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[[File:Inhibitor.jpg|thumb|200px|Purple and Blue Inhibitors.]]
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[[File:Blue_Inhibitor.png|thumb|200px|right|Blue inhibitor]]
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[[File:Destroyed Blue inhibitor.png|thumb|200px|right|Destroyed Blue inhibitor]]
The '''Inhibitors''' are buildings that block the training of enemy [[Super Minion]] in the same lane. Once an enemy team's inhibitor is destroyed, the [[Nexus]] will start spawning Super Minions in the corresponding lane on the next wave, along with giving a boost of roughly 100hp to all the regular [[minion]]s in all 3 lanes for future waves. Regular minions spawned while the inhibitor is down receive additional attack damage. Ranged and melee minions in all lanes receive a bonus amount based on the number of enemy inhibitors destroyed as their wave spawns.
 
  +
[[File:Red_Inhibitor.png|thumb|200px|right|Red inhibitor]]
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[[File:Destroyed Red inhibitor.png|thumb|200px|right|Destroyed Red inhibitor]]
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'''Inhibitors''' are structures that prevent {{ui|Blue Super Minion|link=Super minion|'''super minions'''}} from spawning in the respective same lane. Inhibitors have 4000 [[health]], 15 [[health regeneration]] per second, 20 [[armor]], and 0 [[magic resistance]].
   
  +
Each team has 3 inhibitors on [[Summoner's Rift]] in each of their bases, of which at least one inhibitor must be destroyed to render the Nexus and its defending turrets vulnerable to being attacked (the Nexus will be invulnerable as long as one of its turrets or all 3 inhibitors are standing). Every inhibitor is protected by a turret that makes that inhibitor invulnerable; destroying the turret makes the inhibitor vulnerable.
Inhibitors have 4000 hp and no [[armor]] or [[magic resistance]].
 
   
Each team has 3 Inhibitors on [[Summoner's Rift]] and 2 on [[Twisted Treeline]], of which at least one must be destroyed for the Nexus and its [[turret]]s to be vulnerable to attack. Every inhibitor is protected by a turret; while this turret is up, the inhibitor is invulnerable to attacks. When all of the enemy team's inhibitors are destroyed, each lane spawns two Super Minions per minion wave.
+
Once a team's inhibitor is destroyed, the enemy's [[Nexus]] will begin spawning a {{ui|Blue Super Minion|link=Super minion|super minion}} in the waves set in the respective lane, replacing the {{ui|Blue Siege Minion|link=Siege minion|siege minion}} in its place if applicable. If all 3 of a team's inhibitors are destroyed, it will instead spawn two {{ui|Blue Super Minion|link=Super minion|super minions}} in each lane, per wave.
   
  +
Destroyed inhibitors respawn after 5 minutes, therefore stopping the opposing Nexus from spawning any more {{ui|Blue Super Minion|link=Super minion|super minions}}.
Destroyed inhibitors respawn after a certain amount of time, resulting in Super Minions no longer being trained and the removal of normal minions' bonus health. The respawn time previously increased every time the inhibitor was destroyed, but since the [[V1.0.0.96]], it is a consistent 5 minutes.
 
   
  +
Once its protecting turret is destroyed the inhibitor is extremely susceptible to [[backdoor]]ing. An enemy [[carry]] will be able to take down an unprotected inhibitor before a defending champion can [[recall]] and walk to defend it. Additionally, one can't directly {{si|Teleport}} to it. Destroying an inhibitor can often be worth more than a few champion kills because of the immense lane pressure that Super Minions will provide, as well as all minions in other lanes.
 
  +
  +
== Bounty ==
  +
When an inhibitor is destroyed, if a champion scored the last hit, they receive {{g|50}}. Other champions involved in the destruction do not receive any bounty.
   
 
== Notes ==
 
== Notes ==
  +
* Inhibitors do not have any special buffs or effects.
Unlike turrets, inhibitors do not gain any armor or magic resistance when no enemy minions are within its sight range.
 
  +
* [[Armor penetration]] has no effect on an inhibitor's armor.
  +
* The damage dealt to an inhibitor with a basic attack is the sum of the {{sti|ad|{{as|'''base''' attack damage}}}}, plus the higher of {{as|'''bonus''' attack damage}} and 60% of {{sti|{{as|ability power}}}}. If 60% of a champion's {{as|ability power}} is greater the amount of their {{as|'''bonus''' attack damage}}, the attack's damage converts from {{tip|physical damage}} to {{tip|magic damage}}.
  +
* When the announcer notifies that either yours or the enemy's inhibitor will respawn soon, said inhibitor will respawn in 15 seconds.
  +
** In [[Summoner's Rift]], destroying an Inhibitor will spawn a Super Minion in each wave for the next 8 minion waves. Usually two minion waves before the Inhibitor completely recovers will not have any Super Minions.
  +
** In [[Howling Abyss]], destroying the Inhibitor will spawn a Super Minion in each wave for the next 10 minion waves.
   
  +
* Respawn timer for an inhibitor can be seen visually through a glowing gauge running around the destroyed inhibitor's framing.
Damage with autoattacks to inhibitors is based on your base attack damage plus either bonus ad or 40% of ap, whichever is higher.
 
  +
  +
== Strategy ==
 
* Once its protecting turret is destroyed the inhibitor is extremely susceptible to [[backdoor]]ing. An enemy {{tip|marksman}} will be able to take down an unprotected inhibitor before a defending champion can {{si|Recall}} and walk to defend it. Additionally, one can't directly {{si|Teleport}} to it. Destroying an inhibitor can often be worth more than a few champion kills because of the immense lane pressure that Super Minions will provide. Players have to keep in mind when an inhibitor respawns, however, as it respawning means that the Nexus cannot take damage; this notably happened in game 2 of EDG vs DRX during the 2022 League of Legends World Championships quarterfinals, when DRX's Deft was just about to finish EDG's Nexus, only to be stopped when one of the opposing team's inhibitors respawned, costing DRX the game.
  +
  +
==Inhibitor Variants==
  +
League of Legends have had numerous different inhibitors during its history. Most were primarily used for Summoner's Rift while the remaining ones for ARAM, Twisted Treeline, and other game modes.
  +
  +
<tabber>
  +
Summoner's Rift=
  +
{{#tag:tabber|
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Evolved=
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These are all the Inhibitors used after second Summoner's Rift map update
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<gallery position="center" spacing="small" captionalign="center">
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Order Inhibitor Blue Render.png|Blue "Summoner's Rift" Inhibitor <small>(Order)</small>
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Order Inhibitor Red Render.png|Red "Summoner's Rift" Inhibitor <small>(Order)</small>
  +
Chaos Inhibitor Blue Render.png|Blue "Summoner's Rift" Inhibitor <small>(Chaos)</small>
  +
Chaos Inhibitor Red Render.png|Red "Summoner's Rift" Inhibitor <small>(Chaos)</small>
  +
</gallery>
  +
{{!}}-{{!}}
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Alpha=
  +
These are all the Inhibitors used between Beta 1 and second Summoner's Rift map update
  +
<gallery position="center" spacing="small" captionalign="center">
  +
Order Inhibitor Render old.png|Blue "Summoner's Rift" Inhibitor <small>(Order)</small>
  +
Chaos Inhibitor Render old.png|Purple "Summoner's Rift" Inhibitor <small>(Chaos)</small>
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Order Inhibitor Destroyed Render old.png|Blue Destroyed "Summoner's Rift" Inhibitor <small>(Order)</small>
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Chaos Inhibitor Destroyed Render old.png|Purple Destroyed "Summoner's Rift" Inhibitor <small>(Chaos)</small>
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Generic Inhibitor Destroyed Render old.png|Generic Destroyed "Summoner's Rift" Inhibitor
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</gallery>
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}}
  +
|-|
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Other Game Modes=
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Other game modes refers to [[Arcade]], [[Butcher's Bridge]], [[Howling Abyss]], [[Twisted Treeline]], and [[Ultra Rapid Fire]] inhibitors.
  +
  +
Both original [[Howling Abyss]], [[Twisted Treeline]] and [[Murder Bridge]] had altered variants of the original Summoner's Rift inhibitors before their eventual updates.
  +
<gallery position="center" spacing="small" captionalign="center">
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Inhibitor Blue Arcade Render.png|Blue "Arcade" Inhibitor <small>(Order & Chaos)</small>
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Inhibitor Red Arcade Render.png|Red "Arcade" Inhibitor <small>(Order & Chaos)</small>
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Inhibitor Blue Arcane Render.png|Blue "Arcane" Inhibitor <small>(Order & Chaos)</small>
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Inhibitor Red Arcane Render.png|Red "Arcane" Inhibitor <small>(Order & Chaos)</small>
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Order Inhibitor Blue Butcher'sBridge Render.png|Blue "Butcher's Bridge" Inhibitor <small>(Order)</small>
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Order Inhibitor Red Butcher'sBridge Render.png|Red "Butcher's Bridge" Inhibitor <small>(Order)</small>
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Chaos Inhibitor Blue Butcher'sBridge Render.png|Blue "Butcher's Bridge" Inhibitor <small>(Chaos)</small>
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Chaos Inhibitor Red Butcher'sBridge Render.png|Red "Butcher's Bridge" Inhibitor <small>(Chaos)</small>
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Order Inhibitor HowlingAbyss Render old.png|Blue "Howling Abyss" Inhibitor Old <small>(Order)</small>
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Chaos Inhibitor HowlingAbyss Render old.png|Purple "Howling Abyss" Inhibitor Old <small>(Chaos)</small>
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Inhibitor Blue HowlingAbyss Render.png|Blue "Howling Abyss" Inhibitor <small>(Order & Chaos)</small>
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Inhibitor Red HowlingAbyss Render.png|Red "Howling Abyss" Inhibitor <small>(Order & Chaos)</small>
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Inhibitor Purple HowlingAbyss Render.png|Purple "Howling Abyss" Inhibitor <small>(Order & Chaos)</small>
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Inhibitor Blue TempleofLilyandLotus Render.png|Blue "Temple of Lily and Lotus" Inhibitor <small>(Order & Chaos)</small>
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Inhibitor Red TempleofLilyandLotus Render.png|Red "Temple of Lily and Lotus" Inhibitor <small>(Order & Chaos)</small>
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Chaos Inhibitor TwistedTreeline Render old.png|Purple "Twisted Treeline" Inhibitor Old <small>(Chaos)</small>
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Order Inhibitor TwistedTreeline Render.png|Blue "Twisted Treeline" Inhibitor <small>(Order)</small>
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Chaos Inhibitor TwistedTreeline Render.png|Purple "Twisted Treeline" Inhibitor <small>(Chaos)</small>
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Order Inhibitor URF Render.png|Blue "Ultra Rapid Fire" Inhibitor <small>(Order)</small>
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Chaos Inhibitor URF Render.png|Red "Ultra Rapid Fire" Inhibitor <small>(Chaos)</small>
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</gallery>
  +
</tabber>
   
 
== Trivia ==
 
== Trivia ==
  +
* {{cai|Tempered Fate|Bard}} has no effect on inhibitors, even if they are vulnerable.
The Inhibitors were sometimes referred to as "Barracks" (e.g. in detailed statistics), the name of a similar building in [[Defense of the Ancients: Allstars|DotA]].
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* The Inhibitors were sometimes referred to as "Barracks" (e.g. in detailed statistics), the name of a {{wikia|dota|barracks|similar building}} in [[Defense of the Ancients: Allstars|DotA]].
  +
  +
== Media ==
  +
<tabber>
  +
Gallery=
  +
<gallery position="center" spacing="small" captionalign="center">
  +
Summoner's Rift Update Theme Turrets.png|Summoner's Rift Update Inhibitor Model
  +
Summoner's Rift Arcade Concept 01.jpg|Arcade Inhibitor Concept 1 (by Riot Artist [[Jeremy Page]])
  +
Summoner's Rift Arcade Concept 02.jpg|Arcade Inhibitor Concept 2 (by Riot Artist [[Jeremy Page]])
  +
Summoner's Rift Arcade Concept 06.jpg|Arcade Inhibitor Concept 3 (by Riot Artist [[Ayhan Aydogan]])
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Summoner's Rift Arcade Concept 07.jpg|Arcade Inhibitor Concept 4 (by Riot Artist [[Ayhan Aydogan]])
  +
Summoner's Rift Arcade Concept 13.jpg|Arcade Inhibitor Concept 5 (by Riot Artist [[Ayhan Aydogan]])
  +
Summoner's Rift Arcade Concept 15.jpg|Arcade Inhibitor Concept 6 (by Riot Artist [[Ayhan Aydogan]])
  +
</gallery>
  +
</tabber>
  +
  +
== Patch History ==
  +
{{Scroll box|content=
  +
;[[V12.6]] - March 31st Hotfix
  +
* {{sbc|Bug Fix:}} Health regeneration per second reverted to 15 from 0.
  +
  +
;[[V12.6]]
  +
* {{sbc|Undocumented:}} Health regeneration per second reduced to 0 from 15.
  +
  +
;[[V7.15]]
  +
* {{sbc|Bug Fix:}} Now accurately display the 20 armor they have.
  +
  +
;[[V4.20]]
  +
'''Context''': ''At the beginning of the 2014 season we shortened the respawn time of inhibitors. Now, with our LASER-BUFFED BASE TURRETS (shouting is mandatory here), we can put inhibitor respawns back to their original timing so that attacking teams have a better window to capitalize on their achievements.''
  +
* Inhibitor death timers increased to 5 minutes (from 4 minutes).
  +
  +
;[[V3.14]]
  +
'''Context''': ''Losing an inhibitor often puts a team behind for a long period of time with few opportunities for retaliation. This was because a downed inhibitor also granted a global buff to minions in all lanes. We want more comeback opportunities for teams who can capitalize on winning teamfights, even with a downed inhibitor.''
  +
* Inhibitor death timers reduced to 4 minutes (from 5 minutes).
  +
* Inhibitors no longer grant a global buff to all minions when destroyed.
  +
** The bonus amount ranged and melee minions receive was previously based on the number of enemy inhibitors destroyed as their wave spawned.
  +
* Inhibitors now grant a stronger damage and durability buff to minions in their specific lane.
  +
  +
;[[V1.0.0.96]]
  +
* Inhibitor death timers changed to 5 minutes.
  +
** The respawn time previously increased every time the inhibitor was destroyed.
  +
}}
  +
{{Map Features}}
  +
   
  +
[[de:Inhibitor]]
{{Structures}}
 
[[Category:Structures]]
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[[es:Inhibidor]]
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[[fr:Inhibiteur]]
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[[pl:Inhibitor]]
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[[pt-br:Inibidor]]
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[[ru:Ингибитор]]
  +
[[zh:召唤水晶]]
  +
[[Category:Structure]]
  +
[[Category:Summoner's Rift]]
  +
[[Category:Howling Abyss]]
  +
[[Category:Twisted Treeline]]
  +
[[Category:Crystal Scar]]
  +
[[Category:Butcher's Bridge]]
  +
[[Category:Building]]

Latest revision as of 12:34, 2 August 2023

Blue Inhibitor

Blue inhibitor

Destroyed Blue inhibitor

Destroyed Blue inhibitor

Red Inhibitor

Red inhibitor

Destroyed Red inhibitor

Destroyed Red inhibitor

Inhibitors are structures that prevent super minions super minions from spawning in the respective same lane. Inhibitors have 4000 health, 15 health regeneration per second, 20 armor, and 0 magic resistance.

Each team has 3 inhibitors on Summoner's Rift in each of their bases, of which at least one inhibitor must be destroyed to render the Nexus and its defending turrets vulnerable to being attacked (the Nexus will be invulnerable as long as one of its turrets or all 3 inhibitors are standing). Every inhibitor is protected by a turret that makes that inhibitor invulnerable; destroying the turret makes the inhibitor vulnerable.

Once a team's inhibitor is destroyed, the enemy's Nexus will begin spawning a super minion super minion in the waves set in the respective lane, replacing the siege minion siege minion in its place if applicable. If all 3 of a team's inhibitors are destroyed, it will instead spawn two super minions super minions in each lane, per wave.

Destroyed inhibitors respawn after 5 minutes, therefore stopping the opposing Nexus from spawning any more super minions super minions.


Bounty

When an inhibitor is destroyed, if a champion scored the last hit, they receive 50 Gold 50. Other champions involved in the destruction do not receive any bounty.

Notes

  • Inhibitors do not have any special buffs or effects.
  • Armor penetration has no effect on an inhibitor's armor.
  • The damage dealt to an inhibitor with a basic attack is the sum of the Attack damage icon base attack damage, plus the higher of bonus attack damage and 60% of Ability power icon ability power. If 60% of a champion's ability power is greater the amount of their bonus attack damage, the attack's damage converts from Attack damage physical damage to Magic damage magic damage.
  • When the announcer notifies that either yours or the enemy's inhibitor will respawn soon, said inhibitor will respawn in 15 seconds.
    • In Summoner's Rift, destroying an Inhibitor will spawn a Super Minion in each wave for the next 8 minion waves. Usually two minion waves before the Inhibitor completely recovers will not have any Super Minions.
    • In Howling Abyss, destroying the Inhibitor will spawn a Super Minion in each wave for the next 10 minion waves.
  • Respawn timer for an inhibitor can be seen visually through a glowing gauge running around the destroyed inhibitor's framing.

Strategy

  • Once its protecting turret is destroyed the inhibitor is extremely susceptible to backdooring. An enemy Marksman icon marksman will be able to take down an unprotected inhibitor before a defending champion can Recall Recall and walk to defend it. Additionally, one can't directly Teleport Teleport to it. Destroying an inhibitor can often be worth more than a few champion kills because of the immense lane pressure that Super Minions will provide. Players have to keep in mind when an inhibitor respawns, however, as it respawning means that the Nexus cannot take damage; this notably happened in game 2 of EDG vs DRX during the 2022 League of Legends World Championships quarterfinals, when DRX's Deft was just about to finish EDG's Nexus, only to be stopped when one of the opposing team's inhibitors respawned, costing DRX the game.

Inhibitor Variants

League of Legends have had numerous different inhibitors during its history. Most were primarily used for Summoner's Rift while the remaining ones for ARAM, Twisted Treeline, and other game modes.

These are all the Inhibitors used after second Summoner's Rift map update

These are all the Inhibitors used between Beta 1 and second Summoner's Rift map update

Other game modes refers to Arcade, Butcher's Bridge, Howling Abyss, Twisted Treeline, and Ultra Rapid Fire inhibitors.

Both original Howling Abyss, Twisted Treeline and Murder Bridge had altered variants of the original Summoner's Rift inhibitors before their eventual updates.

Trivia

  • Bard's Bard's Tempered Fate Tempered Fate has no effect on inhibitors, even if they are vulnerable.
  • The Inhibitors were sometimes referred to as "Barracks" (e.g. in detailed statistics), the name of a similar building in DotA.

Media

Patch History

V12.6 - March 31st Hotfix
  • Bug Fix: Health regeneration per second reverted to 15 from 0.
V12.6
  • Undocumented: Health regeneration per second reduced to 0 from 15.
V7.15
  • Bug Fix: Now accurately display the 20 armor they have.
V4.20

Context: At the beginning of the 2014 season we shortened the respawn time of inhibitors. Now, with our LASER-BUFFED BASE TURRETS (shouting is mandatory here), we can put inhibitor respawns back to their original timing so that attacking teams have a better window to capitalize on their achievements.

  • Inhibitor death timers increased to 5 minutes (from 4 minutes).
V3.14

Context: Losing an inhibitor often puts a team behind for a long period of time with few opportunities for retaliation. This was because a downed inhibitor also granted a global buff to minions in all lanes. We want more comeback opportunities for teams who can capitalize on winning teamfights, even with a downed inhibitor.

  • Inhibitor death timers reduced to 4 minutes (from 5 minutes).
  • Inhibitors no longer grant a global buff to all minions when destroyed.
    • The bonus amount ranged and melee minions receive was previously based on the number of enemy inhibitors destroyed as their wave spawned.
  • Inhibitors now grant a stronger damage and durability buff to minions in their specific lane.
V1.0.0.96
  • Inhibitor death timers changed to 5 minutes.
    • The respawn time previously increased every time the inhibitor was destroyed.