Turret

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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 jungle. Although they are extremely powerful, they can only target one champion. 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. On Summoner's Rift, there are 11 turrets per team. Towers will visually fall apart as they take damage.

Tower General Information

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

All turrets have 1095 sight range and 775 attack range. They grant True sight allowing vision of all traps and stealth units to the allied team. Towers are invulnerable and untargetable until the prior same lane tower is destroyed. The Outer Tower must be destroyed before the Inner and Inner before Inhibitor. Nexus Towers 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, namely the stuns from, 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.

Towers deal bonus damage to melee and caster minions so that melee minions generally die to 2 tower attack and 1 champion auto attack, and ranged minions die to 1 tower attack and 2 champion auto attacks.
 * Towers deal 70% damage to siege minions.

Towers information

 * -|Summoner's Rift=

Outer Towers


 * Status:
 * +4 AD at 0:30 and every minute after that, until.
 * Items:
 * Gold on destruction
 * Global: 125 gold
 * Close to tower: 220 gold is split among the players who participate in destroying the turret.
 * Experience on destruction
 * Global: 0 exp
 * Close to tower: 0 exp
 * Close to tower: 220 gold is split among the players who participate in destroying the turret.
 * Experience on destruction
 * Global: 0 exp
 * Close to tower: 0 exp

Inner Towers


 * Status:
 * +4 AD at 8:00 and every minute after that, until.
 * Items:
 * Top and Bottom Inner Towers have item.
 * Gold on destruction
 * Global: 150 gold
 * Close to tower: 250 gold is split among the players who participate in destroying the turret
 * Experience on destruction
 * Global: 30 exp
 * Close to tower: 0 exp
 * Close to tower: 250 gold is split among the players who participate in destroying the turret
 * Experience on destruction
 * Global: 30 exp
 * Close to tower: 0 exp

Inhibitor Towers


 * Status:
 * +4 AD at 8:00 and every minute after that, until.
 * 5 health regeneration per 5 seconds.
 * Items:
 * Gold on destruction
 * Global: 175 gold
 * Close to tower: 0 gold
 * Experience on destruction
 * Global: 100 exp
 * Close to tower: 0 exp
 * Experience on destruction
 * Global: 100 exp
 * Close to tower: 0 exp

Nexus Towers


 * Status:
 * +4 AD at 8:00 and every minute after that, until.
 * 5 health regeneration per 5 seconds.
 * Items:
 * Gold on destruction
 * Global: 50 gold
 * Close to tower: 0 gold
 * Experience on destruction
 * Global: 0 exp
 * Close to tower: 0 exp
 * Experience on destruction
 * Global: 0 exp
 * Close to tower: 0 exp


 * -|The Twisted Treeline=

Outer Towers


 * Status:
 * +250 health for each enemy champion in the game.
 * Items:
 * Gold on destruction
 * Global: 100 gold
 * Close to tower: 0 gold
 * Experience on destruction
 * Global: 0 exp
 * Close to tower: 0 exp
 * Experience on destruction
 * Global: 0 exp
 * Close to tower: 0 exp

Inner Towers


 * Status:
 * +250 health for each enemy champion in the game.
 * Items:
 * Gold on destruction
 * Global: 100 gold
 * Close to tower: 0 gold
 * Experience on destruction
 * Global: 0 exp
 * Close to tower: 0 exp
 * Experience on destruction
 * Global: 0 exp
 * Close to tower: 0 exp

Inhibitor Towers


 * Status:
 * +250 health for each enemy champion in the game.
 * Items:
 * Gold on destruction
 * Global: 100 gold
 * Close to tower: 0 gold
 * Experience on destruction
 * Global: 0 exp
 * Close to tower: 0 exp
 * Experience on destruction
 * Global: 0 exp
 * Close to tower: 0 exp

Nexus Towers


 * Status:
 * +250 health for each enemy champion in the game.
 * 5 health regeneration per 5 seconds.
 * Items:
 * Gold on destruction
 * Global: 100 gold
 * Close to tower: 0 gold
 * Experience on destruction
 * Global: 0 exp
 * Close to tower: 0 exp
 * Experience on destruction
 * Global: 0 exp
 * Close to tower: 0 exp


 * -|Howling Abyss=

Outer Towers


 * 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: 150 gold
 * Close to tower: 0 gold
 * Experience on destruction
 * Global: 30 exp
 * Close to tower: 0 exp
 * Experience on destruction
 * Global: 30 exp
 * Close to tower: 0 exp

Inhibitor Towers


 * 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: 150 gold
 * Close to tower: 0 gold
 * Experience on destruction
 * Global: 70 exp
 * Close to tower: 0 exp
 * Experience on destruction
 * Global: 70 exp
 * Close to tower: 0 exp

Nexus Towers


 * 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: 150 gold
 * Close to tower: 0 gold
 * Experience on destruction
 * Global: 120 exp
 * Close to tower: 0 exp
 * Experience on destruction
 * Global: 120 exp
 * Close to tower: 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 the tower's range. 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 (ex. ). 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 (ex. ).
 * 3) The closest enemy Pet (ex. ).
 * 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) An effectively random enemy Champion within range.

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


 * Unique Passive - Fortification: Blocks 30 damage from champion basic attacks, this effect expires after 7 minutes. (Reduction applies before armor.)


 * 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 37.5% damage each time they strike a champion (Max 75% bonus damage).
 * Unique Passive - Heated Up: After the turret is fully heated, consecutive attacks against the same champion deal 25% additional damage (Max 50% bonus damage).

Against champions, Warming Up and Heated Up combine to deal 100% damage on the first hit, then 137.5%, 175%, 200%, and finally 225% on the fifth hit and beyond. If the turret attacks another champion, only Heated Up stacks will be reset, and the damage will stay at 175%. As soon as the turret is not targeting any champion, both passives reset and damage returns to 100%.


 * Unique Passive - Reinforced Armor: Gains 200 armor and magic resistance 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 - True Sight: 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. It is not affected by any kind of armor penetration or magic penetration.
 * Critical strikes will register against turrets, but no bonus damage will be applied.

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