Last-hitting

Only the final blow pays — every shot before it is free damage that earns nothing, so time the kill instead of spraying the wave.
Last-hitting is landing the killing blow on a trooper or jungle creep so its souls go to you. Only that final hit claims the bounty, which is why winning lane is about timing kills, not out-damaging the wave.
What the killing blow pays
Only the unit that lands the killing blow earns the bounty. Chip damage you deal on the way down counts for nothing — if an enemy (or even your own teammate) steals the final hit, the souls go to them. The payout also doesn't arrive in one lump: about 60% drops as a ground orb that flies to your team automatically when you're within ~18m and can't be denied, while the other ~40% pops out as a bright flying Soul Orb that either side can shoot or melee to claim or deny (that scrap is its own card — soul orbs and denies). A melee killing blow is the exception: it banks the full bounty instantly and no flying orb spawns at all, so there is nothing for the enemy to deny. Trooper and neutral bounties scale up as the match runs, so a clean last hit at 12:00 is worth far more souls than one at 2:00.
How to play it
Watch individual trooper health bars, not the whole wave. Hold fire until a trooper is low enough that one shot — or one tick of an ability — finishes it, then deliver exactly that hit. Spraying the wave just shoves it forward and hands the enemy free farm if they're calmly last-hitting under their Guardian. Learn your gun's damage per shot so you know the kill window on instinct, and keep a cheap ability ready to snipe a last hit your gun can't reach in time. Denying matters just as much as securing: every creep you steal is souls the enemy never gets, so a single good last-hitter can open a lead from both sides at once. If you're being bullied off the wave, soak from range and pick only the safe kills. Monster Rounds (bonus weapon damage versus troopers and neutrals) makes last-hitting trivial and is the standard farm pickup; Close Quarters helps you punch creeps down up close, and Extended Magazine keeps you from running dry mid-wave.
Neutrals and last-hit tricks
Jungle camps are uncontested last hits — no enemy fighting you for them. Weak camps open at 2:00 and respawn roughly every 85 seconds, medium camps come in at 5:00, and the strong camps plus the soul vaults arrive at 8:00; clearing one between waves keeps your souls climbing without giving up lane. The фишки good players lean on: melee the killing blow to lock in 100% with zero deny risk (clutch when an enemy is camping your orb); pre-aim where the orb will pop so you can confirm it the instant it appears; and pull a jungle camp into your trooper wave to last-hit both stacks at once. After every kill, snap to the flying orb and secure it — the killing blow is only half the souls until you confirm the orb.
Raw dataidentity & API
identity
- id
- mechanic_last_hitting
- slug
- last-hitting
- category
- economy
- flowStage
- laning
- aliases
- last hit, lasthit, csing, cs, killing blow, farm creeps, securing last hits, добивание, ласт хит
- sourcePath
- manual:mechanics/last-hitting
- updatedAt
- 2026-06-06T00:00:00.000Z