Turret



The Turret (more commonly referred to as a tower to avoid confusion with ) is a heavy fortification that blocks the enemy's minion waves and champions' path to the Nexus. In order for a Champion to push forward and continue its assault into the enemies’ territory, the champion must destroy these turrets. Charging minions will not be able to pass any further up a lane until the turret closest to them is destroyed. Turrets do heavy damage to enemy units.

Attack Style
Turrets follow the following sequence of attack order: Turrets also increase damage while trained on one target. It begins with 85% attack damage and increases with each shot, by 10%, until a maximum of 155% damage. Once it switches targets, the bonus damage starts at 125% damage. If a turret hasn't fired for 4 seconds, the bonus damage is reset to 85%. (Testing indicates this has been changed to something approaching a 22.5% original damage increase per shot, capping at 135% additional damage or 235% times the 1st shot).
 * 1) The turret will target the closest unit first and continue to attack this target until it dies or moves out of range.
 * 2) If an enemy champion inflicts damage to an allied champion (ie: auto attack, ability, damage over time such as poison) while in turret range, the turret will immediately switch targets to that enemy champion.
 * 3) If an enemy "pet" (ie:, , , , , ) is nearby, the turret will prioritize the pet over minions.
 * 4) *If that pet damages an enemy champion and the champion responsible for the pet is within tower range, the responsible champion would be targeted.
 * 5) If no champion-to-champion damage is inflicted, the turret will continue to target minions (even if enemy champions are nearby).
 * 6) Turret will target a, , and  over a minion or champion but will not switch to attack a ward if already attaking a minon or champion.
 * 7) Once all enemy minions are dead or out of range, the turret will target the closest enemy champion.

Turrets do 5% increased damage to champions.

Other Features

 * When a turret is destroyed, each member of the destroyer's team gains experience and 150 gold.
 * You cannot last-hit a turret for extra gold (beyond the bonus 150 gold).
 * Damage to a turret is based on your base damage plus the higher of your bonus attack damage or 40% of your ability power.
 * When no enemy minions are within a turret's sight range it gains armor (x3.88) and magic resistance (x2.47) effectively further reducing physical damage dealt to that turret by 49% and magic damage by 29% (this makes the strategy of "backdooring" less effective).
 * Each allied Champion nearby a friendly turret used to increase the turret's armor and magic resistance by 5 and attack speed by 4.2%.
 * Turret damage is mitigated by your armor, unless they are Shrine (spawn) turrets which ignore all resistances and immunities. Turret armor is not affected by your armor penetration/reduction.
 * As a team pushes further into the lane, each successive turret gains increased HP and damage.
 * Inner turrets are invulnerable and untargetable until its outer turret is destroyed.
 * Turrets can be shielded by 's, and the summoner spell.
 * Heimerdinger's Passive gives Turrets HP regeneration.
 * Turrets can destroy a, in one hit instead of three.
 * Spawn Tower is not killable; in addition it deals true damage and ignores any type of shield or buff that prevents damage, including those which grant some form of invincibility such as:
 * 's
 * 's
 * 's
 * Skills that prevent targeting such as  or the active on  will prevent damage for that given time.

Tower Stats
(* Estimated values)