V1.0.0.147   ↑自 V1.0.0.147 版本起
  3. Since patch V1.0.0.85  ↑自 1.0.0.85 版本以来
  4. Legendary Kill  ↑ 传奇击杀