Turret

Needs some updates, still has information from before inhibitor tower changes.

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. They deal damage to enemies and provide vision and general control of the battlefield to their team. Champions must destroy enemy turrets to push their assault into the enemies' territory. Turrets deal heavy damage to enemy units, but they only target one unit at a time. Turrets visually fall apart as they take damage.

There are 11 turrets per team on, 7 on , and 4 on.

General Information

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

Turrets have 1095 sight range, 775 attack range and deal physical damage. They grant their team, allowing it to see all traps and stealth units within their vision range.

There are four kind of turrets depending on their location:
 * Outer towers: Located in front of the inner towers.
 * Inner towers: Located in front of the inhibitor towers.
 * Inhibitor towers: Located in front of each inhibitor, guarding the entrances to the base.
 * Nexus towers: Located in front of the nexus, there are two of them.

Towers can only be targeted and damaged if they are the first structure standing in their lane. Turrets located behind the first standing structure are invulnerable and untargetable until the first one is destroyed. Inner towers only become vulnerable when their outer tower is destroyed, and inhibitor towers only become vulnerable when their inner tower is destroyed. Nexus turrets are invulnerable and untargetable until at least one inhibitor is destroyed. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage. Turret shots travel at a speed of.

Aura effects do not affect turrets.

Turrets count as terrain, even after they are destroyed. Any abilities that interact with terrain, such as or, can be used on them.

The first turret killed yields split between nearby champions.

Turrets deal modified damage to minions.

Stats and rewards
Summoner's Rift=
 * Outer Turrets
 * Status:
 * +9 AD at 00:30 and every minute after that, until.
 * Items:
 * Removed at 14:00.
 * Grants 40 base armor and 40 base magic resistance.
 * Grants bonus armor and magic resistance.
 * When the turret's health is reduced to, , and , grants a stack of Bulwark for 20 seconds. Each stack of Bulwark grants  bonus armor and magic resistance, up to a maximum of  at 4 stacks.
 * The value changes dynamically based on the number of enemy champions.
 * Triggering Bulwark grants gold divided among  champions.
 * (except for the bottom lane turret)
 * Reward on destruction
 * Global:
 * Close to turret: split among nearby champions
 * Reward on destruction
 * Global:
 * Close to turret: split among nearby champions
 * Close to turret: split among nearby champions


 * Inner Turrets
 * Status:
 * +9 AD at 3:00 and every minute after that, until.
 * +1 Armor and Magic Resist at 16:00 and every minute after that, until.
 * Items:
 * Reward on destruction
 * Global:
 * Close to turret: split among nearby champions
 * Reward on destruction
 * Global:
 * Close to turret: split among nearby champions


 * Inhibitor Turrets
 * Status:
 * +9 AD at 3:00 and every minute after that, until.
 * +1 Armor and Magic Resist at 31:00 and every minute after that, until.
 * 15 health regeneration every 5 seconds, up to the top of their current third.
 * If health is below, regenerates up to.
 * If health is above and below, regenerates up to.
 * If health is above and below, regenerates up to.
 * Items:
 * Reward on destruction
 * Global: and 100 experience
 * Close to turret: split among nearby champions
 * Reward on destruction
 * Global: and 100 experience
 * Close to turret: split among nearby champions


 * Nexus Turrets
 * Status:
 * +9 AD at 3:00 and every minute after that, until.
 * +1 Armor and Magic Resist at 31:00 and every minute after that, until.
 * 30 health regeneration every 5 seconds, up to the top of their current third.
 * If health is below, regenerates up to.
 * If health is above and below, regenerates up to.
 * If health is above and below, regenerates up to.
 * Items:
 * Reward on destruction
 * Global:
 * Close to turret: No additional reward
 * Reward on destruction
 * Global:
 * Close to turret: No additional reward


 * -|Twisted Treeline=


 * Outer Turrets
 * Status:
 * +4 AD every minute, until.
 * +250 health for each enemy champion in the game.
 * Items:
 * Reward on destruction
 * Global:
 * Close to turret: No additional reward
 * Reward on destruction
 * Global:
 * Close to turret: No additional reward


 * Inner Turrets
 * Status:
 * +4 AD every minute, until.
 * +250 health for each enemy champion in the game.
 * Items:
 * Reward on destruction
 * Global:
 * Close to turret: No additional reward
 * Reward on destruction
 * Global:
 * Close to turret: No additional reward


 * Inhibitor Turrets
 * Status:
 * +4 AD at 4:00 and every minute after that, until.
 * +250 health for each enemy champion in the game.
 * Items:
 * Reward on destruction
 * Global:
 * Close to turret: No additional reward
 * Reward on destruction
 * Global:
 * Close to turret: No additional reward


 * Nexus Turrets
 * Status:
 * +4 AD at 8:00 and every minute after that, until.
 * +250 health for each enemy champion in the game.
 * 5 health regeneration per 5 seconds.
 * Items:
 * Reward on destruction
 * Global:
 * Close to turret: No additional reward
 * Reward on destruction
 * Global:
 * Close to turret: No additional reward


 * -|Howling Abyss=


 * Outer 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:
 * Reward on destruction
 * Global: and 30 experience
 * Close to turret: No additional reward
 * Reward on destruction
 * Global: and 30 experience
 * Close to turret: No additional reward


 * 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:
 * Reward on destruction
 * Global: and 70 experience
 * Close to turret: No additional reward
 * Reward on destruction
 * Global: and 70 experience
 * Close to turret: No additional reward


 * 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:
 * Reward on destruction
 * Global: and 120 experience
 * Close to turret: No additional reward
 * Reward on destruction
 * Global: and 120 experience
 * Close to turret: No additional reward

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


 * 50% damage reduction from all sources, this effect expires after 5 minutes. (Reduction applies before armor.)


 * +30% armor penetration.
 * Turret attacks can not be dodged, except by spells where a champion becomes.
 * Turrets gain 40% damage each time they strike a champion, up to 120% bonus damage.
 * This effect doesn't reset when switching targets.
 * This effect doesn't reset when switching targets.


 * Reduces incoming damage by % and becomes immune to true damage when no enemy minions or are nearby.
 * This reduces the effectiveness of backdooring (pushing without minions) compared to conventional pushing. Pets, traps , and monsters (brought by ) do not deactivate this passive.
 * This reduces the effectiveness of backdooring (pushing without minions) compared to conventional pushing. Pets, traps , and monsters (brought by ) do not deactivate this passive.


 * Can see invisible units within 1000 units.

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.

Strategy
Turrets can create a choke point for traps such as, especially in the smaller area closer to the wall, as minions will not normally walk through that area of the lane.

On Summoner's Rift, melee minions usually die to two turret attacks and one champion auto attack, and ranged minions usually die to one turret attack and two champion auto attacks.

Damaging Turrets
Turrets can only be damaged by basic attacks, with basic attack modifiers (excluding critical strikes) fully applied unless otherwise stated. There can be special circumstances of ability damage towards turrets, such as or.

Damage to a turret is based on plus the higher of bonus attack damage or 60% of. When your attacks trigger Ability Power damage conversion (occurs when attacking a turret while your AP is more than double your bonus AD), the whole attack converts to magic damage instead of physical. Turrets are vulnerable to and.


 * will also grant him 1 stack for last hitting a turret and count towards the 6 he needs for 2 bonus stacks.

Trivia

 * is effective at the start of the game, but it plays an animation of gaining the turret plating from 0:25 to 0:32.

Media
Gallery=