Bounties

Kill bounties increased at 4+ kills. Minion & monster gold advantages now factor into bounties. Bounties on the losing team reduced. Bounty payout per kill now capped.

The goal of our bounty changes is to help teams bounce back from slight to moderate deficits via higher rewards for successful comeback plays and lower payouts for dying when you're the one keeping your team in the game. We're also making a long-requested change: Bounties won't change until combat ends, so if you grab a bunch of kills in a teamfight, your value won't go up until you've at least had a chance to spend your gold. Finally, large bounties have been added to the scoreboard so you can spot the highest-value target to take out.

Kill Bounties

1-3 KILLS 0/150/300 gold (unchanged)

4 KILLS 375 gold ⇒ 400 gold

5 KILLS 450 gold ⇒ 500 gold

6 KILLS 500 gold ⇒ 600 gold

ADDITIONAL KILLS +50 gold ⇒ +100 gold

NEW Minion & Monster Gold Bounties

NEW BUY THE FARM If, since their last death, a champion has earned 250 more goldfrom minions and monsters than the enemy team's average* during that time, their bounty increases by 50 gold, plus another 50 gold for each additional 150 gold their advantage grows by thereafter.

MATH *Average is determined by dividing the enemy team's minion and monster gold by four, rather than five, based on the four sources of income on Summoner's Rift (top/mid/bot/jungle). Modes with smaller teams divide by the number of champs per team instead (ex. 3 for Twisted Treeline).

Bounty Clarity

NEW HIT LIST Bounties over 150 gold are now visible in the scoreboard

Bounty Payout Modifications

NEW REPUTATION Bounties no longer increase mid-combat. If a champion earns multiple kills and then immediately dies, those kills will count toward their next death instead.

NEW HEAVY LIFTING Bounty payouts for killing members of the losing team are reduced, down to a minimum of 20% normal values if the losing team is massively behind