Minion



Minions are units aligned with one of the teams. They spawn periodically from their nexus and advance along a lane towards the enemy nexus. They attack automatically any enemy unit or structure they find in their way. They are controlled by artificial intelligence, and only use basic attacks.

There are four kind of minions:, , and.

Lore
Minions are magical constructs summoned for battles. They are not fully sentient beings, they are controlled by summoners.

Summoning minions requires a constant and massive amount of magical energy. Nexuses focus magical energy from powerful crystals. This energy is enough for sustained minion spawning. The destruction of a nexus stops the summoning magic.

Minion bodies can be magically constructed from several sources, including animated magic scrolls, animated sand, magically animated bolts of cloth, and even sound.

Necromancy is a minion summoning technique that uses dark magic to reanimate. Most known practitioners of necromancy come from the Shadow Isles.

While not magically constructed, living minions share many traits with magically constructed minions. Voidborn summoned through are controlled by those who have the magical power required to use them. One of such persons is. A Celestial Being known as is frequently followed by minion like spirits known as  that aid him in his tasks (though they are more like companions than outright minions).

One of the earliest recorded use of minions for battles was at the battlefield known as Summoner's Rift, where summoners from ancient sides known as the Protectorate (Stag crest) and Magelord (Owl crest) fought against each other.

Types
There are four kind of minions:

Melee Minion=

Melee minions are minions with melee attack range. Three melee minions spawn with each minion wave.


 * Notes
 * After minions spawn they upgrade every 90 seconds increasing their health. At the fifth upgrade they change their health scaling and also increase their armor and attack damage. This continues until the 24th upgrade.
 * Melee minions have, which is a cosmetic item that indicates that they lose per turret shot.


 * Map Differences
 * On Twisted Treeline and Howling Abyss, melee minions grant (+  / 90s).


 * Media

Gameplay
Minions start spawning from the Nexus at 1:05 and keep spawning in waves every 30 seconds for the rest of the match. The minions in each wave spawn in this order:


 * 1) * If the inhibitor is destroyed, one will spawn on the corresponding lane.
 * 2) * If all inhibtors are destroyed, two will spawn.
 * 3) * Three of them spawn on each wave.
 * They do not spawn if are already spawning on that lane.
 * 1) * For the first 15 minutes, one spawns every three minion wave.
 * 2) * At the 15 minute mark, one spawns every two minion wave.
 * 3) * At the 25 minute mark, one spawns every wave.
 * 4) * Three of them spawn on each wave.
 * 1) * At the 15 minute mark, one spawns every two minion wave.
 * 2) * At the 25 minute mark, one spawns every wave.
 * 3) * Three of them spawn on each wave.
 * 1) * Three of them spawn on each wave.

Start of the game
When minions start spawning they are ghosted for a few seconds:
 * Top and bot lane minions are ghosted for 28 seconds.
 * Middle lane minions are ghosted for 18 seconds.

Behavior
Minions walk along a lane until they find an enemy unit. When they find an enemy unit, they attack it. An enemy champion can aggro the minion if they basic attack or use a targeted ability or spell on a nearby allied champion. When they find several enemy units they choose their target using a priority system that follows this order:


 * 1) Enemy champions attacking an allied champion.
 * 2) Enemy minions attacking an allied champion.
 * 3) Enemy minions attacking an allied minion.
 * 4) Enemy turrets attacking an allied minion.
 * 5) Enemy champions attacking an allied minion.
 * 6) The closest enemy minion.
 * 7) The closest enemy champion.

Once a minion has chosen a target, it only switches to a new target if the new target has higher priority. If they see a new target with the same priority as their current target, they keep attacking their current target.

Minions reevaluate their target every few seconds. For instance, if an enemy champion attacks an allied champion and then stops attacking, minions will keep targeting the enemy champion for a short time after he stops attacking.

When the target of a minion leaves its sight, the minion switches to a new target or keeps advancing if there are no targets within sight.

Main Stats

 * Every 90 seconds (i. e. every third wave) minions upgrade, increasing their strength.
 * Minions deal 50% reduced damage to turrets and enemy champions.
 * The armor of turrets is reduced when enemy minions are nearby.
 * Minions have 325 movement speed.
 * They gain movement speed.
 * New spawning minions level up based on their's team average level (e.g. one level 15, 10 and 18 would make a minion level 14).

Minion-Related Items
The following items affect the way champions interact with minions.
 * and its upgrades.
 * and its upgrades.
 * and its upgrade.

General

 * Destroying an enemy provides a small buff to allied minions in the lane where the inhibitor was destroyed.

Reinforced Armor

 * (or ) is a passive effect that reduces turret damage by 30%. Multiple do not stack.
 * and passively have it.

Pushing Advantage

 * The average level of your team minus the average level of the enemy team. Not total levels and not necessarily clean numbers, capped at 3.0.
 * While your team has a level advantage, your minions deal bonus damage to enemy minions equal to 5% + 5% per turret advantage in their lane, all multiplied by your team's level advantage.
 * Bonus damage = (5% + (5%Turret advantage))Team level advantage
 * While your team has a level advantage, your minions take reduced damage from enemy minions equal to 1 + 1 per turret advantage in that lane, with the turret advantage bonus multiplied by the team's level advantage.
 * Damage reduction = 1 + (Level advantageTurret advantage)
 * Apart from that, if the difference in average levels is 3 or higher and the leading team has destroyed two or more towers more than the enemy in a single lane, their minions become Enraged:
 * Their bonus damage is increased by a further 90%.
 * The flat damage reduction is increased by 7 more points.

Items

 * (can be used to heal / deal damage to minions)

Champion Abilities
Some champion abilities work on minions, but generally prioritise champions.

Targeted
The following abilities work when targeting a lane minion: The following abilities can be targeted on lane minions but will not buff them in any way:

Others
The following abilities will affect lane minions with their area of effect:
 * (bonus movement speed)
 * (can attach on both allied and enemy minions)
 * (can attach on both allied and enemy minions)
 * (can attach on both allied and enemy minions)

Creep Score
Creep Score (CS) is the number of minions, monsters, and champion pets a champion has slain by dealing the killing blow to these units. Dealing this hit is known as last hitting and is considered one of the most important skills in League of Legends.

In the early and mid game, CS along with KDA can be used to compare how well a player is doing against their lane opponent.

Wave Gold Value
A group of spawned minions is considered a wave.

In Summoner's Rift, a undistributed wave consists of three, three and possibly a.
 * As of V8.23, a minion wave has an average gold value that varies from and up to  at 25:00.

Wave Strategy

 * Without player interference a lane's wave is neither advancing or retreating in any significant amount.
 * A minion wave that catches up with its preceding wave starts pushing the lane towards enemy turret.
 * Big waves of minions can overwhelm a turret.
 * When a player interrupts an enemy minion wave by ensuring their side is making more damage to the opponents minions than they are receiving, the lane starts to push.
 * In simplest way this is made by killing every minion without interference from your own minions thus moving the point where the minion waves clash.
 * On more sophisticated turning the player makes sure their side is making just slightly more damage thus allowing the wave to build up as the wave gets reinforcements before than the enemy wave.

Game Terminology
Some game terms related to minions:
 * Farming: Last hitting minions to earn gold and experience.
 * Lane Momentum: The strength with which the minions in a lane advance without champion aid.
 * Pushing: Attacking enemy minions to keep allied minions alive and allow them to advance along their lane.
 * Freezing: Preventing enemy minions from pushing the lane without pushing them back.
 * Winions: A wave of minions so big or so strong that it can destroy turrets, nexuses, or champions without champion aid.
 * Free Farming: Farming without being confronted by an enemy champion.
 * Proxy Farming: Farming behind an enemy tower. It's easier than conventional farming because there is no interference from allied minions, but it's usually much more dangerous.
 * Split Pushing: Attacking several objectives at the same time when at least one of the objectives is a lane turret.

Trivia

 * If the champions do not take part in the battle, the minions in one of the teams will eventually win the game. The team that wins is random.
 * When minions scan for a target, it is possible for a champion to pick up aggro multiple times from a minion. Minions can constantly pick up aggro from you and can follow you through the jungle.
 * By default, each player sees their allied minions and structures in Summoner's Rift in blue and the enemy minions and structures in red. This is just a visual effect, it has no practical effects in the game.

Media
Music=
 * Related Music

Patch History
Vasall Súbditos Sbire Stwory Миньоны 小兵