Turrets, also called towers, are heavy fortifications that attack enemy units on sight. Turrets are a core component of League of Legends. They deal damage to enemies and provide vision to their team, allowing them to have static and persistent control over the battlefield. Turrets target one unit at a time and deal heavy damage. Teams must destroy enemy turrets to push their assault into enemy territory.
There are 11 turrets per team on Summoner's Rift and 4 on Howling Abyss.
General[]
- Outer turret features:
- : Outer turrets have large stone shields attached called plates. Plates are segments of the turret's health. Turrets start with five plates, each with 1000 health, meaning that they start with 5000 health. When a champion destroys a plate, they and nearby allies get a gold reward. However, the turret then gains damage resistance, thus becoming slightly harder to destroy. Plates disappear 14 minutes into the game, along with their extra damage resistance. When this happens, the crystals embued on the remaining plates will flicker as a visual indicator and announcing messages both visually and audibly can be seen and heard 30 seconds before their removal.
- Passive: Grants -25 / 25 / 75 / 125 / 175 (based on current health) bonus armor and bonus magic resistance.
- Passive - Bulwark: When an outer turret's health is reduced to 4000, 3000, 2000, and 1000 health; the turret gains a stack of Bulwark for 20 seconds. The duration refreshes upon gaining a new stack while the effect is already active. Each stack grants 20 − 100 (based on nearby enemy champions) bonus armor and bonus magic resistance, up to a maximum of 80 − 400 (based on nearby enemy champions) bonus resistances at 4 stacks. Granted resistances increase based on the number of alive enemy champions within 850 range of the center of the turret.
- Plates take 17% reduced damage from minions and ranged champions.
- Destroying a plate grants 125 local gold.
- The toplane and midlane outer turrets receive a bonus for the first five minutes of each game.
- Inner turret features:
- No specific features.
- Inhibitor turret features:
- Inhibitor turrets regenerate 3 health per second up to a maximum that depends on their current health.
- If their current health is:
- Below 33.3%, they regenerate up to 33.3% health.
- Above 33.3% and below 66.7%, they regenerate up to 66.7% health.
- Above 66.7% and below 100%, they regenerate up to 100% health.
- If their current health is:
- Nexus turret features:
- Nexus turrets regenerate 6 health per second up to a maximum that depends on their current health.
- If their current health is:
- Below 33.3%, they regenerate up to 33.3% health.
- Above 33.3% and below 66.7%, they regenerate up to 66.7% health.
- Above 66.7% and below 100%, they regenerate up to 100% health.
- If their current health is:
- Outer turret features:
- Armor and magic resistance are reduced to 40 at 12:00.
- Inhibitor turret features:
- Inhibitor turrets gain 30% damage reduction for 60 seconds after the Outer Turret is destroyed.
- Nexus turret features:
- No specific features.
Notes[]
- Turrets have a sight radius of 1350 and an attack range of 750. Their shots travel at a speed of 1200 and are unblockable projectiles. They are also immune to crowd control except stasis.
- If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage.
- Turrets are units located on top of impassable terrain. This terrain remains even after the turret is destroyed.
- Effects that interact with terrain will do so for both functional and destroyed turrets.
Items[]
Turrets have a pseudo-inventory which consists of items that grant them additional effects, similarly to the inventories of champions. Each of these items provide the turret with mechanics that improve their overall offense and defense on the battlefield. The following section lists them with their passive effects:
- Unique Passive - Fortification: 85% damage reduction from all sources. This effect expires after 5 minutes.
- Unique Passive: Gains 30% armor penetration.
- Unique Passive - Dodge Piercing: Turret attacks, once their windup has completed, cannot be evaded, parried, nor intercepted. They will be still be destroyed by effects that 'pop' homing projectiles, such as their target becoming untargetable.
- Unique Passive - Warming Up: The damage dealt by turrets increases by 40% each time they hit a champion, up to 120% bonus damage. This effect resets 3 seconds after the last shot hits a champion, but it doesn't reset when switching targets.
- Unique Passive - Reinforced Armor: Reduces incoming damage by 80%, including true damage, when no enemy minions or are nearby.
- Pets, traps, and neutral monsters do not deactivate this effect.
- Unique Passive - Reinforced Armor: Reduces incoming damage by 80%, including true damage, when no enemy minions or are nearby.
- Unique Passive: Base turrets have health regeneration, but this regeneration is limited by their current health:
- Current health between 67% and 100%: Regenerate up to 100% health.
- Current health between 34% and 66%: Regenerate up to 66% health.
- Current health below 34%: Regenerate up to 33% health.
- Unique Passive - Reinforced Armor: Reduces incoming damage by 80%, including true damage, when no enemy minions or are nearby.
- Unique Passive - True Sight: Can see all units and traps (including those in stealth) within 1000 range, unless the direct line of vision is obstructed (e.g. by terrain).
Turret rewards[]
Destroying a turret grants two gold rewards to the team that destroys it: a global reward and a local reward.
- The global reward is given to all the champions in the team.
- The local reward is shared between all champions alive and within 1200 range of the turret at the moment of its destruction. Additionally, if a champion deals the killing blow directly, they will alway earns their share of the reward whether they are dead or not.
- Champions who are alive and have assisted in destroying the turret by dealing damage to it directly or via their summons (including the
- The paradigm for local rewards also apply to the distributed reward from destroying stages.
) within the last 10 seconds receive their share as well, regardless of range.
- The local reward for destroying the first turret (also referred to as "Turret First Blood" and "First Turret gold") grants 300 bonus gold.
Target selection[]
Turrets attack the first enemy unit that comes into their range and continue attacking that unit until it dies, leaves the attack range of the turret, or stops being targetable. When the current target is lost by any means, the turret selects a new target. If several targets are in range, the turret chooses its new target by following this priority list (they will attack the closest and most prioritized enemy):
However, if an enemy champion deals damage to an allied champion who is within 1400 range of a turret, the turret switches targets to attack the enemy champion. The damage can come from any source, including pets. Turrets don't attack enemy champions using non-damaging spells, like . They will still attack them if the spell or attack is blocked by a spell shield or if the attack triggers combat effects.
Damaging turrets[]
A turret can only be targeted and damaged if it is the outermost structure standing in its lane. Turrets located behind the outermost standing turrets are invulnerable and untargetable until the outermost one is destroyed. This means that inner turrets only become vulnerable when their respective outer turret is destroyed, and inhibitor turrets only become vulnerable when their respective inner turret is destroyed. Nexus turrets are only vulnerable if one or more of their inhibitors are destroyed.
Turrets fall apart as they take damage.
Turrets are not valid targets to most abilities, spells and auras. Exceptions are listed in the lists below. Basic attacks don't apply health based damage modifiers or critical strikes, unless otherwise stated. Armor penetration and magic penetration are factored into the damage dealt to any structure. Some on-hit effects can apply to structures and/or turrets.
Unmodified basic attacks' damage against turrets is 100% base AD (+ 100% bonus AD) (+ 60% AP). The damage type depends on ability power and bonus attack damage:
- Physical damage if 100% bonus AD > 60% AP.
- Magic damage if 100% bonus AD < 60% AP.
The
rune helps to destroy turrets quickly. When a champion with the Demolish rune is within the range of a turret, 6 crystals appear around the turret's base. These crystals act as a countdown timer that indicates when the turret will be vulnerable to Demolish.Abilities that deal bonus damage to turrets[]
On-hit Effects[]
- and second attack
- and
- and
- 's 4th shot will still crit structures at 44% reduced damage
- The fourth hit of
- and
Single target[]
Area of Effect[]
- after casting
Turret-Targeted[]
- (does not deal damage)
Items that deal bonus damage to turrets[]
Abilities that affect turrets[]
- Turrets can be put into stasis by .
- Turrets can be shielded by .
- Turrets can be disabled by .
Last-hitting a turret does not grant bonuses to champions, unless they have a guaranteed effect for any unit regardless of their type:
Summoner's Rift turrets[]
Type | Location | Number |
---|---|---|
Outer turrets | In front of the inner towers. | 6 |
Inner turrets | In front of the inhibitor towers. | 6 |
Inhibitor turrets | In front of an inhibitor, guarding the entrances to the base. | 6 |
Nexus turrets | In front of the Nexus | 4 |
Howling Abyss turrets[]
Type | Location | Number |
---|---|---|
Outer turrets | In front of the inner towers. | 2 |
Inhibitor turrets | In front of an inhibitor, guarding the entrances to the base. | 2 |
Nexus turrets | In front of the Nexus | 4 |
Strategy[]
- Turrets can be used to create choke points using traps such as , especially in the narrow areas between a turret and nearby terrain, as minions will not normally walk through those areas of lanes.
- On Summoner's Rift, the majority of champions during the early game have enough base attack damage (including any sufficient passive attack effects such as ) to last hit minions with assistance from turrets by using only basic attacks. Assuming that minions have taken none or negligible damage from other sources prior to or during being attacked by the turret:
- Melee minions may sustain two turret attacks, and then one champion attack to last hit.
- Ranged minions may sustain one champion attack, then one turret attack, then another champion attack to last hit.
- Destroying the five stacks of 625 (125 × 5 plates), plus 300 (250 local gold bounty for the Outer turret + 50 global gold bounty for taking down a turret) for a total of 925. If this is the first turret to go down (First Turret gold), it also locally grants an additional 150, for a maximum possible total of 1075 from a single Outer turret before 14 minutes. grants a total of
- Turrets have one of the largest hitboxes in the game, so it is possible for enemies to misclick into the turrets instead of into the player.
Turret Variants[]
League of Legends have had numerous different turrets 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 Turrets used after second Summoner's Rift map update
These are all the Turrets used between Beta 3 and second Summoner's Rift map update.
While they appear in the Beta 1 files, they were used the most after Beta 3 until the second Summoner's Rift map update.
These are all the Turrets used between Beta 1 and second Summoner's Rift map update.
Before the second Summoner's Rift map update, each part of the map had specific turret designs (lane, gate, nexus). The two turret variants were quickly changed between Beta 1 to Beta 3, with the final third variant lasting until the second Summoner's Rift map update.
Other game modes refers to Arcade, Butcher's Bridge, Howling Abyss, Twisted Treeline, and Ultra Rapid Fire turrets.
Both original Howling Abyss, Twisted Treeline and Murder Bridge had altered variants of the original Summoner's Rift turrets before their eventual updates.
Trivia[]
- Whenever a turret is destroyed, the crystal where its attacks originate from shatters and drops on the ground.
- Attack orbs and their launch visual become larger and brighter, and their colors blend more smoothly with the trajectory's colors.
- Attack trajectories transform to an erratic line pattern and gain particle effects.
- Hit VFX become brighter, larger and gain a lensing effect.
attacks evolve stage by stage (up to four):
- Sometimes, the base layer of the map (cyan/blue color, normally) is visible through a destroyed turret's base.(bug)
- Order's and Chaos' turrets have several visual and technical differences:
- The crystal atop Chaos turrets' staff appears to be floating, whereas it is directly attached onto the Order turrets' staff.
- Chaos' Nexus Obelisk uniquely does not resemble its respective turrets, unlike Order. On Howling Abyss, one single standard Order turret functions as Order's Nexus Obelisk, while Chaos has none and their Obelisk is replaced by a purple eye attached to the nearby gate instead.
- Based on the visuals, theoretically a destroyed Chaos turret sustains less structural damage when taken down than an Order turret. Also, destroyed Order turret's ornaments slowly fade away while Chaos' sink into the ground.
- In their current design iteration, the Order faction turrets' staves have the shape of a hammer, while the Chaos faction turrets' staves have the shape of a spear or halberd.
- One of the old turret variants used the old model for the lane turrets.
- is effective at the start of the game, but an animation plays from 0:25 to 0:32 that shows Outer turrets as "armoring up" while plates form around it.
- The icons for turrets' passives/items are reused from previous game assets.
- Season Ten.
- Before that, it was called Penetrating Bullets, which used the icon of Skull Crusher, an alpha item with unknown effects.
uses the icon of , an item that was removed in - Netherrift Armor, an alpha item with unknown effects. uses the icon of
- uses the icon of , a removed turret buff.
- uses the icon of , a removed item.
- uses the icon of , a removed summoner spell.
- Season Ten.
- In the oldest versions of the game, Nexuses used to be targetable by enemies even while turrets were defending it. This allowed a team to destroy the enemy Nexus directly. The only way this is possible in the current patch is by the the enemy team surrendering.
- Turrets were featured in the obscure mobile game League of Legends: Turret Defence.
Media[]
Patch History[]
- Bounties
- The paradigm for earning local turret takedown rewards has changed.
- New: A champion whose own direct damage destroys a turret earns the reward regardless of death state. All alive champions within 1200 units of the turret at the time of its destruction earn the reward. Any alive champion or their summoned units (including the ) who has assisted in taking down the turret in the last 10 seconds earns the reward regardless of range.
- Old: A champion whose own direct damage destroys a turret earns the reward regardless of death state. All alive champions within 1200 units of the turret at the time of its destruction earn the reward. Any alive champion who is between 1200 and 2500 units of the turret and has assisted in taking down the turret in the last 10 seconds earns the reward.
- The paradigm for earning
- New: A champion whose own direct damage destroys a plating stage earns the reward regardless of death state. All alive champions within 1200 units of the turret at the time of its plating stage being destroyed earn the reward. Any alive champion or their summoned units (including the ) who has assisted in taking down the turret plating in the last 10 seconds earns the reward regardless of range.
- Old: A champion whose own direct damage destroys a plating stage earns the reward regardless of death state. All alive champions within 1200 units of the turret at the time of its plating stage being destroyed earn the reward. Any alive champion who is between 1200 and 2500 units of the turret and has assisted in taking down a plating stage in the last 10 seconds earns the reward. The summoner grants the reward for taking down plating stages, regardless of death state and range.
rewards has changed.
- The paradigm for earning local turret takedown rewards has changed.
- VFX
- Cleaned up idle and attack priming brightness and particles.
- Increased the fidelity of all parts of a turret's attack.
- Reduced the size and noisiness of the hit visuals.
- New: attacks now have special effects, per-stage.
- Attack orbs and their launch visual become larger and brighter, and their colors blend more smoothly with the trajectory's colors.
- Attack trajectories transform to an erratic line pattern and gain particle effects.
- Hit VFX become brighter, larger and gain a lensing effect.
- Bug Fix: Tooltip for has been updated to note that the Backdoor bonus only reduces true damage and does not nullify it, in accordance with patch 14.1's change.
- Bug Fix: First turret floating gold text has been updated in accordance with patch 14.11's change instead of displaying the previous amount.
- First turret gold increased to 300 from 150. Announcement bugged to still display 150 until 14.12.
- Outer turret damage reduction for first 5 minutes increased to 75% from 50%.
- Bug Fix: Tooltip for the item in the turret's pseudo-inventory now uses the correct value for the backdoor damage reduction of 80%, rather than the pre-V14.1 value of 66.6%.
- Inner turret health increased to 4000 from 3000.
- Inhibitor turret health increased to 3500 from 3300.
- Nexus turret health increased to 3000 from 2700.
- Backdoor damage reduction increased to 80% from 66.666%.
- Backdoor damage reduction now reduces true damage instead of nullifying it entirely.
- Summoner's Rift
- Mid Lane Inner Turret
- Side Lane Inner Turret
- Inhibitor Turret
- Gold reward tooltips updated to show both local and global turret gold.
- Updated formatting of other turret item tooltips.
- New: Champions' basic attack against turrets deals 100% base AD (+ 100% bonus AD) (+ 60% AP).
- Old: Champions' basic attack against turrets deals 100% base AD plus the highest of 100% bonus AD or 60% AP.
- Bulwark bonus resistances per stack increased to 45 − 225 (based on nearby enemy champions) from 0 − 180 (based on nearby enemy champions).
- All Howling Abyss turrets
- Armor reduced to 60 − 81 (based on minutes) from 75 − 96 (based on minutes).
- Magic resistance reduced to 60 − 81 (based on minutes) from 75 − 96 (based on minutes).
- Howling Abyss:
- New Effect: Turrets now begin to decay resistances at 30:00 and health at 45:00 in Clash.
- Outer Turret
- Attack damage increased to 185 − 293 (based on minutes) from 185 − 233 (based on minutes).
- Armor increased to 75 − 96 (based on minutes) from 70 − 78 (based on minutes).
- Magic resistance increased to 75 − 96 (based on minutes) from 75 − 83 (based on minutes).
- New Effect: Armor and magic resistance are reduced to 40 at 12:00.
- Inhibitor Turret
- Attack damage increased to 195 − 375 (based on minutes) from 195 − 243 (based on minutes).
- Armor increased to 75 − 96 (based on minutes) from 70 − 78 (based on minutes).
- Magic resistance increased to 75 − 96 (based on minutes) from 75 − 83 (based on minutes).
- New Effect - Fortification: Inhibitor turrets now gain 30% damage reduction for 60 seconds after the Outer Turret is destroyed.
- Nexus Turret
- Attack damage increased to 195 − 375 (based on minutes) from 175 − 223 (based on minutes).
- Armor increased to 75 − 96 (based on minutes) from 50 − 58 (based on minutes).
- Magic resistance increased to 75 − 96 (based on minutes) from 75 − 83 (based on minutes).
- Outer turret base attack damage increased to 182 − 350 (based on minutes) from 162 − 344 (based on minutes).
- Bug Fix: Enemy turret plates once again display on the mini-map at all times, rather than only until the first plate of an enemy's turret was destroyed.
- V12.15 - August 10th Hotfix
- Bug Fix: Damage now properly increases with consecutive shots.
- Undocumented: Attacks now against clones.
- Outer turret base attack damage reduced to 162 − 344 (based on minutes) from 167 − 391 (based on minutes).
- Bug Fix: Outer turret health bars now properly display the explosion animation when the turret is destroyed.
- Outer turret base attack damage increased to 167 − 391 (based on minutes) from 152 − 278 (based on minutes).
- Inner turret base attack damage increased to 187 − 427 (based on minutes) from 170 − 305 (based on minutes).
- Inhibitor turret base attack damage increased to 187 − 427 (based on minutes) from 170 − 305 (based on minutes).
- Nexus turret base attack damage increased to 165 − 405 (based on minutes) from 150 − 285 (based on minutes).
- Inner turrets in side lanes (top and bottom) now grant an additional 250 local gold.
- All turret inventories now show how much local gold they give once destroyed.
- Turret Plating
- Bug Fix: Gold is no longer divided between untargetable clones (i.e ).
- Gold per turret plate increased to 160 from 120.
- New Effect: Plates take 17% reduced damage from minions and ranged champions.
- Bonus resistances per plate reduced to -25 / 10 / 45 / 80 / 115 (based on current health) from 0 / 40 / 80 / 120 / 160 (based on current health).
- Bulwark bonus resistances increased to 0 − 180 (based on nearby enemy champions) from 0 − 140 (based on nearby enemy champions).
- V9.23 - November 25th Hotfix
- Turret Plating
- Penetrating Bullets renamed to Ohmwrecker.
- Icon updated to Ohmwrecker's icon, instead of Skull Crusher's icon.
- Turret Plating resistances per stack increased to 0 − 130 (based on nearby enemy champions) from 0 − 100 (based on nearby enemy champions).
- Inhibitor and Nexus turrets base armor increased to 70 at all times from 55 − 70 (based on minutes).
- Inhibitor and Nexus turrets base magic resistance increased to 70 at all times from 55 − 70 (based on minutes).
- New Effect: Champions within 2500 range who assisted in a turret takedown now also count toward turret gold distribution, including first turret bonus.
- Turret local gold proximity radius increased to 1200 from 1000.
- Outer turret base armor and magic resistance increased to 40 from 0.
- base armor and magic resistance reduced to 0 from 40. Combined with the above, the turret now keeps 40 armor and magic resistance after Turret Plating is removed.
- General
- Outer Turrets
- Base health increased to 5000 from 3800.
- AD per minute increased to 9 from 4.
- AD cap changed to (278 at 15:00) from (180 at 7:30).
- Base resistances reduced to 0 from 55.
- Base resistances per level reduced to 0 from 1.
- New item: Turret Plating
- +40 Armor
- +40 Magic Resistance
- Passive: Grants 0 / 30 / 60 / 90 / 120 (based on current health) bonus armor and magic resistance.
- Passive - Bulwark: When the turret's health is reduced to 4000, 3000, 2000 and 1000 health, grants 0 / 25 / 50 / 75 / 100 (based on nearby enemy champions) bonus Armor and Magic Resistance for 20 seconds. This effect can stack and fully refreshes previous stacks if there are any.
- Triggering Bulwark grants 160 gold divided among nearby champions.
- Turret Plating is removed after 14:00.
- Inner Turrets
- Inhibitor Turrets
- Nexus Turrets
- Inhibitor turret health reduced to 3300 from 3600.
- Nexus turret health reduced to 2700 from 3600.
- Inhibitor health regeneration increased to 15 health per 5 seconds from 5 health per 5 seconds.
- Nexus and inhibitor turrets now regenerates health up to the top of their current third.
- If health is below 33.3%, regenerates up to 33.3% health.
- If health is between 33.3% and 66.7%, regenerates up to 66.7% health.
- If health is between 66.7% and 100%, regenerates up to 100% health.
- Inner turret local gold reward (split among nearby champions) increased to 300 from 175.
- Global gold reward (to every allied champion) reduced to 100 from 125.
- Basic attack AP ratio against turrets increased to 60% AP from 50% AP.
- New Effect: If a basic attack uses ability power bonus to turrets, the whole attack will convert to magic damage, rather than only the ability power scaling portion.
- Damage to melee minions increased to 45% of their maximum health from 43%.
- V8.2 - January 25th Hotfix
- Base resistances increased to 55 from 40.
- Scaling resistances reduced to +15 over 15 minutes from +30 over 15 minutes.
- All turrets on Summoner's Rift have gained 300 health.
- Minion reduced damage to turrets reduced to 40% from 50%.
- First Turret gold
- New Effect: Turret icons now update to indicate turrets below 66% health and below 33% health.
- Removed: removed. Inhibitor and Nexus turrets fire laser bullets like all other turrets, instead of lasers.
- Turret bullets now deal a fixed percent of minion maximum health.
- Melee: 45% health per bullet (requires 3 turret shots).
- Ranged: 70% health per bullet (requires 2 turret shots).
- Siege: 14% health per bullet (requires 8 turret shots).
- Super: 5% health per bullet (requires 20 turret shots).
- Outer turret:
- Fortification:
- Duration reduced to 5 minutes from 7.
- Damage reduction increased to 50% from 35%.
- Bot lane turrets no longer have Fortification.
- Visual effect added to show you are hitting a shielded turret.
- New: Turret First Blood
- Now additionally absorbs 66% of true damage when the backdoor bonus is in effect
- All turrets
- New Effect: The AP-based damage dealt to structures is now dealt as magic damage.
- For Reference: Damage to structures changed to 100% base AD physical damage plus the highest value between 100% bonus AD physical damage and 50% AP magic damage.
- Base armor and magic resistance increased to 40 from 0.
- Base health reduced to 3300 from 4000.
- Removed: Immunity to penetration.
- Reinforced Armor now grants 66.66% damage reduction instead of 200 armor and magic resistance.
- New Effect: The AP-based damage dealt to structures is now dealt as magic damage.
- Inner and Outer turrets
- Warming Up (37.5% per attack) and Heating Up (once Warmed Up, 25% per attack versus champions) combined.
- Revised: Turrets deal 40% increased damage on consecutive attacks, up to 120%. Maximum damaged changed to 220% over three shots from 225% over four shots.
- Heating up damage no longer partially resets when turrets switch targets.
- Warming Up (37.5% per attack) and Heating Up (once Warmed Up, 25% per attack versus champions) combined.
- Outer turrets
- Inner turrets
- Inhibitors
- Outer turret health increased to 4000 from 3500.
- Inner turret health increased to 4000 from 3500.
- Removed: Inner turrets no longer shield nearby players from damage.
- Base armor and magic resistance reduced to 0 from 100.
- Turrets now gain 2 armor and magic resistance per minute starting immediately (Outer), 15 minutes (Inner) and 30 minutes (Inhibitor and Nexus).
- Outer turret health increased to 3500 from 1000.
- Inner turret health increased to 3500 from 1300.
- Inhibitor turret health increased to 4000 from 1300.
- Nexus turret health increased to 4000 from 1500.
- AP ratio on champion attacks versus turrets increased to 50% from 40%.
- For Reference: Structures take physical damage from champion basic attacks equal to 100% base AD plus the greater value between 100% bonus AD and, now, 50% AP.
- Reinforced Armor bonus reduced to 200 from 300.
- Outer turret local gold increased to 220 from 150.
- Inner turret local gold increased to 250 from 100.
- Twisted Treeline
- Outer Turret health reduced to 1650 from 1850.
- Inner turret health reduced to 1850 from 2050.
- Inhibitor turret health reduced to 2250 from 2350.
- Lightning Rod no longer slows (previously 10%).
- Lightning Rod no longer reduces the target's damage (previously 15%).
- Twisted Treeline
- All Turrets
- Reinforced Armor improved to 200 from 75.
- Outer Turret
- Now an "inner" turret.
- Damage reduced to 160 from 190.
- Armor increased to 100 from 67.
- Gold reduced to 100 from 150.
- Experience removed.
- New Outer Turret
- A new turret has been added to the lane.
- Health implemented at 1850.
- Armor and magic resistance implemented at 50.
- Damage implemented at 152.
- Gold implemented at 100.
- Inhibitor Turret
- Armor increased to 100 from 6.
- Attack speed increased to 1.25 from 0.83.
- Gold reduced to 100 from 150.
- Experience removed.
- Nexus Turret
- Armor increased to 100 from 67.
- Damage reduced to 150 from 180.
- Attack speed increased to 2.5 from 0.83.
- Gold reduced to 100 from 150.
- Experience removed.
- All Turrets
- Murder Bridge
- Outer Turrets
- Base damage increased to 185 from 160.
- Inner/Inhibitor Turrets
- Base damage increased to 195 from 160.
- Nexus Turrets
- Base damage increased to 175 from 130.
- Outer Turrets
- Summoner's Rift
- Inner Turrets
- Removed: Middle lane inner turrets no longer have .
- Middle lane inner turrets no longer shield nearby champions.
- Middle lane inner turrets no longer have shield.
- Top and Bottom inner turrets shield health reduced to 30 from 200.
- Inner turret health increased to 1300 from 1000.
- Removed: Middle lane inner turrets no longer have .
- Inhibitor Turrets
- Global team gold when destroyed reduced to 50 from 175.
- Global team experience on inhibitor turrets reduced to 0 from 100.
- Nexus Turrets
- Global team gold when destroyed reduced to 50 from 150.
- Global team experience on inhibitor turrets reduced to 0 from 100.
- Inner Turrets
- Outer turret global gold reward decreased to 125 from 100.
- Inner turret global gold reward increased to 150 from 125.
- Inner turret shielding window increased to 1.5 seconds from 1 second.
- Summoner's Rift
- Turrets no longer gain armor or magic resistance over time.
- Turret armor / magic resistance has been standardized to +100 armor / magic resistance.
- Reinforced Armor bonuses have been increased to +200 armor / magic resistance.
- Outer Turrets: 1000~2000 health.
- Inner Turrets: 1000~2000 health.
- Inhibitor Turrets: 1500~2500 health.
- Nexus Turrets: 1500~2500 health.
- Inhibitor and Nexus Turrets
- Health regeneration decreased to 5 from 15.
- New item
- Ignores 82.5% of the target's armor.
- Unique Passive - Lightning Rod: Deals damage in a continuous beam and cannot be dodged. Deals up to 125% additional damage the longer it targets the same target.
- With every hit, the beam gains 6 heat until 120 heat is reached. When the beam switches targets, heat is reset.
- Gains +1.05% damage per point of heat, up to a maximum of +125% extra damage.
- Inner Turrets
- New item
- Unique Passive - Turret Vanguard: Has a 30 health champion damage shield. This shield regenerates to full 30 seconds after not taking damage.
- Unique Passive - Champion Vanguard: While this turret has the Turret Vanguard shield, grants nearby champions a 30 health per second regeneration shield (Max 300 health). This shield decays while away from a shielded turret. The shield does not regenerate on champions actively taking damage.
- New item
- Penetrating Bullets: Turret damage gained per hit increased to 37.5% from 25%.
- Warming Up: Turrets now finish warming up after 2 hits from 3.
- Turrets select targets slightly faster.
- Fortification
- Duration reduced to 7 minutes from 8.
- Damage reduction from champions increased to 30 from 20.
- Now also applies to bottom turret, not just top and mid.
- Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.
- Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks.
- Outer turrets now grant 100 global gold per player and 150 gold split among the players who participate in destroying the turret.
- Inner turrets now grant 125 global gold per player and 100 gold split among the players who participate in destroying the turret.
- Inhibitor turrets now grant 175 global gold per player.
- Outer turrets now gain 60 bonus armor at the start of the game, which starts decaying after 4 minutes have passed and finishes decaying 4 minutes later.
- Outer turret base armor increased to 60 from 54.
- Outer turrets no longer gain armor over the first 8 minutes of the game.
- Fixed a bug where purple side inner turrets had 10 more armor than intended.
- Turrets now deal 105% damage to champions for the first attack, increased from 94.5%
- Turrets now deal 25% additional damage for consecutive attacks on the same champion (max 225%), increased from 20% (max 210%).
- Turrets now have kill callouts.
- Minion damage to turrets increased to 60% from 40%.
- Turrets deal about 10% less base damage to champions.
- Turrets now have 20% armor penetration.
- All turrets now provide less global experience, but more global gold.
- Turrets currently attacking a champion will no longer respond to further calls for help from other champions.
- Bonus damage to structures from ability power increased to 40% from 25%.
- Turrets that are not currently targetable will no longer display a health bar.
- Base health increased to 1300 from 1200.
- Damage growth per minute increased to 6 from 5.
- Global experience given on death reduced to 240 from 270.
- Removed late game armor and magic resistance decay.
- All turret ranges increased to 750 from 700.
- Turret target acquisition is now faster.
- Turret base health reduced to 1200 from 1400.
- Fixed a bug that was granting turrets an additional bonus 50 armor and magic resistance.
- Backdooring defenses reduced to 150 armor/magic resistance from 200 armor/magic resistance.
- Damage scaling per hit increased to 15% from 10%.
- Damage scaling max cap increased to 175% from 155%.
- Damage scaling cap when switching targets increased to 130% from 125%.
- Turret armor and magic resistance decay rate reduced to 2 per 60 seconds from 3 per 60 seconds.
- Turret damage scaling changed to 85%-155% at 10% increments on hit resetting to 125% when switching champions from 75% to 200% at 25% increments on hit resetting to 150% when switching champions.
- Turret backdoor bonus decreased to 200 from 250.
- Turret armor and magic resistance growth decreased to 1.5 from 2.5.
- Turret armor and magic resistance decay decreased to 3 from 5.
- Second turret base armor decreased to 37.5 from 42.5.
- Inhibitor turret base armor decreased to 47.5 from 55.
- Moved to allow players to path around them on Summoner Rift.
- Turret hits can no longer be dodged.
- Rotated Turrets to face the proper direction.
- Global XP reduced to 270 from 300.
- Attack range reduced to 700 from 750.
- Turrets now gain scaling damage per hit against champions.
- First shot = 75% damage.
- Each additional shot increases damage by 25% (200% cap).
- Damage bonus clears after 4 seconds of not attacking a champion.
- All turrets
- Turret attack speed increased by 20% and armor/magic resist by 15.
- Champion bonuses to turrets now all increment by the same amount (instead of bonus from the first champion).
- Turret damage to champions increased to 1.1 from 1.
- Turret damage to minions increased to 1.105 from 1.
- Outer turret damage increased to 152 from 112.
- Outer turret power increase timer reduced by 2 minutes.
- Shrine turrets:
- Health regen increased to 15 from 10.
- Damage increased to 999 from 600.
- Range increased to 2250 from 1500 .
- Attack speed increased to 1 from 0.57.
- Added a hit effect.
- Lane turrets
- Range increased to 750 from 700.
- Base turrets
- Range reduced to 750 from 850.
- All turrets
- Turret vs Minion Damage reduced to 1 from 1.105.
- Damage growth per minute decreased to 5 from 7.
- When a teammate leaves, turrets gain 10 damage and 10 armor (stacking).
- 1st Turret:
- Base damage decreased to 112 from 115.
- Growth time increased by 1 minute.
- 2nd Turret:
- Growth time beginning 2 minutes earlier.
- 3rd Turret:
- Base damage increased to 227 from 226.
- Growth beginning delayed by 1 minute.
- Growth period shortened by 1 minute.
- Inhibitor turret base damage reduced to 210 from 226.
- Outer turrets
- Tooltip fix
- Health reduced to 2600 from 2800.
- Added a new passive to mech minions: Turret Shield - damage taken from turrets is reduced by 50%.
- Global experience reduced to 300 from 400.
- Added a shrine turret: updated shrine turret stats (it is VERY deadly now).