Turret

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 gameplay, providing damage, vision, and general control of the surrounding map. Although they are extremely powerful, they can only target one unit at a time. 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 deal heavy damage to enemy units. Turrets will visually fall apart as they take damage.
 * On Summoner's Rift, there are 11 turrets per team.
 * On Twisted Treeline, there are 7 turrets per team.
 * On Howling Abyss, there are 4 turrets per team.

General Information

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

All turrets have 1095 sight range and 775 attack range. They grant, allowing vision of all traps and stealth units to the allied team. Turrets are invulnerable and untargetable until the previous turret in its lane is destroyed. The outer turret must be destroyed before the inner turret, and the inner turret before the inhibitor turret. Nexus turrets are invulnerable and untargetable unless at least one inhibitor is currently destroyed. If a turret is destroyed while a shot is in mid-flight, that shot will not deal any damage. Aura effects do not affect turrets.

Turrets count as terrain, even after they are destroyed. Any abilities that interact with terrain can trigger their effects using them (e.g. and ). will also drag him to turrets. In addition, they can create a choke point 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 so that melee minions generally die to two turret attacks and one champion auto attack, and ranged minions die to 1 turret attack and 2 champion auto attacks. Turrets deal 70% damage to siege minions. The first turret killed yields 400 total bonus gold to its killer's team.

Stats and rewards
Summoner's Rift= Outer Turrets
 * Status:
 * +4 AD at 0:30 and every minute after that, until.
 * +2 Armor and Magic Resist every minute starting at 1:00, up to a maximum of 30 Armor and Magic Resist
 * 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
 * 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

Inner Turrets
 * Status:
 * +4 AD at 8:00 and every minute after that, until.
 * +2 Armor and Magic Resist every minute starting at 16 mins, up to a maximum of 30 Armor and Magic Resist
 * 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
 * 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

Inhibitor Turrets


 * Status:
 * +4 AD at 8:00 and every minute after that, until.
 * 5 health regeneration per second.
 * +2 Armor and Magic Resist every minute starting at 31 mins, up to a maximum of 30 Armor and Magic Resist
 * 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.
 * 5 health regeneration per second.
 * +2 Armor and Magic Resist every minute starting at 30 mins, up to a maximum of 30 Armor and Magic Resist
 * 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

Outer Turrets
 * -|The Twisted Treeline=


 * Status:
 * +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:
 * +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:
 * +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:
 * +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

Outer Turrets
 * -|Howling Abyss=
 * 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.)
 * (Fortification’s damage reduction does not apply to bottom lane turrets.)


 * 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 (ex: 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).

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.

This reduces the effectiveness of backdooring (pushing without minions) compared to conventional pushing. Pets, traps , and monsters (a brought around 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.

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