League of Legends Wiki

Want to contribute to this wiki?
Sign up for an account, and get started!
You can even turn off ads in your preferences.

Come join the LoL Wiki community Discord server!

READ MORE

League of Legends Wiki
No edit summary
No edit summary
(21 intermediate revisions by 7 users not shown)
Line 2: Line 2:
 
{{Tocright}}
 
{{Tocright}}
   
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.
+
'''Turrets''', also called '''towers''', are heavy fortifications that block the advance of enemy minions and champions. Turrets are one core component 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 enemy territory. Turrets target one unit at a time and deal heavy damage.
   
 
There are 11 turrets per team on {{tip|Summoner's Rift}}, 7 on {{tip|Twisted Treeline}}, and 4 on {{tip|Howling Abyss}}.
 
There are 11 turrets per team on {{tip|Summoner's Rift}}, 7 on {{tip|Twisted Treeline}}, and 4 on {{tip|Howling Abyss}}.
Line 25: Line 25:
   
 
Turrets deal modified damage to minions.
 
Turrets deal modified damage to minions.
  +
  +
Turrets fall apart as they take damage.
   
 
== Turret Rewards ==
 
== Turret Rewards ==
Line 56: Line 58:
 
}}
 
}}
 
:'''Notes:'''
 
:'''Notes:'''
  +
* {{sbc|{{tip|Turret Plating}}}}: Outer turrets have large stone shields called plates. Plates act as a sort of segment for the turret’s overall health. There are five plates, each with 1000 health, meaning that turrets have 5000 total health. When a champion destroys a plate he and any allies nearby get a gold reward, but the turret gets a bit of extra damage resistance, thus becoming slightly harder to destroy. Plates disappear at 14 minutes into the game and with them the extra damage resistance.
* {{sbc|{{tip|Fortification}}}} does not apply to the bottom lane turret.
 
* {{sbc|{{tip|Turret Plating}}}}
 
** Removed at 14:00.
 
 
** {{sbc|Passive:}} Grants {{pp|5|0 to 120|5000 to 1000|type='''current''' health|color=health}} '''bonus''' armor and magic resistance.
 
** {{sbc|Passive:}} Grants {{pp|5|0 to 120|5000 to 1000|type='''current''' health|color=health}} '''bonus''' armor and magic resistance.
** {{sbc|Passive - Bulwark:}} When the turret's health is reduced to {{as|4000|health}}, {{as|3000|health}}, {{as|2000|health}}, {{as|1000 health}}, and {{as|0 health}}, grants a [[stack]] of '''Bulwark''' for 20 seconds. Each stack of '''Bulwark''' grants {{pp|5|0 to 100|type=nearby enemy champions}} '''bonus''' armor and magic resistance, up to a maximum of {{pp|5|0*4 to 100*4|type=nearby enemy champions}} at 4 stacks.
+
** {{sbc|Passive - Bulwark:}} When a turret has its health reduced to {{as|4000|health}}, {{as|3000|health}}, {{as|2000|health}}, {{as|1000 health}}, and {{as|0 health}}, it gets a [[stack]] of '''Bulwark''' for 20 seconds. Each stack grants {{pp|6|0;0 to 100|x-1|type=nearby enemy champions}} '''bonus''' armor and magic resistance, up to a maximum of {{pp|6|0;0*4 to 100*4|x-1|type=nearby enemy champions}} at 4 stacks. The value changes dynamically based on the number of {{tt|nearby|775 range}} enemy champions.
*** The value changes dynamically based on the number of {{tt|nearby|775 range}} enemy champions.
 
 
** Triggering '''Bulwark''' grants {{g|160}} gold divided among {{tt|nearby|1200 range}} champions.
 
** Triggering '''Bulwark''' grants {{g|160}} gold divided among {{tt|nearby|1200 range}} champions.
 
*{{sbc|{{tip|Fortification}}}} does not apply to the bottom lane turret.
  +
 
{{clr}}
 
{{clr}}
 
{{!}}-{{!}}Inner turret=
 
{{!}}-{{!}}Inner turret=
Line 99: Line 100:
 
}}
 
}}
 
:'''Notes:'''
 
:'''Notes:'''
* 15 health regeneration every 5 seconds, up to the top of their current third.
+
*Inhibitor turrets regenerate 3 health per second up to a maximum that depends on their current health:
** If health is below {{as|{{fd|33.3}}%|health}}, regenerates up to {{as|{{fd|33.3}}% health}}.
+
** If their current health is below {{as|{{fd|33.3}}%|health}} they regenerate up to {{as|{{fd|33.3}}% health}}.
** If health is above {{as|{{fd|33.3}}%|health}} and below {{as|{{fd|66.7}}%|health}}, regenerates up to {{as|{{fd|66.7}}% health}}.
+
** If their current health is above {{as|{{fd|33.3}}%|health}} and below {{as|{{fd|66.7}}%|health}} they regenerates up to {{as|{{fd|66.7}}% health}}.
** If health is above {{as|{{fd|66.7}}%|health}} and below {{as|100%|health}}, regenerates up to {{as|100% health}}.
+
** If their current health is above {{as|{{fd|66.7}}%|health}} and below {{as|100%|health}} they regenerates up to {{as|100% health}}.
 
{{clr}}
 
{{clr}}
 
{{!}}-{{!}}Nexus turret=
 
{{!}}-{{!}}Nexus turret=
Line 108: Line 109:
 
|name = Nexus turret
 
|name = Nexus turret
 
|health = 2700
 
|health = 2700
|attackdamage = {{pp|16|type=minutes|150 to 285|0:00;3:00;4:00;5:00;6:00;7:00;8:00;9:00;10:00;11:00;12:00;13:00;14:00;15:00;16:00;17:00|formula=170+9 at 3:00 and every minute after that, capped at 285 at 17:00.}}
+
|attackdamage = {{pp|16|type=minutes|150 to 285|0:00;3:00;4:00;5:00;6:00;7:00;8:00;9:00;10:00;11:00;12:00;13:00;14:00;15:00;16:00;17:00|formula=150+9 at 3:00 and every minute after that, capped at 285 at 17:00.}}
 
|attackspeed = 0.833
 
|attackspeed = 0.833
  +
|armor = 70
|armor = {{pp|16|type=minutes|55 to 70|0:00;31:00;32:00;33:00;34:00;35:00;36:00;37:00;38:00;39:00;40:00;41:00;42:00;43:00;44:00;45:00|formula=55+1 at 31:00 and every minute after that, capped at 70 at 45:00.}}
 
  +
|magicresist = 70
|magicresist = {{pp|16|type=minutes|55 to 70|0:00;31:00;32:00;33:00;34:00;35:00;36:00;37:00;38:00;39:00;40:00;41:00;42:00;43:00;44:00;45:00|formula=55+1 at 31:00 and every minute after that, capped at 70 at 45:00.}}
 
 
|globalgold = 50
 
|globalgold = 50
 
|localgold = 0
 
|localgold = 0
Line 121: Line 122:
 
}}
 
}}
 
:'''Notes:'''
 
:'''Notes:'''
* 30 health regeneration every 5 seconds, up to the top of their current third.
+
*Nexus turrets regenerate 6 health per second up to a maximum that depends on their current health:
** If health is below {{as|{{fd|33.3}}%|health}}, regenerates up to {{as|{{fd|33.3}}% health}}.
+
** If their current health is below {{as|{{fd|33.3}}%|health}} they regenerate up to {{as|{{fd|33.3}}% health}}.
** If health is above {{as|{{fd|33.3}}%|health}} and below {{as|{{fd|66.7}}%|health}}, regenerates up to {{as|{{fd|66.7}}% health}}.
+
** If their current health is above {{as|{{fd|33.3}}%|health}} and below {{as|{{fd|66.7}}%|health}} they regenerate up to {{as|{{fd|66.7}}% health}}.
** If health is above {{as|{{fd|66.7}}%|health}} and below {{as|100%|health}}, regenerates up to {{as|100% health}}.
+
** If their current health is above {{as|{{fd|66.7}}%|health}} and below {{as|100%|health}} they regenerate up to {{as|100% health}}.
 
{{clr}}
 
{{clr}}
 
}}
 
}}
Line 201: Line 202:
 
}}
 
}}
 
:'''Notes:'''
 
:'''Notes:'''
  +
* Nexus turrets regenerate 1 health per second.
* 5 health regeneration per 5 seconds.
 
 
{{clr}}
 
{{clr}}
 
}}
 
}}
Line 276: Line 277:
 
* {{sbc|Unique Passive - Warming Up:}} Turrets gain 40% damage each time they strike a champion, up to 120% bonus damage.
 
* {{sbc|Unique Passive - Warming Up:}} 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.
  +
** Resets 3 seconds after the last shot has hit a champion
   
 
;{{sbc|{{tip|Reinforced Armor}}}}
 
;{{sbc|{{tip|Reinforced Armor}}}}
Line 285: Line 287:
   
 
== Attack Prioritization ==
 
== 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.
 
   
  +
Turrets attack the first enemy unit that comes into their range and continue attacking until that unit dies, leaves attack range, or stops being targetable thanks to abilities or items. When the current target is lost for whatever reason, the turret selects a new target. If several targets are in range, the turret chooses its new target following this priority list:
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. {{cai|Wall of Pain|Karthus}}). 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:
 
 
# The closest {{ii|Zz'Rot Portal}}.
 
# The closest {{ii|Zz'Rot Portal}}.
 
# The closest targetable Trap (e.g. {{ai|Jack in the Box|Shaco}}).
 
# The closest targetable Trap (e.g. {{ai|Jack in the Box|Shaco}}).
# The closest enemy Pet (e.g. {{ai|Summon Tibbers|Annie}}).
+
# The closest enemy Pet (e.g. {{ui|Tibbers}}).
 
# An effectively random enemy siege minion or super minion.
 
# An effectively random enemy siege minion or super minion.
 
# An effectively random enemy melee minion.
 
# An effectively random enemy melee minion.
 
# An effectively random enemy caster minion.
 
# An effectively random enemy caster minion.
 
# The closest enemy champion to the tower.
 
# The closest enemy champion to the tower.
 
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 dealt by the enemy champion can come from any source (pet, aura, item, etc.). Turrets don't attack enemy champions who use non-damaging spells, like {{cai|Wall of Pain|Karthus}}. They will however attack them if the spell or attack is blocked (by a spell shield or ability effect) or if the attack triggers [[Combat status|combat effects]].
   
== Strategy ==
+
==Damaging Turrets==
  +
Turrets are invulnerable to most champion abilities. Exceptions include as {{ai|Explosive Charge|Tristana}} or {{ai|Satchel Charge|Ziggs}}. [[basic attack|Basic attacks]] apply their non-health based damage modifiers unless otherwise stated, but don't apply critical strikes.
* Turrets can create a choke point for traps such as {{cai|Yordle Snap Trap|Caitlyn}}, 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.
 
* Destroying the 5 stacks of {{tip|Turret Plating}} will grant a total of {{g|800}} (160{{times}}5).
 
 
=== Damaging Turrets ===
 
Turrets can only be damaged by [[basic attack]]s, with basic attack modifiers (excluding critical strikes) fully applied unless otherwise stated. There can be special circumstances of ability damage towards turrets, such as {{ai|Explosive Charge|Tristana}} or {{ai|Satchel Charge|Ziggs}}.
 
   
Damage to a turret is based on {{sti|ad|'''base''' attack damage}} plus the higher of bonus attack damage or 60% of {{sti|ability power}}. 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 {{sti|armor penetration}} and {{sti|magic penetration}}.
+
Damage to a turret is based on {{sti|ad|'''base''' attack damage}} plus the higher of bonus attack damage or 60% of {{sti|ability power}}. When a champion with AP more than double his bonus AD attacks a tower he triggers Ability Power damage conversion. This means that all the damage of the attack is converted to magic damage (rather than physical). Turrets are vulnerable to {{sti|armor penetration}} and {{sti|magic penetration}}.
   
* {{cai|League of Draven|Draven|passive}} will also grant him 1 stack for last hitting a turret and count towards the 6 he needs for 2 bonus stacks.
+
{{cai|League of Draven|Draven|passive}} grants him 1 stack for last hitting a turret, which counts towards the 6 he needs for 2 bonus stacks.
   
 
{{Scroll box|content = ;Abilities that deal bonus damage to turrets
 
{{Scroll box|content = ;Abilities that deal bonus damage to turrets
Line 327: Line 322:
 
** {{cai|Lightslinger|Lucian}}
 
** {{cai|Lightslinger|Lucian}}
 
** {{cai|Double Strike|Master Yi}}
 
** {{cai|Double Strike|Master Yi}}
  +
** {{cai|Love Tap|Miss Fortune}}
 
** {{cai|Siphoning Strike|Nasus}}
 
** {{cai|Siphoning Strike|Nasus}}
 
** {{cai|Takedown|Nidalee}}
 
** {{cai|Takedown|Nidalee}}
Line 361: Line 357:
 
** {{cai|Quickdraw|Graves}}
 
** {{cai|Quickdraw|Graves}}
 
** {{cai|Relentless Assault|Jax}}
 
** {{cai|Relentless Assault|Jax}}
** {{cai|Visionary|Nunu}}
 
** {{cai|Aegis Protection|Pantheon}}
 
 
** {{cai|Frenzy|Volibear}}
 
** {{cai|Frenzy|Volibear}}
 
** {{cai|Headshot|Caitlyn}}
 
** {{cai|Headshot|Caitlyn}}
Line 376: Line 370:
 
* {{cai|Carnivore|Cho'Gath}} restores a small amount of health and mana.
 
* {{cai|Carnivore|Cho'Gath}} restores a small amount of health and mana.
 
* {{cai|Siphoning Strike|Nasus}} gains permanent damage.}}
 
* {{cai|Siphoning Strike|Nasus}} gains permanent damage.}}
  +
  +
== Strategy ==
 
* Turrets can be used to create a choke point for traps such as {{cai|Yordle Snap Trap|Caitlyn}}, 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, during the early game 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. Knowing this is useful to last hit minions that are being attacked by a turret.
 
* Destroying the five stacks of {{tip|Turret Plating}} grants a total of {{g|800}} (160{{times}}5).
   
 
== Trivia ==
 
== Trivia ==
Line 422: Line 421:
 
{{Scroll box|content=
 
{{Scroll box|content=
 
;[[V9.2]]
 
;[[V9.2]]
* Inhibitor turret base armor increased to 70 at all times from {{pp|16|type=minutes|55 to 70|0:00;31:00;32:00;33:00;34:00;35:00;36:00;37:00;38:00;39:00;40:00;41:00;42:00;43:00;44:00;45:00|formula=55+1 at 31:00 and every minute after that, capped at 70 at 45:00.}}.
+
* Inhibitor and Nexus turrets base armor increased to 70 at all times from {{pp|16|type=minutes|55 to 70|0:00;31:00;32:00;33:00;34:00;35:00;36:00;37:00;38:00;39:00;40:00;41:00;42:00;43:00;44:00;45:00|formula=55+1 at 31:00 and every minute after that, capped at 70 at 45:00.}}.
* Inhibitor turret base magic resistance increased to 70 at all times from {{pp|16|type=minutes|55 to 70|0:00;31:00;32:00;33:00;34:00;35:00;36:00;37:00;38:00;39:00;40:00;41:00;42:00;43:00;44:00;45:00|formula=55+1 at 31:00 and every minute after that, capped at 70 at 45:00.}}.
+
* Inhibitor and Nexus turrets base magic resistance increased to 70 at all times from {{pp|16|type=minutes|55 to 70|0:00;31:00;32:00;33:00;34:00;35:00;36:00;37:00;38:00;39:00;40:00;41:00;42:00;43:00;44:00;45:00|formula=55+1 at 31:00 and every minute after that, capped at 70 at 45:00.}}.
   
 
;[[V9.1]]
 
;[[V9.1]]
Line 492: Line 491:
   
 
;[[V7.4]]
 
;[[V7.4]]
  +
* Local gold reward reduced to {{g|300}} from {{g|400}}.
* LOCAL BONUS 275 gold ⇒ 300 gold
 
  +
* {{sbc|Removed:}} Granting {{g|25}} globally.
* REMOVED GLOBAL BONUS No longer grants 25 gold to all teammates
 
* TOTAL BONUS 400 gold ⇒ 300 gold
 
   
 
;[[V6.22]]
 
;[[V6.22]]
  +
* {{sbc|New Effect:}} Turret icons now update to indicate turrets {{as|below 66% health}} and {{as|below 33% health}}.
* Inhibitor and Nexus turrets no longer have {{sbc|Lightning Rod}}.
 
  +
* Inhibitor and Nexus turrets fire laser bullets like all other turrets, instead of lasers.
** [[File:Lightning Rod buff.png|border|20px]] {{sbc|Lightning Rod}}
 
 
* Turret bullets now deal a '''fixed''' percent of minion {{as|maximum health}}.
*** 75% [[armor penetration]]
 
  +
** {{sbc|Melee:}} {{as|45% health}} per bullet (requires 3 turret shots).
*** 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.
 
  +
** {{sbc|Ranged:}} {{as|70% health}} per bullet (requires 2 turret shots).
**** With every hit, the beam gains 6 heat until 120 heat is reached. When the beam switches targets, heat is reset.
 
  +
** {{sbc|Siege:}} {{as|14% health}} per bullet (requires 8 turret shots).
**** Gains +1.05% damage per point of heat, up to a maximum of +125% extra damage.
 
  +
** {{sbc|Super:}} {{as|5% health}} per bullet (requires 20 turret shots).
* Summoner's Rift Turret bullets now deal a fixed percent of minion max health:
 
** MELEE ~45% health per bullet
 
** RANGED ~70% health per bullet
 
** SIEGE ~14% health per bullet
 
** SUPER ~5% health per bullet
 
   
 
;[[V6.15]]
 
;[[V6.15]]
* Outer turrets
+
* {{sbc|Outer turret:}}
  +
** Shared local gold reduced to {{g|250}} from {{g|300}}.
** SHARED LOCAL GOLD 300 gold ⇒ 250 gold
 
** HEALTH 3300 3500
+
** Health increased to 3500 from 3300.
 
* {{sbc|Fortification:}}
** FORTIFICATION DURATION 7 minutes ⇒ 5 minutes
 
  +
** Duration reduced to 5 minutes from 7.
** FORTIFICATION DAMAGE REDUCTION 35% ⇒ 50%
 
** REMOVED MORTIFIED Fortification’s damage reduction no longer applies to bottom lane turrets
+
** Damage reduction increased to 50% from 35%.
 
** Bot lane turrets no longer have {{sbc|Fortification}}.
* Turret First Blood
 
  +
** Visual effect added to show you are hitting a shielded turret.
** BLOOD FROM A STONE: The first turret killed yields 400 total bonus gold to its killer's team
 
 
* {{sbc|New:}} Turret First Blood
** SHARED LOCAL GOLD 275 gold split between nearby champions
 
  +
** Upon killing the first turret of the game, the turret killer gains {{g|400}}, and his team gains {{g|275}} locally and {{g|25}} globally.
** GLOBAL GOLD 25 gold per champion
 
  +
** Writes down the following message in all-chat upon killing the first turret of the game:
  +
*** "''{{as|Player|mana}}'' has destroyed the first turret! (Bonus Gold: {{as|400G|gold}})"
   
 
;[[V6.10]]
 
;[[V6.10]]
Line 525: Line 521:
   
 
;[[V6.9]]
 
;[[V6.9]]
  +
* All turrets
* Outer & inner turret damage
 
  +
** {{Sbc|New Effect:}} The AP-based damage dealt to structures is now dealt as magic damage.
** Turret damage increases by 37.5% for the second and third shots against champions, then 25% for the following two against a single champion (resets on target change) ⇒ 40% for the first three shots
 
  +
*** {{sbc|For Reference:}} Damage to structures changed to {{as|100% base AD}} physical damage plus the highest value between {{as|100% bonus AD|100% bonus AD}} physical damage and {{as|50% AP}} magic damage.
** “Heating up” damage no longer partially resets when turrets switch targets
 
 
** Base armor and magic resistance increased to 40 from 0.
** MAX DAMAGE 225% over four shots ⇒ 220% over three shots
 
  +
** Base health reduced to 3300 from 4000.
* Defensive stats
 
  +
** {{sbc|Removed:}} Immunity to penetration.
** BASE HEALTH 4000 ⇒ 3300
 
  +
** {{sbc|Reinforced Armor}} now grants {{fd|66.66}}% damage reduction instead of 200 armor and magic resistance.
** BASE ARMOR 0 ⇒ 40
 
  +
* Inner and Outer turrets
** BASE MAGIC RESISTANCE 0 ⇒ 40
 
  +
** Warming Up ({{fd|37.5}}% per attack) and Heating Up (once ''Warmed Up'', {{fd|25%}} per attack versus champions) combined.
** NEWTURRET PENETRATION Turrets are now subject to armor and magic penetration effects
 
  +
*** {{Sbc|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.''
* Fortification
 
 
*** ''Heating up'' damage no longer partially resets when turrets switch targets.
** Blocks 30 damage from champion basic attacks ⇒ 35% damage reduction from all sources
 
  +
* Outer turrets
* Reinforced armor
 
  +
** Outer turret early game defensive buff now reduces damage from all sources.
** No longer grants 200 armor and magic resistance
 
  +
*** Damage reduction changed to 35% from all sources from blocking 30 damage from champion basic attacks.
** Physical and magic damage is now reduced by 66.66%
 
  +
** Local gold increased to {{g|300}} from {{g|220}}.
* Ability power damage vs. turrets
 
  +
** Global gold reduced to {{g|100}} from {{g|125}}.
** When your ability power is more than double your bonus attack damage, your basic attacks against turrets scale with 50% ability power instead of 100% bonus attack damage
 
  +
** Maximum team gold reduced to {{g|800}} from {{g|845}}.
** Basic attack scaling off of ability power now deals magic damage to turrets (base damage still physical)
 
  +
* Inner turrets
  +
** Local gold reduced to {{g|175}} from {{g|200}}.
  +
** Global gold reduced to {{g|125}} from {{g|150}}.
  +
** Maximum team gold reduced to {{g|800}} from {{g|1000}}.
  +
** Experience bounty removed.
  +
* Inhibitors
  +
** {{sbc|New Effect:}} Grants {{g|50}} locally.
  +
*** Maximum team gold increased to {{g|800}} from {{g|750}}.
   
 
;[[V5.23]]
 
;[[V5.23]]
* OUTER TURRET HEALTH 3500 4000
+
* Outer turret health increased to 4000 from 3500.
* INNER TURRET HEALTH 3500 4000
+
* Inner turret health increased to 4000 from 3500.
   
 
;[[V5.22]]
 
;[[V5.22]]
* Inner turrets no longer shield nearby players from damage
+
* {{sbc|Removed:}} Inner turrets no longer shield nearby players from damage.
  +
* Base armor and magic resistance reduced to 0 from 100.
* Basic attacks against turrets deal damage equal to base attack damage + either 1.0 bonus attack damage or 0.4 ability power ⇒ 0.5 ability power, whichever is higher
 
 
** Turrets now gain 2 armor and magic resistance per minute starting immediately (Outer), 15 minutes (Inner) and 30 minutes (Inhibitor and Nexus).
* BASE ARMOR AND MAGIC RESIST 100 ⇒ 0
 
  +
* Outer turret health increased to 3500 from 1000.
* Turrets gain 2 armor and magic resist per minute, up to a maximum of 30. Outer turrets begin scaling at game-start, Inner turrets at 15 minutes, Inhibitor & Nexus turrets at 30 minutes.
 
  +
* Inner turret health increased to 3500 from 1300.
* Turrets gain 300 ⇒ 200 armor and magic resist if no minions are nearby
 
  +
* Inhibitor turret health increased to 4000 from 1300.
* OUTER TOWER HEALTH 2000 ⇒ 3500
 
  +
* Nexus turret health increased to 4000 from 1500.
* INNER TOWER HEALTH 2500 ⇒ 3500
 
  +
* AP ratio on champion attacks versus turrets increased to 50% from 40%.
* INHIBITOR TOWER HEALTH 2800 ⇒ 4000
 
  +
** {{sbc|For Reference:}} Structures take physical damage from champion basic attacks equal to {{As|100% base AD}} plus the greater value between {{as|100% bonus AD}} and, now, {{as|50% AP}}.
* NEXUS TOWER HEALTH 3000 ⇒ 4000
 
  +
* Reinforced Armor bonus reduced to 200 from 300.
*OUTER TOWER LOCAL GOLD 150 gold ⇒ 220 gold
 
  +
* Outer turret local gold increased to {{g|220}} from {{g|150}}.
*INNER TOWER LOCAL GOLD 100 gold ⇒ 250 gold
 
  +
* Inner turret local gold increased to {{g|250}} from {{g|100}}.
   
 
;[[V5.13]]
 
;[[V5.13]]
 
* Twisted Treeline
 
* Twisted Treeline
** OUTER TURRETS 1850 health 1650 health
+
* Outer Turret health reduced to 1650 from 1850.
** INNER TURRETS 2050 health 1850 health
+
* Inner turret health reduced to 1850 from 2050.
** INHIBITOR TURRETS 2350 health 2250 health
+
* Inhibitor turret health reduced to 2250 from 2350.
   
 
;[[V5.12]]
 
;[[V5.12]]

Revision as of 22:15, 12 September 2019

Turrets, also called towers, are heavy fortifications that block the advance of enemy minions and champions. Turrets are one core component 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 enemy territory. Turrets target one unit at a time and deal heavy damage.

There are 11 turrets per team on Summoner's Rift icon Summoner's Rift, 7 on Twisted Treeline icon Twisted Treeline, and 4 on Howling Abyss icon Howling Abyss.

General Information

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

Turrets have 1095 sight range, 775 attack range and deal Attack damage icon physical damage. They grant their team True Sight icon true sight, 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 1200.

Aura effects do not affect turrets.

Turrets count as terrain, even after they are destroyed. Any abilities that interact with terrain, such as Vayne's Vayne's Condemn Condemn or Poppy's Poppy's Heroic Charge Heroic Charge, can be used on them.

Turrets deal modified damage to minions.

Turrets fall apart as they take damage.

Turret Rewards

  • Destroying a turret grants global gold and local gold.
    • Global gold is given to all champions in the team that destroyed the turret.
    • Local gold is shared with all nearby champions when the turret is destroyed.
  • The first turret killed yields 150 bonus gold Gold 150 bonus gold split between nearby champions.
  • Champions within 2500 range who assisted in a turret takedown count toward turret gold distribution, including first turret bonus.

Turrets

Notes:
  • [[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]][[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]][[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]] [[:Template:Tip data/Turret plating|Turret Plating]]: Outer turrets have large stone shields called plates. Plates act as a sort of segment for the turret’s overall health. There are five plates, each with 1000 health, meaning that turrets have 5000 total health. When a champion destroys a plate he and any allies nearby get a gold reward, but the turret gets a bit of extra damage resistance, thus becoming slightly harder to destroy. Plates disappear at 14 minutes into the game and with them the extra damage resistance.
    • Passive: Grants Error: Parameter '3' is not accepted. bonus armor and magic resistance.
    • Passive - Bulwark: When a turret has its health reduced to 4000, 3000, 2000, 1000 health, and 0 health, it gets a stack of Bulwark for 20 seconds. Each stack grants Error: Parameter '3' is not accepted. bonus armor and magic resistance, up to a maximum of Error: Parameter '3' is not accepted. at 4 stacks. The value changes dynamically based on the number of nearby enemy champions.
    • Triggering Bulwark grants 160 Gold 160 gold divided among nearby champions.
  • [[File:Template:Tip data/Fortification|20px|link=Template:Tip data/Fortification]][[File:Template:Tip data/Fortification|20px|link=Template:Tip data/Fortification]][[File:Template:Tip data/Fortification|20px|link=Template:Tip data/Fortification]] [[:Template:Tip data/Fortification|Fortification]] does not apply to the bottom lane turret.

Notes:

Notes:
  • 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.
    • If their current health is above 33.3% and below 66.7% they regenerates up to 66.7% health.
    • If their current health is above 66.7% and below 100% they regenerates up to 100% health.

Notes:
  • 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.
    • If their current health is above 33.3% and below 66.7% they regenerate up to 66.7% health.
    • If their current health is above 66.7% and below 100% they regenerate up to 100% health.

Notes:

Notes:

Notes:

Notes:
  • Nexus turrets regenerate 1 health per second.

Notes:

Notes:

Notes:

Turret Passives/Items

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

[[File:Template:Tip data/Fortification|20px|link=Template:Tip data/Fortification]][[File:Template:Tip data/Fortification|20px|link=Template:Tip data/Fortification]][[File:Template:Tip data/Fortification|20px|link=Template:Tip data/Fortification]] [[:Template:Tip data/Fortification|Fortification]]
Fortification effect
  • Unique Passive - Fortification: 50% damage reduction from all sources, this effect expires after 5 minutes. (Reduction applies before armor.)
Penetrating Bullets Penetrating Bullets
  • +30% armor penetration.
  • Unique Passive - Dodge Piercing: Turret attacks cannot be dodged, except by spells where a champion becomes Untargetable icon untargetable.
  • Unique Passive - Warming Up: Turrets gain 40% damage each time they strike a champion, up to 120% bonus damage.
    • This effect doesn't reset when switching targets.
    • Resets 3 seconds after the last shot has hit a champion
[[File:Template:Tip data/Reinforced armor|20px|link=Template:Tip data/Reinforced armor]][[File:Template:Tip data/Reinforced armor|20px|link=Template:Tip data/Reinforced armor]][[File:Template:Tip data/Reinforced armor|20px|link=Template:Tip data/Reinforced armor]] [[:Template:Tip data/Reinforced armor|Reinforced Armor]]

[[File:Template:Tip data/Warden's eye|20px|link=Template:Tip data/Warden's eye]][[File:Template:Tip data/Warden's eye|20px|link=Template:Tip data/Warden's eye]][[File:Template:Tip data/Warden's eye|20px|link=Template:Tip data/Warden's eye]] [[:Template:Tip data/Warden's eye|Warden's Eye]]

  • Unique Passive - True Sight icon True Sight: Can see invisible units within 1000 units.

Attack Prioritization

Turrets attack the first enemy unit that comes into their range and continue attacking until that unit dies, leaves attack range, or stops being targetable thanks to abilities or items. When the current target is lost for whatever reason, the turret selects a new target. If several targets are in range, the turret chooses its new target following this priority list:

  1. The closest Zz'Rot Portal Zz'Rot Portal.
  2. The closest targetable Trap (e.g. Jack in the Box Jack in the Box).
  3. The closest enemy Pet (e.g. Tibbers Tibbers).
  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.

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 dealt by the enemy champion can come from any source (pet, aura, item, etc.). Turrets don't attack enemy champions who use non-damaging spells, like Karthus' Karthus' Wall of Pain Wall of Pain. They will however attack them if the spell or attack is blocked (by a spell shield or ability effect) or if the attack triggers combat effects.

Damaging Turrets

Turrets are invulnerable to most champion abilities. Exceptions include as Explosive Charge Explosive Charge or Satchel Charge Satchel Charge. Basic attacks apply their non-health based damage modifiers unless otherwise stated, but don't apply critical strikes.

Damage to a turret is based on Attack damage icon base attack damage plus the higher of bonus attack damage or 60% of Ability power icon ability power. When a champion with AP more than double his bonus AD attacks a tower he triggers Ability Power damage conversion. This means that all the damage of the attack is converted to magic damage (rather than physical). Turrets are vulnerable to Armor penetration icon armor penetration and Magic penetration icon magic penetration.

Draven's Draven's passive passive grants him 1 stack for last hitting a turret, which counts towards the 6 he needs for 2 bonus stacks.

Abilities that deal bonus damage to turrets
Items that deal bonus damage to turrets
Abilities that are affected when attacking the turret
These abilities are affected when attacking the turret but do not deal extra damage:
Abilities that affect turrets

Last-hitting a turret does not grant bonuses to champions, unless they have a relevant effect:

Strategy

  • Turrets can be used to create a choke point for traps such as Caitlyn's Caitlyn's Yordle Snap Trap Yordle Snap Trap, 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, during the early game 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. Knowing this is useful to last hit minions that are being attacked by a turret.
  • Destroying the five stacks of [[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]][[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]][[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]] [[:Template:Tip data/Turret plating|Turret Plating]] grants a total of 800 Gold 800 (160 × 5).

Trivia

  • [[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]][[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]][[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]] [[:Template:Tip data/Turret plating|Turret Plating]] is effective at the start of the game, but it plays an animation of gaining the turret plating from 0:25 to 0:32.
  • On Summoner's Rift, an outer turret that loses 4 [[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]][[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]][[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]] [[:Template:Tip data/Turret plating|Turret Plating]] stacks in short period of time, with 5 champions nearby, will have 560 armor and magic resistance.
  • The icons for turrets' passives/items are reused from previous game assets.
    • Penetrating Bullets Penetrating Bullets uses the icon of Skull Crusher Skull Crusher, an alpha item with unknown effects.
    • [[File:Template:Tip data/Reinforced armor|20px|link=Template:Tip data/Reinforced armor]][[File:Template:Tip data/Reinforced armor|20px|link=Template:Tip data/Reinforced armor]][[File:Template:Tip data/Reinforced armor|20px|link=Template:Tip data/Reinforced armor]] [[:Template:Tip data/Reinforced armor|Reinforced Armor]] uses the icon of Netherrift Armor Netherrift Armor, an alpha item with unknown effects.
    • [[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]][[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]][[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]] [[:Template:Tip data/Turret plating|Turret Plating]] uses the icon of Vanguard Vanguard, a removed turret buff.
    • [[File:Template:Tip data/Warden's eye|20px|link=Template:Tip data/Warden's eye]][[File:Template:Tip data/Warden's eye|20px|link=Template:Tip data/Warden's eye]][[File:Template:Tip data/Warden's eye|20px|link=Template:Tip data/Warden's eye]] [[:Template:Tip data/Warden's eye|Warden's Eye]] uses the icon of Vision Ward Vision Ward, a removed item.
    • [[File:Template:Tip data/Fortification|20px|link=Template:Tip data/Fortification]][[File:Template:Tip data/Fortification|20px|link=Template:Tip data/Fortification]][[File:Template:Tip data/Fortification|20px|link=Template:Tip data/Fortification]] [[:Template:Tip data/Fortification|Fortification]] uses the icon of Fortify Fortify, a removed summoner spell.

Media

Patch History

V9.2
  • Inhibitor and Nexus turrets base armor increased to 70 at all times from Error: Parameter '3' is not accepted..
  • Inhibitor and Nexus turrets base magic resistance increased to 70 at all times from Error: Parameter '3' is not accepted..
V9.1
  • 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.
V8.24b
  • Outer turret base armor and magic resistance increased to 40 from 0.
  • [[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]][[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]][[File:Template:Tip data/Turret plating|20px|link=Template:Tip data/Turret plating]] [[:Template:Tip data/Turret plating|Turret Plating]] 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.
V8.23
  • General
    • First Turret gold reduced to 150 Gold 150 from 300 Gold 300.
  • 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 160 gold divided among nearby champions.
      • Turret Plating is removed after 14:00.
  • Inner Turrets
    • AD per minute increased to 9 from 4.
    • AD cap changed to (305 at 18:00) from (250 at 28:00).
    • Global gold reduced to 50 Gold 50 from 100 Gold 100.
  • Inhibitor Turrets
    • AD per minute increased to 9 from 4.
    • AD cap changed to (305 at 18:00) from (250 at 28:00).
    • Global gold reduced to 50 Gold 50 from 150 Gold 150.
  • Nexus Turrets
    • AD per minute increased to 9 from 4.
    • AD cap changed to (285 at 18:00) from (230 at 28:00).
    • Global gold reduced to 50 Gold 50 from 75 Gold 75.
V8.13
  • Outer turret gold reduced to 50 Gold 50 per player from 100 Gold 100.
V8.11
  • 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 Gold 300 from 175 Gold 175.
  • Global gold reward (to every allied champion) reduced to 100 Gold 100 from 125 Gold 125.
V8.9
  • 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.
V8.5
  • 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.
V7.23
  • All turrets on Summoner's Rift have gained 300 health.
  • Minion reduced damage to turrets reduced to 40% from 50%.
V7.4
  • Local gold reward reduced to 300 Gold 300 from 400 Gold 400.
  • Removed: Granting 25 Gold 25 globally.
V6.22
  • New Effect: Turret icons now update to indicate turrets below 66% health and below 33% health.
  • 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).
V6.15
  • Outer turret:
    • Shared local gold reduced to 250 Gold 250 from 300 Gold 300.
    • Health increased to 3500 from 3300.
  • 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
    • Upon killing the first turret of the game, the turret killer gains 400 Gold 400, and his team gains 275 Gold 275 locally and 25 Gold 25 globally.
    • Writes down the following message in all-chat upon killing the first turret of the game:
      • "Player has destroyed the first turret! (Bonus Gold: 400G)"
V6.10
  • Now additionally absorbs 66% of true damage when the backdoor bonus is in effect
V6.9
  • 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.
  • 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.
  • Outer turrets
    • Outer turret early game defensive buff now reduces damage from all sources.
      • Damage reduction changed to 35% from all sources from blocking 30 damage from champion basic attacks.
    • Local gold increased to 300 Gold 300 from 220 Gold 220.
    • Global gold reduced to 100 Gold 100 from 125 Gold 125.
    • Maximum team gold reduced to 800 Gold 800 from 845 Gold 845.
  • Inner turrets
    • Local gold reduced to 175 Gold 175 from 200 Gold 200.
    • Global gold reduced to 125 Gold 125 from 150 Gold 150.
    • Maximum team gold reduced to 800 Gold 800 from 1000 Gold 1000.
    • Experience bounty removed.
  • Inhibitors
    • New Effect: Grants 50 Gold 50 locally.
      • Maximum team gold increased to 800 Gold 800 from 750 Gold 750.
V5.23
  • Outer turret health increased to 4000 from 3500.
  • Inner turret health increased to 4000 from 3500.
V5.22
  • 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 Gold 220 from 150 Gold 150.
  • Inner turret local gold increased to 250 Gold 250 from 100 Gold 100.
V5.13
  • 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.
V5.12
  • Lightning Rod no longer slows (previously 10%).
  • Lightning Rod no longer reduces the target's damage (previously 15%).
V5.11
  • 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.
V5.8
  • 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.
V5.5
  • Summoner's Rift
    • Inner Turrets
      • Middle lane inner turrets no longer shield nearby champions.
      • Middle lane inner turrets no longer has shield.
      • Top and Bottom inner turrets shield health reduced to 30 from 200.
      • Inner turret health increased to 1300 from 1000.
    • 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.
V4.21
  • 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.
V4.20
  • 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.
    • Turret 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 Lighting Rod
        • 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 File:Vanguard buff.png Vanguard
        • 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.
V4.11
  • 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.
V4.7
  • Fortification buff
    • 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.
V4.1
  • 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.
V3.14
  • 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.
V3.10
  • 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.
V3.5
  • 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%).
V3.01
  • Turrets now have kill callouts.
V1.0.0.112
  • Minion damage to turrets increased to 60% from 40%.
  • Turrets deal about 10% less base damage to champions.
  • Turrets now have 20% armor penetration.
V1.0.0.107
  • All turrets now provide less global experience, but more global gold.
V1.0.0.100
  • Turrets currently attacking a champion will no longer respond to further calls for help from other champions.
V1.0.0.72
  • Bonus damage to structures from ability power increased to 40% from 25%.
V1.0.0.63
  • 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.
V1.0.0.61
  • 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.
V1.0.0.52
  • 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.
V0.9.25.24
  • 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.
V0.9.22.16
  • 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.
V0.9.22.15
  • 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.
V0.9.22.7
  • Inhibitor turret base damage reduced to 210 from 226.
May 29, 2009 Patch
  • 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%.
May 15, 2009 Patch
  • Global experience reduced to 300 from 400.
May 1, 2009 Patch
  • Added a shrine turret: updated shrine turret stats (it is VERY deadly now).

References