Nobody needs the final blow on a champion, damage share isn't part of the calculation anywhere, and an exhaust counts.
League of Legends Guide
Kill Credit
Kills, Assists and ExecutionsEvery other unit in the game goes to whoever lands the last hit. Champions don't.
Touch an enemy champion with something valid and you're on the credit clock for 15 seconds on Summoner's Rift (20 on the winter map). If they die inside that window, the kill is yours even if a minion, a turret or a jungle camp technically finished them.
The clock resets, and only the last touch counts
Every fresh valid effect refreshes the timer, and when the enemy dies the credit goes to whoever touched them most recently.
That answers "how did they steal that, I did 90% of it". Damage share isn't part of the calculation anywhere in the system.
Damage isn't even required
Any form of crowd control puts you on the clock (only blinds and cripples are excluded). So does a slow, and so does a zero-damage debuff that simply marks somebody.
Exhaust counts despite dealing nothing at all, so a support who never lands a damaging spell can still be the player credited with the kill.
Assists are measured backwards from the death
The assist window is a bit shorter than the kill window, and mixing the two up is the usual mistake. Credit for the kill reaches back 15 seconds. An assist only reaches back 10 (five fewer), counted from the moment the enemy actually dies, and it doesn't matter how long the fight ran before then.
So chunking somebody at the start of a thirty-second skirmish and then doing nothing earns you nothing at all. Being in range to land anything at the end is worth more than the entire first half of the fight.
Dying to a turret is a different event
If a minion, monster or turret finishes a champion nobody touched inside the window, the game records an execution rather than a kill.
Executions are cheaper in almost every direction: no gold bounty is dispensed at all, the bounty itself isn't adjusted, and the victim's kill streak survives. Walking into your own turret while low is better than handing the kill over (one of the few times the wave is your friend).
It isn't completely free, though. An execution by a turret or a minion still hands experience to enemy champions standing nearby, so the play denies the gold and the streak rather than the whole reward.
Assist gold is created, not subtracted
The killer receives the slain champion's full bounty up to a cap. The base is 300 gold, a single kill can never pay more than 1,000 (700 above base) however long the streak, and anything above that rolls onto the target's next respawn instead. If the kill was assisted, extra gold is generated on top and split equally among the assistors, 150 of it on any positive bounty regardless of how fed the target was.
Helping therefore never costs the carry anything, so the usual argument about kill stealing is weaker than the one nobody makes: a kill three people touched is worth more to the team than the same kill taken alone.
Frequently asked questions
Do you need the last hit to get a kill in LoL?
No. Any valid touch inside the 15 second window is enough, even if a turret finishes them.
Does an exhaust give you the kill?
It puts you on the credit clock, yes, despite dealing no damage.
Why did I lose the kill after doing all the damage?
Credit goes to the most recent valid touch. Damage share isn't considered at all.
What is an execution?
A death caused by a minion, monster or turret with no enemy champion on the clock. It pays no bounty and preserves the victim's streak.
Does an assist take gold from the killer?
No. Assist gold is generated separately.
The short version
Touch the target late rather than early, remember that crowd control counts as touching, and walk into your own tower rather than handing over a bounty you can deny.
For what those kills are worth, our gold guide covers bounties and assists, and our death timers guide covers what the other side loses.







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