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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]]
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.
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[[File:Red_Inhibitor.png|thumb|200px|right|Red inhibitor]]
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'''Inhibitors''' are structures that block the training of enemy [[super minion]]s in their respective same lane. Inhibitors have 4000 [[health]], 15 health regeneration per second, 20 [[armor]], and no [[magic resistance]].
   
Inhibitors have 4000 hp and no [[armor]] or [[magic resistance]].
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Once an enemy team's inhibitor is destroyed, the [[Nexus]] will start spawning Super Minions (replacing the [[siege minion]]s with Super Minions if the wave normally includes one).
   
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.
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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 damage. When all of the enemy team's inhibitors are destroyed, each lane spawns two Super Minions per minion wave.
   
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.
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Destroyed inhibitors respawn after 5 minutes, resulting in Super Minions no longer being trained.
   
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.
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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. (As of patch 3.14, destroyed inhibitors no longer increase the strength of all minions in all lanes). 
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== Reward for destruction ==
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When an inhibitor is destroyed, if a champion got the last hit, they get {{g|50}}. Unlike turrets, no other members get any reward.
   
 
== Notes ==
 
== Notes ==
Unlike turrets, inhibitors do not gain any armor or magic resistance when no enemy minions are within its sight range.
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* Unlike turrets, inhibitors do not gain any armor or magic resistance when no enemy minions are within its sight range, but are unaffected by [[armor penetration]].
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* Damage with basic attacks to inhibitors is based on {{as|100% '''base''' AD}} plus either {{as|100% '''bonus''' AD}} or {{as|50% AP}}, whichever is higher.
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* When the announcer notifies that either yours or the enemy's inhibitor will respawn soon, said inhibitor will respawn in 15 seconds.
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** 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.
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** In [[Howling Abyss]], destroying the Inhibitor will spawn a Super Minion in each wave for the next 10 minion waves.
   
Damage with autoattacks to inhibitors is based on your base attack damage plus either bonus ad or 40% of ap, whichever is higher.
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==Inhibitor Variants==
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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.
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<tabber>
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Summoner's Rift=
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{{#tag:tabber|
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Alpha=
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These are all the Inhibitors used between Beta 1 and second Summoner's Rift map update
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<gallery type = "slideshow" widths = "640" position = "center">
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Order Inhibitor Render old.png|Blue "Summoner's Rift" Inhibitor <small>(Order)</small>
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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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Evolved=
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These are all the Inhibitors used after second Summoner's Rift map update
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<gallery type = "slideshow" widths = "640" position = "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>
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Chaos Inhibitor Blue Render.png|Blue "Summoner's Rift" Inhibitor <small>(Chaos)</small>
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Chaos Inhibitor Red Render.png|Red "Summoner's Rift" Inhibitor <small>(Chaos)</small>
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</gallery>
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}}
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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.
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Both original [[Howling Abyss]], [[Twisted Treeline]] and [[Murder Bridge]] had altered variants of the original Summoner's Rift inhibitors before their eventual updates.
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<gallery type = "slideshow" widths = "640" position = "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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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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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>
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</tabber>
   
 
== Trivia ==
 
== Trivia ==
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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* {{cai|Tempered Fate|Bard}} cannot put an inhibitor into {{tip|stasis}}, even while it is targetable.
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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]].
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== Media ==
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<tabber>
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Gallery=
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<gallery type = "slideshow" widths = "640" position = "center">
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Summoner's Rift Update Theme Turrets.png|Summoner's Rift Update Inhibitor Model
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Summoner's Rift Arcade Concept 01.jpg|Arcade Inhibitor Concept 1 (by Riot Artist [https://www.artstation.com/jeremypage Jeremy Page])
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Summoner's Rift Arcade Concept 02.jpg|Arcade Inhibitor Concept 2 (by Riot Artist [https://www.artstation.com/jeremypage Jeremy Page])
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Summoner's Rift Arcade Concept 06.jpg|Arcade Inhibitor Concept 3 (by Riot Artist [https://www.artstation.com/ayhanaydogan Ayhan Aydogan])
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Summoner's Rift Arcade Concept 07.jpg|Arcade Inhibitor Concept 4 (by Riot Artist [https://www.artstation.com/ayhanaydogan Ayhan Aydogan])
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Summoner's Rift Arcade Concept 13.jpg|Arcade Inhibitor Concept 5 (by Riot Artist [https://www.artstation.com/ayhanaydogan Ayhan Aydogan])
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Summoner's Rift Arcade Concept 15.jpg|Arcade Inhibitor Concept 6 (by Riot Artist [https://www.artstation.com/ayhanaydogan Ayhan Aydogan])
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</gallery>
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</tabber>
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== Patch History ==
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{{Scroll box|content=
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;[[V7.15]]
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* {{sbc|Bug Fix:}} Now accurately display the 20 armor they have.
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;[[V4.20]]
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'''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.''
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* Inhibor death timers increased to 5 minutes (from 4 minutes).
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;[[V3.14]]
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'''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.''
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* Inhibitor death timers reduced to 4 minutes (from 5 minutes).
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* 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.
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;[[V1.0.0.96]]
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* Inhibitor death timers changed to 5 minutes.
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** The respawn time previously increased every time the inhibitor was destroyed.
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}}
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{{Terrain Features}}
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{{Structures}}
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[[de:Inhibitor]]
[[Category:Structures]]
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[[es:Inhibidor]]
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[[fr:Inhibiteur]]
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[[pl:Inhibitor]]
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[[ru:Ингибитор]]
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[[zh:召唤水晶]]
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[[Category:Structure]]
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[[Category:Summoner's Rift]]
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[[Category:Howling Abyss]]
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[[Category:Twisted Treeline]]
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[[Category:Crystal Scar]]
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[[Category:Butcher's Bridge]]

Latest revision as of 03:50, June 2, 2020

Blue Inhibitor

Blue inhibitor

Red Inhibitor

Red inhibitor

Inhibitors are structures that block the training of enemy super minions in their respective same lane. Inhibitors have 4000 health, 15 health regeneration per second, 20 armor, and no magic resistance.

Once an enemy team's inhibitor is destroyed, the Nexus will start spawning Super Minions (replacing the siege minions with Super Minions if the wave normally includes one).

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 turrets to be vulnerable to attack. Every inhibitor is protected by a turret; while this turret is up, the inhibitor is invulnerable to damage. When all of the enemy team's inhibitors are destroyed, each lane spawns two Super Minions per minion wave.

Destroyed inhibitors respawn after 5 minutes, resulting in Super Minions no longer being trained.

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. (As of patch 3.14, destroyed inhibitors no longer increase the strength of all minions in all lanes). 

Reward for destruction Edit

When an inhibitor is destroyed, if a champion got the last hit, they get Gold 50. Unlike turrets, no other members get any reward.

Notes Edit

  • Unlike turrets, inhibitors do not gain any armor or magic resistance when no enemy minions are within its sight range, but are unaffected by armor penetration.
  • Damage with basic attacks to inhibitors is based on 100% base AD plus either 100% bonus AD or 50% AP, whichever is higher.
  • 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.

Inhibitor VariantsEdit

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 between Beta 1 and second Summoner's Rift map update

These are all the Inhibitors used after 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 Edit

Media Edit

Patch History Edit

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.

  • Inhibor 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.
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