Turret

A 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 Prioritization
Turrets follow the following sequence of attack order:
 * 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 champion that is in range of a tower damages an allied champion that is not within range of that tower, the tower will not switch targets to that enemy.
 * 4) If an enemy "pet" (ie:, , , , , , , ) is nearby, the turret will prioritize the pet over minions.
 * 5) *If that pet damages an allied champion and the champion responsible for the pet is within tower range, the responsible champion will be targeted.
 * 6) If no champion-to-champion damage is inflicted, the turret will continue to target minions (even if enemy champions are nearby).
 * 7) Once all enemy minions are dead or out of range, the turret will target the closest enemy champion.

Damage
Turrets do more damage with each successive hit against a single target. Turret damage increases by +22.5% of its normal damage for each hit after the first against a single target, to a maximum of +135% damage on the seventh hit and beyond.

Turrets have 20% armor penetration.

Against champions, turrets deal negative 6% damage (this figure is not exact, but is accurate to within 0.5%), with no respect to carries. This is a result of patches V1.0.0.112 and V1.0.0.114.

Abilities and Items that deal bonus damage to turrets

 * Attack modifiers
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE
 * AOE

Abilities that are affected when attacking the turret
These abilities are affected when attacking the turret but does not deal extra damage:
 * Stacking effect
 * Heal
 * Heal
 * Heal
 * Heal
 * Heal
 * Heal

Abilities that are not affected when attacking turrets
No stacking effect No heal No proc

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).
 * The above is true, unless there is a . His passive,, grants the +2 gold bonus to the one who destroyed the turret, this occurs with  as well.
 * 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 its a Nexus Obelisk which ignores all resistances and immunities. Turret armor is not affected by any kind of armor penetration.
 * As a team pushes further into the lane, each successive turret gains increased health and damage.
 * Inner turrets are invulnerable and untargetable until its outer turrets are destroyed.
 * Turrets can be shielded by, and the old summoner spell . The Fortify spell was removed in Season 2.
 * passive gives Turrets HP regeneration.
 * Aura affects do not affect Turrets.
 * are taunted by nearby enemy Turrets.

Tower Stats (Summoner's Rift)
(* Estimated values)