Turret

Needs some updates, still has information from before inhibitor tower changes.

A turret, also called a tower, is a heavy fortification that blocks the enemy's minion waves and champions' path to the nexus. Turrets are one of the core components of League of Legends. They deal damage to enemies and provide vision and general control of the battlefield to their team. Champions must destroy enemy turrets to push their assault into the enemies' territory. Turrets deal heavy damage to enemy units, but they only target one unit at a time. Turrets visually fall apart as they take damage.

There are 11 turrets per team on Summoner's Rift, 7 on Twisted Treeline, and 4 on Howling Abyss.

General Information

 * The following information is for Summoner's Rift turrets.



Turrets have 1095 sight range, 775 attack range and deal physical damage. They grant their team, allowing it to see all traps and stealth units within their vision range.

There are four kind of turrets depending on their location: Towers can only be targeted and damaged if they are the first structure standing in their lane. Turrets located behind the first standing structure are invulnerable and untargetable until the first one is destroyed. Inner towers only become vulnerable when their outer tower is destroyed, and inhibitor towers only become vulnerable when their inner tower is destroyed. Nexus turrets are invulnerable and untargetable until one inhibitor is destroyed. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage.
 * Nexus towers: Located in front of the nexus, there are two of them.
 * Inhibitor towers: Located in front of each inhibitor, guarding the entrances to the base.
 * Inner towers: Located in front of the inhibitor towers.
 * Outer towers: Located in front of the inner towers.

Aura effects do not affect turrets.

Turrets count as terrain, even after they are destroyed. Any abilities that interact with terrain, such as or, can be used on them.

Turrets deal 70% damage to siege minions.

The first turret killed yields 300 total bonus gold split between nearby champions.

Towers can be used to create choke points for traps, especially in the smaller area closer to the wall, as minions will not normally walk through that area of the lane.

Turrets deal bonus damage to melee and caster minions.

Strategy
Turrets can create a choke point for traps such as, especially in the smaller area closer to the wall, as minions will not normally walk through that area of the lane.

On Summoner's Rift, melee minions usually die to two turret attacks and one champion auto attack, and ranged minions usually die to one turret attack and two champion auto attacks.

Stats and rewards
Summoner's Rift=


 * Outer Turrets
 * Status:
 * +4 AD every minute, until.
 * 1 Armor and Magic Resist every minute, until.
 * Items:
 * Fortification’s damage reduction does not apply to bottom lane turrets.
 * Gold on destruction
 * Global:
 * Close to turret: is split among the players who participate in destroying the turret.
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp


 * Inner Turrets
 * Status:
 * +4 AD at 8:00 and every minute after that, until.
 * +1 Armor and Magic Resist at 16:00 and every minute after that, until.
 * Items:
 * Gold on destruction
 * Global:
 * Close to turret: is split among the players who participate in destroying the turret
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp


 * Inhibitor Turrets


 * Status:
 * +4 AD at 8:00 and every minute after that, until.
 * +1 Armor and Magic Resist at 31:00 and every minute after that, until.
 * 1 health regeneration per second.
 * Each Turret shot deals % of the turret's AD.
 * Items:
 * Gold on destruction
 * Global:
 * Close to turret:
 * Experience on destruction
 * Global: 100 exp
 * Close to turret: 0 exp
 * Experience on destruction
 * Global: 100 exp
 * Close to turret: 0 exp


 * Nexus Turrets
 * Status:
 * +4 AD at 8:00 and every minute after that, until.
 * +1 Armor and Magic Resist at 31:00 and every minute after that, until.
 * 6 health regeneration per second.
 * Each Turret shot deals % of the turret's AD.
 * Items:
 * Gold on destruction
 * Global:
 * Close to turret:
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp


 * -|Twisted Treeline=


 * Outer Turrets
 * Status:
 * +4 AD every minute, until.
 * +250 health for each enemy champion in the game.
 * Items:
 * Gold on destruction
 * Global:
 * Close to turret:
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp


 * Inner Turrets
 * Status:
 * +4 AD every minute, until.
 * +250 health for each enemy champion in the game.
 * Items:
 * Gold on destruction
 * Global:
 * Close to turret:
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp


 * Inhibitor Turrets
 * Status:
 * +4 AD at 4:00 and every minute after that, until.
 * +250 health for each enemy champion in the game.
 * Items:
 * Gold on destruction
 * Global:
 * Close to turret:
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp


 * Nexus Turrets
 * Status:
 * +4 AD at 8:00 and every minute after that, until.
 * +250 health for each enemy champion in the game.
 * 5 health regeneration per 5 seconds.
 * Items:
 * Gold on destruction
 * Global:
 * Close to turret:
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp
 * Experience on destruction
 * Global: 0 exp
 * Close to turret: 0 exp


 * -|Howling Abyss=


 * Outer Turrets
 * Status:
 * +250 health for each enemy champion in the game.
 * +6 AD at 0:40 and every minute after that, until.
 * +1 armor and magic resist at 0:45 and every minute after that, until
 * Items:
 * Gold on destruction
 * Global:
 * Close to turret:
 * Experience on destruction
 * Global: 30 exp
 * Close to turret: 0 exp
 * Experience on destruction
 * Global: 30 exp
 * Close to turret: 0 exp


 * Inhibitor Turrets
 * Status:
 * +250 health for each enemy champion in the game.
 * +6 AD at 0:40 and every minute after that, until.
 * +1 armor and magic resist at 0:45 and every minute after that, until
 * Items:
 * Gold on destruction
 * Global:
 * Close to turret:
 * Experience on destruction
 * Global: 70 exp
 * Close to turret: 0 exp
 * Experience on destruction
 * Global: 70 exp
 * Close to turret: 0 exp


 * Nexus Turrets
 * Status:
 * +250 health for each enemy champion in the game.
 * +6 AD at 0:40 and every minute after that, until.
 * +1 armor and magic resist at 0:45 and every minute after that, until
 * Items:
 * Gold on destruction
 * Global:
 * Close to turret:
 * Experience on destruction
 * Global: 120 exp
 * Close to turret: 0 exp
 * Experience on destruction
 * Global: 120 exp
 * Close to turret: 0 exp

Attack Prioritization
Turrets will continue to attack their current target until the target dies, leaves attack range, or becomes untargetable due to abilities or items.

A turret will prioritize an enemy champion if that champion deals damage to an allied champion who is within 1400 range of the turret. Damage dealt can come from any source (pet, aura, item, etc.) in order for a champion to be targeted. Additionally, turrets will target an enemy champion if no other valid target is within range. Turrets will not attack an enemy champion who uses a non-damaging spell (e.g. ). A spell or attack that is blocked (by a spell shield or ability effect) and deals no damage will still draw turret aggro.

When the current target is lost for whatever reason, the turret will select a new target—whichever of the following, in order, is found in range first:
 * 1) The closest.
 * 2) The closest targetable Trap (e.g. ).
 * 3) The closest enemy Pet (e.g. ).
 * 4) An effectively random enemy siege minion or super minion.
 * 5) An effectively random enemy melee minion.
 * 6) An effectively random enemy caster minion.
 * 7) The closest enemy champion to the tower.

Turret Passives/Items
Turrets have a pseudo-inventory that can be viewed, with each pseudo-item explaining a specific turret mechanic.


 * Unique Passive - Fortification: 50% damage reduction from all sources, this effect expires after 5 minutes. (Reduction applies before armor.)

(Removed on patch V6.22)
 * Lightning Rod buff.png
 * 75% armor penetration
 * Unique Passive - Lightning Rod: Deals damage in a continuous beam and cannot be dodged. Deals up to 125% additional damage the longer it targets the same target.
 * With every hit, the beam gains 6 heat until 120 heat is reached. When the beam switches targets, heat is reset.
 * Gains +1.05% damage per point of heat, up to a maximum of +125% extra damage.


 * +30% armor penetration
 * Unique Passive - Dodge Piercing: Turret attacks can not be dodged, except by spells where a champion becomes untargetable (e.g.: Zhonya's Hourglass, Fizz's Playful Trickster)
 * Unique Passive - Warming Up: Turrets gain 40% damage each time they strike a champion (Max 120% bonus damage).
 * Unique Passive - Warming Up: Turrets gain 40% damage each time they strike a champion (Max 120% bonus damage).

Warming Up passive no longer partially resets when turrets switch targets.


 * Unique Passive - Reinforced Armor: Gains 66.66% Damage Reduction (includes True Damage Reduction) when no enemy minions are in range for attack.
 * Unique Passive - Reinforced Armor: Gains 66.66% Damage Reduction (includes True Damage Reduction) when no enemy minions are in range for attack.

This reduces the effectiveness of backdooring (pushing without minions) compared to conventional pushing. Pets, traps , and monsters (brought by ) do not deactivate this passive.


 * Unique Passive - : Can see invisible units within 1000 units.

Damaging Turrets

 * Damage to a turret is based on base attack damage plus the higher of bonus attack damage or 50% of ability power. When your attacks trigger Ability Power damage conversion (occurs when attacking a turret while your AP is more than double your bonus AD), the converted bonus damage is now magic instead of physical. Since Patch V6.9, turrets are now vulnerable to armor penetration and magic penetration.
 * Critical strikes will register against turrets, but no bonus damage will be applied.
 * will also grant him 1 stack for last hitting a turret and count towards the 6 he needs for 2 bonus stacks.

Media
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