For many gamers, when they hear the exciting announcements of "three kills" and "four kills", it is nothing short of one of the most exciting moments in the game. These short and powerful English phrases have long since transcended the category of simple victory or defeat reminders and have become highly recognizable and contagious symbols in e-sports culture.
The evolution of kill reporting
Early battle games generally only had simple kill prompts. Later, with the rise of MOBA games such as "League of Legends", the multi-kill reporting system became sophisticated and clearly layered. From "First Blood" to "Five Kills", the broadcasts at each level correspond to the players' operations and contributions of different difficulties on the battlefield. This design not only provides clear feedback on the battle situation, but also greatly enhances the player's sense of accomplishment and the dramatic tension of the game.
This voice system does not always remain the same. It has been optimized due to the alternate updates of game versions. The texture of the sound effects and the timing of the broadcast have been carefully and meticulously debugged to ensure that a corresponding atmosphere can be created without interfering with the core combat information. Nowadays, almost every competitive game has borrowed and developed its own multi-kill broadcast system, but its core incentive logic and emotional resonance are closely related.
The psychological game of First Blood
The broadcast of "First Blood" can often ignite the entire audience in an instant. This prompt indicates that the laning period is officially over, and the economic and experience gap between the two sides is widened for the first time. The winning side can receive additional gold coin rewards to establish an initial advantage in equipment, and can greatly boost one's own morale.
Because of its importance, there are endless tactical designs around "first blood" in professional competitions. Whether it is the early gank carried out by the jungler or the radical blood exchange of online heroes, the goal may be to grab the first kill at the beginning. For ordinary players, getting "first blood" can build confidence. However, sending "first blood" requires an immediate adjustment of mentality to prevent the disadvantage from snowballing.
Improved rhythm from double kill to triple kill

Players killing two opponents in a very short time is called a "double kill". This usually occurs in small-scale encounters, requiring players to accurately calculate damage and achieve harvest. After achieving a double kill, players often gain short-term area control, which can be used to push the line or obtain map resources.
"Three kills" symbolizes an increase in the scale of the battle. It may be a successful case of using a small number of troops to fight a larger number of enemies, or it may be a precise entry and completion of the harvesting process on the edge of a team battle. After three kills are achieved, the trend of the battle will generally tilt significantly. Heroes who achieve three kills can often rely on this financial advantage to serve as a powerful trait that makes it difficult for opponents to deal with in the following minutes.
The peak moments of quadruple kills and pentakills
The "four kills", which are near the peak of team battle victory, require players to continue to output and survive in chaotic team battles. Achieving "four kills" not only requires superb operations, but also often requires teammates to make deliberate concessions or opponents to make positioning errors. This is a common scene in many players’ highlight reels.
The highest honor that can be encountered but is difficult to obtain is "Penta Kill", which requires a certain player to personally kill all five of the opponent's heroes in a complete team battle. In addition to personal ability, this requires accidental opportunities. It is precisely because of this that when teammates or opponents hear the announcement of "Penta Kill", they will often type "666" on the public screen to express admiration and respect.
Special achievements and battle status broadcast
Reports such as "Godlike" and "Unstoppable" commend players for their strong performance in consecutive kills without ending them. They are like an official certification of "hot hand" status, giving players positive feedback and reminding their opponents to concentrate their firepower to deal with this extremely threatening enemy first.
The situation of "group destruction" declares that one party's strength is temporarily gone. This is usually a signal that can decide to directly bulldoze the base in one wave or take key large resources (like Baron Nash). The opposite situation is the "kill streak terminated" prompt, which is often accompanied by a very generous ending bounty. This is an important opportunity for the disadvantaged team to achieve a comeback.
The design philosophy behind speech systems
These voice broadcasts are a classic feedback mechanism in game design. They transform abstract economic advantages and experience advantages into concrete and exciting auditory experiences, which can directly reach players' emotions. Players in different languages can instantly understand what is happening on the battlefield with the help of these iconic phrases.
It is this system that builds a common language among players. When people communicate offline, expressions such as "almost five kills" or "that team wipeout hurt too much" can quickly arouse resonance. It has transcended the game itself and become a cultural link that connects players around the world.
In your gaming career, what is the most unforgettable multi-kill experience? Is it due to extreme operation or the god-level cooperation of teammates? You are welcome to share your story in the comment area, and don’t forget to like and share this article.




