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(→‎Turret Passives/Items: added caption to photo)
(34 intermediate revisions by 10 users not shown)
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{{Tocright}}
 
{{Tocright}}
   
'''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.
+
'''Turrets''', also called '''towers''', are heavy fortifications that attack enemy minions and champions 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 better control 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 {{tip|Summoner's Rift}} and 4 on {{tip|Howling Abyss}}.
 
There are 11 turrets per team on {{tip|Summoner's Rift}} and 4 on {{tip|Howling Abyss}}.
   
== General Information ==
+
== Summoner's Rift turrets ==
 
[[File:Tower.png|right|200px]]
 
[[File:Tower.png|right|200px]]
:''The following information is for [[Summoner's Rift]] turrets.''
 
   
Turrets have 1095 sight range, 775 attack range and deal {{sti|attack damage|icononly = attack damage}} [[physical damage]]. They grant their team {{tip|true sight}}, allowing it to see all traps and stealth units within their vision range.
+
Turrets have 775 attack range and deal {{sti|attack damage|icononly = attack damage}} [[physical damage]].
   
There are four kind of turrets depending on their location:
+
There are four types of turrets:
* '''Outer towers''': Located in front of the inner towers.
+
* '''Nexus turrets''': Located in front of the nexus, there are two of them.
* '''Inner towers''': Located in front of the inhibitor towers.
+
* '''Inhibitor turrets''': There are three of them, each one located in front of an inhibitor, guarding the entrances to the base.
* '''Inhibitor towers''': Located in front of each inhibitor, guarding the entrances to the base.
+
* '''Inner turrets''': Located in front of the inhibitor towers.
* '''Nexus towers''': Located in front of the nexus, there are two of them.
+
* '''Outer turrets''': Located in front of the inner towers.
   
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 [[Untargetability#Structures|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 {{tt|1200|Estimated}}.
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Turrets can only be targeted and damaged if they are the outermost structure standing in their lane. Turrets located behind the outermost standing turret are [[Untargetability#Structures|invulnerable and untargetable]] until the outermost one is destroyed. I. e.: Inner turrets only become vulnerable when their outer turret is destroyed, and inhibitor turrets only become vulnerable when their inner turret is destroyed. Nexus turrets are invulnerable and untargetable until at least one inhibitor is destroyed. Turrets fall apart as they take damage.
  +
  +
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 {{tt|1200|Estimated}}.
   
 
[[Aura]] effects do not affect turrets.
 
[[Aura]] effects do not affect turrets.
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Turrets deal modified damage to minions.
 
Turrets deal modified damage to minions.
 
Turrets fall apart as they take damage.
 
   
 
== Turret Rewards ==
 
== Turret Rewards ==
* Destroying a turret grants '''global gold''' and '''local gold'''.
+
Destroying a turret grants '''global gold''' and '''local gold'''.
** Global gold is given to all champions in the team that destroyed the turret.
+
* 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.
+
* Local gold is shared between champions that are nearby when the turret is destroyed. All the champions within 1200 range get local gold. Champions beyond 1200 range but within 2500 range receive local gold only if they assisted in destroying the turret.
* The first turret killed yields {{g|150 '''bonus''' gold}} split between nearby champions.
+
The first turret destroyed yields {{g|150 '''bonus''' ''local'' gold}}.
* Champions within 2500 range who assisted in a turret takedown count toward turret gold distribution, including first turret bonus.
 
   
  +
== Characteristics of each type of turret ==
== Turrets by Map ==
 
 
<tabber>
 
<tabber>
 
Summoner's Rift=
 
Summoner's Rift=
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|localgold = 250
 
|localgold = 250
 
|experience = 0
 
|experience = 0
|item1 = Ohmwrecker
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|item1 = Ohmwrecker (Turret Item)
|item2 = Reinforced Armor
+
|item2 = Reinforced Armor (Turret Item)
 
|item3 = Warden's Eye
 
|item3 = Warden's Eye
 
|item4 = Fortification
 
|item4 = Fortification
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}}
 
}}
 
:'''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|{{ii|Turret Plating}}}}: Outer turrets have large stone shields attached called plates. Plates are segments of the turret’s health. A healty turret has five plates, each with 1000 health, meaning that the turret has 5000 health. When a champion destroys a plate, he and 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|Passive:}} Grants {{pp|5|0 to 120|5000 to 1000|type='''current''' health|color=health}} '''bonus''' armor and magic resistance.
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** {{sbc|Passive:}} Grants {{pp|5|0 to 40*4|5000 to 1000|type='''current''' health|color=health}} '''bonus''' armor and magic resistance.
** {{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;25 to 130|x-1|type=nearby enemy champions}} '''bonus''' armor and magic resistance, up to a maximum of {{pp|6|0;0;25*4 to 130*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.
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** {{sbc|Passive - Bulwark:}} When a turret has its health reduced to {{as|4000|health}}, {{as|3000|health}}, {{as|2000|health}}, and {{as|1000 health}}; it gets a [[stack]] of '''Bulwark''' for 20 seconds. Each stack grants {{pp2|0;35*(x-1)|0 to 5 by 1|type=nearby enemy champions}} '''bonus''' armor and magic resistance, up to a maximum of {{pp2|0;35*4*(x-1)|0 to 5 by 1|type=nearby enemy champions}} at 4 stacks. This value changes dynamically depending on the number of {{tt|nearby|775 range}} enemy champions.
** Triggering '''Bulwark''' grants {{g|160}} gold divided among {{tt|nearby|1200 range}} champions.
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** Destroying a plate grants {{g|120}} '''local''' gold.
*{{sbc|{{tip|Fortification}}}} does not apply to the bottom lane turret.
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* The top and mid outer turrets receive a {{sbc|{{ii|Fortification}}}} bonus for the first five minutes of each game. This bonus does not apply to the bottom lane outer turret.
   
 
{{clr}}
 
{{clr}}
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|localgold = 300
 
|localgold = 300
 
|experience = 0
 
|experience = 0
|item1 = Ohmwrecker
+
|item1 = Ohmwrecker (Turret Item)
|item2 = Reinforced Armor
+
|item2 = Reinforced Armor (Turret Item)
 
|item3 = Warden's Eye
 
|item3 = Warden's Eye
 
|render = File: Summoner's Rift Inner turret.png
 
|render = File: Summoner's Rift Inner turret.png
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|localgold = 50
 
|localgold = 50
 
|experience = 100
 
|experience = 100
|item1 = Ohmwrecker
+
|item1 = Ohmwrecker (Turret Item)
|item2 = Reinforced Armor
+
|item2 = Base Turret Reinforced Armor (Turret Item)
 
|item3 = Warden's Eye
 
|item3 = Warden's Eye
 
|render = File: Summoner's Rift Inhibitor turret.png
 
|render = File: Summoner's Rift Inhibitor turret.png
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|localgold = 0
 
|localgold = 0
 
|experience = 0
 
|experience = 0
|item1 = Ohmwrecker
+
|item1 = Ohmwrecker (Turret Item)
|item2 = Reinforced Armor
+
|item2 = Base Turret Reinforced Armor (Turret Item)
 
|item3 = Warden's Eye
 
|item3 = Warden's Eye
 
|render = File: Summoner's Rift Nexus turret.png
 
|render = File: Summoner's Rift Nexus turret.png
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|localgold = 0
 
|localgold = 0
 
|experience = 30
 
|experience = 30
|item1 = Ohmwrecker
+
|item1 = Ohmwrecker (Turret Item)
|item2 = Reinforced Armor
+
|item2 = Reinforced Armor (Turret Item)
 
|item3 = Warden's Eye
 
|item3 = Warden's Eye
 
|render = File: Howling Abyss Outer turret.png
 
|render = File: Howling Abyss Outer turret.png
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|localgold = 0
 
|localgold = 0
 
|experience = 70
 
|experience = 70
|item1 = Ohmwrecker
+
|item1 = Ohmwrecker (Turret Item)
|item2 = Reinforced Armor
+
|item2 = Reinforced Armor (Turret Item)
 
|item3 = Warden's Eye
 
|item3 = Warden's Eye
 
|render = File: Howling Abyss Inhibitor turret.png
 
|render = File: Howling Abyss Inhibitor turret.png
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|localgold = 0
 
|localgold = 0
 
|experience = 120
 
|experience = 120
|item1 = Ohmwrecker
+
|item1 = Ohmwrecker (Turret Item)
|item2 = Reinforced Armor
+
|item2 = Reinforced Armor (Turret Item)
 
|item3 = Warden's Eye
 
|item3 = Warden's Eye
 
|render = File: Howling Abyss Nexus turret.png
 
|render = File: Howling Abyss Nexus turret.png
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Turrets have a pseudo-inventory that can be viewed, with each pseudo-item explaining a specific turret mechanic.
 
Turrets have a pseudo-inventory that can be viewed, with each pseudo-item explaining a specific turret mechanic.
   
;{{sbc|{{tip|Fortification}}}}
+
;{{sbc|{{ii|Fortification}}}}
 
[[File:Fortification_effect.jpg|thumb|300px|Fortification Effect]]
 
[[File:Fortification_effect.jpg|thumb|300px|Fortification Effect]]
* {{sbc|Unique Passive - Fortification:}} 50% damage reduction from all sources, this effect expires after 5 minutes. ''(Reduction applies before armor.)''
 
   
 
{{sbc|Unique Passive - Fortification:}} 50% damage reduction from all sources, this effect expires after 5 minutes.
;{{sbc|{{tip|Ohmwrecker}}}}
 
  +
 
;{{sbc|{{ii|Ohmwrecker (Turret Item)|Ohmwrecker}}}}
 
* +30% armor penetration.
 
* +30% armor penetration.
 
* {{sbc|Unique Passive - Dodge Piercing:}} Turret attacks cannot be dodged, except by spells where a champion becomes {{tip|untargetable}}.
 
* {{sbc|Unique Passive - Dodge Piercing:}} Turret attacks cannot be dodged, except by spells where a champion becomes {{tip|untargetable}}.
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** Resets 3 seconds after the last shot has hit a champion
 
** Resets 3 seconds after the last shot has hit a champion
   
;{{sbc|{{tip|Reinforced Armor}}}}
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;{{sbc|{{ii|Reinforced Armor (Turret Item)|Reinforced Armor}}}}
* {{sbc|Unique Passive - Reinforced Armor:}} Reduces incoming damage by {{fd|66.66}}% and becomes immune to true damage when no enemy minions or {{ui|Rift Herald|Summoned Rift Herald}} are nearby.
+
{{sbc|Unique Passive - Reinforced Armor:}} Reduces incoming damage by {{fd|66.66}}% and becomes immune to true damage when no enemy minions or {{ui|Rift Herald|Summoned Rift Herald}} are nearby.
  +
** This reduces the effectiveness of [[backdoor]]ing (pushing without minions) compared to conventional pushing. Pets ({{ui|Tibbers}}, {{ai|Void Swarm|Malzahar|Voidlings}}), traps ({{cai|Jack in the Box|Shaco}}), and monsters (brought by {{cai|Force of Will|Syndra}}) do not deactivate this passive.
+
This reduces the effectiveness of [[backdoor]]ing (pushing without minions) compared to conventional pushing. Pets ({{ui|Tibbers}}, {{ai|Void Swarm|Malzahar|Voidlings}}), traps ({{cai|Jack in the Box|Shaco}}), and monsters (brought by {{cai|Force of Will|Syndra}}) do not deactivate this passive.
  +
  +
;{{sbc|{{ii|Base Turret Reinforced Armor (Turret Item)|Base Turret Reinforced Armor}}}}
  +
  +
{{sbc|Unique Passive - Reinforced Armor:}} Reduces incoming damage by {{fd|66.66}}% and becomes immune to true damage when no enemy minions or {{ui|Rift Herald|Summoned Rift Herald}} are nearby.
  +
  +
{{sbc|Unique Passive:}} Base turrets have health regeneration, but cannot regenerate past their current segment. Base Turrets are segmented at 33%, 66% and 100% health.
  +
 
{{sbc|{{ii|Warden's Eye}}}}
   
 
{{sbc|Unique Passive - {{tip|True Sight}}:}} Can see all units and traps (including {{tip|invisible}} and {{tip|stealthed trap|stealthed}} ones) within 1095 range.
{{sbc|{{tip|Warden's Eye}}}}
 
* {{sbc|Unique Passive - {{tip|True Sight}}:}} Can see invisible units within 1000 units.
 
   
== Attack Prioritization ==
+
== Target selection ==
   
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:
+
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 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:
# 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. {{ui|Tibbers}}).
 
# The closest enemy Pet (e.g. {{ui|Tibbers}}).
# An effectively random enemy siege minion or super minion.
+
# A random enemy siege minion or super minion.
  +
# [[Yorick/Abilities|Eulogy of the Isles]] (Maiden of the Mist)
# An effectively random enemy melee minion.
 
# An effectively random enemy caster minion.
+
# A random enemy melee minion.
 
# A 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]].
 
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]].
   
 
==Damaging Turrets==
 
==Damaging Turrets==
Turrets are invulnerable to most champion abilities. Exceptions listed in the scroll box below.  [[basic attack|Basic attacks]] don't apply health based damage modifiers and critical strikes, unless otherwise stated.
+
Turrets are invulnerable to most champion abilities. Exceptions are listed in the scroll box below. [[Basic attack]]s don't apply health based damage modifiers and critical strikes, unless otherwise stated. They do however apply  {{sti|armor penetration}} and {{sti|magic penetration}}.
 
The damage dealt to a turret with a basic attack is the sum of the {{sti|ad|'''base''' attack damage}}, plus the higher of bonus attack damage and 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).
The rune [[File:Demolish_rune.png|thumb|left|26px]] [[Demolish]] is specifically for damaging turrets.  Turrets are given a crystal timer at their base that displays a countdown to a turret being made vulnerable to Demolish by a champion's presence within turret range.
 
  +
[[File:Demolish stacks.png|thumb|Crystals timer]]
  +
The {{ri|Demolish}} rune helps in quickly destroying turrets. When a champion with the ''Demolish'' rune is within the range of a turret, 6 crystals will appear under the turret's base. These crystals act as a countdown timer that indicates when the turret will be vulnerable to ''Demolish''.
   
  +
{{Scroll box|content=
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}}.
 
 
;Abilities that deal bonus damage to turrets
 
{{Scroll box|content = ;Abilities that deal bonus damage to turrets
 
 
* On-hit Effects
 
* On-hit Effects
 
** {{cai|Power Fist|Blitzcrank}}
 
** {{cai|Power Fist|Blitzcrank}}
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** {{cai|Takedown|Nidalee}}
 
** {{cai|Takedown|Nidalee}}
 
** {{cai|Queen's Wrath|Rek'Sai}}
 
** {{cai|Queen's Wrath|Rek'Sai}}
  +
** {{cai|Piercing Darkness|Senna}}
 
** {{cai|Twin Bite|Shyvana}}
 
** {{cai|Twin Bite|Shyvana}}
 
** {{cai|Power Chord|Sona}}
 
** {{cai|Power Chord|Sona}}
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* 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.
 
* 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.
 
* 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).
+
* Destroying the five stacks of {{ii|Turret Plating}} grants a total of {{g|600}} (120{{times}}5).
   
 
== Trivia ==
 
== Trivia ==
* {{tip|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.
+
* {{ii|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 {{tip|Turret Plating}} stacks in short period of time, with 5 champions nearby, will have 560 armor and magic resistance.
+
* On Summoner's Rift, an outer turret that loses 4 {{ii|Turret Plating}} stacks in short period of time, with 5 champions nearby, will have 760 armor and magic resistance.
 
* The icons for turrets' passives/items are reused from previous game assets.
 
* The icons for turrets' passives/items are reused from previous game assets.
** {{tip|Ohmwrecker}} uses the icon of {{cci|Ohmwrecker item.png||'''Ohmwrecker'''}}, an item that was removed in season ten.
+
** {{ii|Ohmwrecker (Turret Item)|Ohmwrecker}} uses the icon of {{ii|Ohmwrecker}}, an item that was removed in Season Ten.
 
*** Before that, it was called {{tip|Penetrating Bullets}}, which used the icon of {{cci|Skull_Crusher_item.png||'''Skull Crusher'''}}, an [[alpha items|alpha item]] with unknown effects.
 
*** Before that, it was called {{tip|Penetrating Bullets}}, which used the icon of {{cci|Skull_Crusher_item.png||'''Skull Crusher'''}}, an [[alpha items|alpha item]] with unknown effects.
** {{tip|Reinforced Armor}} uses the icon of {{cci|Netherrift_Armor_item.png||'''Netherrift Armor'''}}, an alpha item with unknown effects.
+
** {{ii|Reinforced Armor (Turret Item)|Reinforced Armor}} uses the icon of {{cci|Netherrift_Armor_item.png||'''Netherrift Armor'''}}, an alpha item with unknown effects.
** {{tip|Turret Plating}} uses the icon of {{cci|Vanguard_buff.png||'''Vanguard'''}}, a removed turret buff.
+
** {{ii|Turret Plating}} uses the icon of {{cci|Vanguard_buff.png||'''Vanguard'''}}, a removed turret buff.
** {{tip|Warden's Eye}} uses the icon of {{ii|Vision Ward}}, a removed item.
+
** {{ii|Warden's Eye}} uses the icon of {{ii|Vision Ward}}, a removed item.
** {{tip|Fortification}} uses the icon of {{si|Fortify}}, a removed summoner spell.
+
** {{ii|Fortification}} uses the icon of {{si|Fortify}}, a removed summoner spell.
   
 
== Media ==
 
== Media ==
 
<tabber>
 
<tabber>
 
 
Gallery=
 
Gallery=
<gallery type = "slideshow" widths = "640" position = "center" navigation=true>
+
<gallery type = "slideshow" position = "center" widths = "640" crop = "false" hideaddbutton = "true">
 
Tower Concepts.jpg|Blue Turret Concept
 
Tower Concepts.jpg|Blue Turret Concept
 
Turret Development.JPG|Blue Turret Model
 
Turret Development.JPG|Blue Turret Model
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Summoner's Rift Update Theme Turrets.png|Summoner's Rift Update Turret Models
 
Summoner's Rift Update Theme Turrets.png|Summoner's Rift Update Turret Models
 
Howling Abyss turret.jpg|Howling Abyss turret concept art (by Riot Artist [https://www.facebook.com/maokai.xiao Maokai Xiao])
 
Howling Abyss turret.jpg|Howling Abyss turret concept art (by Riot Artist [https://www.facebook.com/maokai.xiao Maokai Xiao])
Nexus Siege turret concept 01.jpg|Nexus Siege turret concept 01 (by Riot Artist [https://www.artstation.com/artist/beezul Max Gon])
+
Nexus Siege Turret Concept 01.jpg|Nexus Siege Turret Concept 1 (by Riot Artist [https://www.artstation.com/artist/beezul Max Gon])
Nexus Siege turret concept 02.jpg|Nexus Siege turret concept 02 (by Riot Artist [https://www.artstation.com/artist/beezul Max Gon])
+
Nexus Siege Turret Concept 02.jpg|Nexus Siege Turret Concept 2 (by Riot Artist [https://www.artstation.com/artist/beezul Max Gon])
Nexus Siege turret concept 03.jpg|Nexus Siege turret concept 03 (by Riot Artist [https://www.artstation.com/artist/beezul Max Gon])
+
Nexus Siege Turret Concept 03.jpg|Nexus Siege Turret Concept 3 (by Riot Artist [https://www.artstation.com/artist/beezul Max Gon])
  +
Nexus Siege Turret Concept 04.jpg|Nexus Siege Turret Concept 4 (by Riot Artist [https://www.artstation.com/jeremypage Jeremy Page])
  +
Nexus Siege Turret Concept 05.jpg|Nexus Siege Turret Concept 5 (by Riot Artist [https://www.artstation.com/jeremypage Jeremy Page])
  +
Nexus Siege Turret Concept 06.jpg|Nexus Siege Turret Concept 6 (by Riot Artist [https://www.artstation.com/jeremypage Jeremy Page])
  +
Nexus Siege Turret Concept 07.jpg|Nexus Siege Turret Concept 7 (by Riot Artist [https://www.artstation.com/jeremypage Jeremy Page])
  +
Nexus Siege Turret Concept 08.jpg|Nexus Siege Turret Concept 8 (by Riot Artist [https://www.artstation.com/jeremypage Jeremy Page])
  +
Nexus Siege Turret Concept 09.jpg|Nexus Siege Turret Concept 9 (by Riot Artist [https://www.artstation.com/jeremypage Jeremy Page])
 
Summoners Rift Arcade promo.png|Arcade Summoners Rift [http://euw.leagueoflegends.com/en/news/game-updates/special-event/pixel-art-summoners-rift-wallpaper Promo]
 
Summoners Rift Arcade promo.png|Arcade Summoners Rift [http://euw.leagueoflegends.com/en/news/game-updates/special-event/pixel-art-summoners-rift-wallpaper Promo]
  +
Summoner's Rift Arcade Concept 01.jpg|Arcade Turret Concept 1 (by Riot Artist [https://www.artstation.com/jeremypage Jeremy Page])
  +
Summoner's Rift Arcade Concept 02.jpg|Arcade Turret Concept 2 (by Riot Artist [https://www.artstation.com/jeremypage Jeremy Page])
  +
Summoner's Rift Arcade Concept 03.jpg|Arcade Turret Concept 3 (by Riot Artist [https://www.artstation.com/jeremypage Jeremy Page])
  +
Summoner's Rift Arcade Concept 06.jpg|Arcade Turret Concept 4 (by Riot Artist [https://www.artstation.com/ayhanaydogan Ayhan Aydogan])
  +
Summoner's Rift Arcade Concept 07.jpg|Arcade Turret Concept 5 (by Riot Artist [https://www.artstation.com/ayhanaydogan Ayhan Aydogan])
  +
Summoner's Rift Arcade Concept 08.jpg|Arcade Turret Concept 6 (by Riot Artist [https://www.artstation.com/ayhanaydogan Ayhan Aydogan])
  +
Summoner's Rift Arcade Concept 09.jpg|Arcade Turret Concept 7 (by Riot Artist [https://www.artstation.com/ayhanaydogan Ayhan Aydogan])
  +
Summoner's Rift Arcade Concept 10.jpg|Arcade Turret Concept 8 (by Riot Artist [https://www.artstation.com/ayhanaydogan Ayhan Aydogan])
  +
Summoner's Rift Arcade Concept 15.jpg|Arcade Turret Concept 9 (by Riot Artist [https://www.artstation.com/ayhanaydogan Ayhan Aydogan])
 
Turret Damage 1.png|First stage of damage on a turret.
 
Turret Damage 1.png|First stage of damage on a turret.
 
Turret Damage 2.png|Second stage of damage on a turret.
 
Turret Damage 2.png|Second stage of damage on a turret.
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== Patch History ==
 
== Patch History ==
 
{{Scroll box|content=
 
{{Scroll box|content=
  +
;[[V9.23#Novemer 25th Hotfix|V9.23]] - November 25th Hotfix
  +
* Turret Plating
  +
** Bonus armor and magic resistance increased to {{pp|5|0 to 160|5000 to 1000|type='''current''' health|color=health}} from {{pp|5|0 to 120|5000 to 1000|type='''current''' health|color=health}}.
  +
** Gold per turret plate reduced to {{g|120}} from {{g|160}}.
  +
 
;[[V9.23]]
 
;[[V9.23]]
 
* ''Penetrating Bullets'' renamed to ''Ohmwrecker''.
 
* ''Penetrating Bullets'' renamed to ''Ohmwrecker''.
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;[[V8.24b]]
 
;[[V8.24b]]
 
* Outer turret base armor and magic resistance increased to 40 from 0.
 
* Outer turret base armor and magic resistance increased to 40 from 0.
* {{tip|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.''
+
* {{ii|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]]
 
;[[V8.23]]

Revision as of 08:24, 20 February 2020

Turrets, also called towers, are heavy fortifications that attack enemy minions and champions 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 better control 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 icon Summoner's Rift and 4 on Howling Abyss icon Howling Abyss.

Summoner's Rift turrets

Tower

Turrets have 775 attack range and deal Attack damage icon physical damage.

There are four types of turrets:

  • Nexus turrets: Located in front of the nexus, there are two of them.
  • Inhibitor turrets: There are three of them, each one located in front of an inhibitor, guarding the entrances to the base.
  • Inner turrets: Located in front of the inhibitor towers.
  • Outer turrets: Located in front of the inner towers.

Turrets can only be targeted and damaged if they are the outermost structure standing in their lane. Turrets located behind the outermost standing turret are invulnerable and untargetable until the outermost one is destroyed. I. e.: Inner turrets only become vulnerable when their outer turret is destroyed, and inhibitor turrets only become vulnerable when their inner turret is destroyed. Nexus turrets are invulnerable and untargetable until at least one inhibitor is destroyed. Turrets fall apart as they take damage.

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.

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 between champions that are nearby when the turret is destroyed. All the champions within 1200 range get local gold. Champions beyond 1200 range but within 2500 range receive local gold only if they assisted in destroying the turret.

The first turret destroyed yields 150 bonus local gold Gold 150 bonus local gold.

Characteristics of each type of turret

Notes:
  • Turret Plating Turret Plating: Outer turrets have large stone shields attached called plates. Plates are segments of the turret’s health. A healty turret has five plates, each with 1000 health, meaning that the turret has 5000 health. When a champion destroys a plate, he and 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, and 1000 health; it gets a stack of Bulwark for 20 seconds. Each stack grants Template:Pp2 bonus armor and magic resistance, up to a maximum of Template:Pp2 at 4 stacks. This value changes dynamically depending on the number of nearby enemy champions.
    • Destroying a plate grants 120 Gold 120 local gold.
  • The top and mid outer turrets receive a Fortification Fortification bonus for the first five minutes of each game. This bonus does not apply to the bottom lane outer 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 regenerate up to 66.7% health.
    • If their current health is above 66.7% and below 100% they regenerate 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:

Turret Passives/Items

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

Fortification Fortification
Fortification effect

Fortification Effect

Unique Passive - Fortification: 50% damage reduction from all sources, this effect expires after 5 minutes.

Ohmwrecker Ohmwrecker
  • +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
Reinforced Armor Reinforced Armor

Unique Passive - Reinforced Armor: Reduces incoming damage by 66.66% and becomes immune to true damage when no enemy minions or Summoned Rift Herald Summoned Rift Herald are nearby.

This reduces the effectiveness of backdooring (pushing without minions) compared to conventional pushing. Pets (Tibbers Tibbers, Voidlings Voidlings), traps (Shaco's Shaco's Jack in the Box Jack in the Box), and monsters (brought by Syndra's Syndra's Force of Will Force of Will) do not deactivate this passive.

Base Turret Reinforced Armor Base Turret Reinforced Armor

Unique Passive - Reinforced Armor: Reduces incoming damage by 66.66% and becomes immune to true damage when no enemy minions or Summoned Rift Herald Summoned Rift Herald are nearby.

Unique Passive: Base turrets have health regeneration, but cannot regenerate past their current segment. Base Turrets are segmented at 33%, 66% and 100% health.

Warden's Eye Warden's Eye

Unique Passive - True Sight icon True Sight: Can see all units and traps (including Twilight Shroud old2 invisible and Noxious Trap stealthed ones) within 1095 range.

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 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 targetable Trap (e.g. Jack in the Box Jack in the Box).
  2. The closest enemy Pet (e.g. Tibbers Tibbers).
  3. A random enemy siege minion or super minion.
  4. Eulogy of the Isles (Maiden of the Mist)
  5. A random enemy melee minion.
  6. A 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 are listed in the scroll box below. Basic attacks don't apply health based damage modifiers and critical strikes, unless otherwise stated. They do however apply  Armor penetration icon armor penetration and Magic penetration icon magic penetration. The damage dealt to a turret with a basic attack is the sum of the Attack damage icon base attack damage, plus the higher of bonus attack damage and 60% of Ability power icon ability power. 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).

Demolish stacks

Crystals timer

The Demolish Demolish rune helps in quickly destroying turrets. When a champion with the Demolish rune is within the range of a turret, 6 crystals will appear under 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
Items that deal bonus damage to turrets
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 Turret Plating Turret Plating grants a total of 600 Gold 600 (120 × 5).

Trivia

  • 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 Turret Plating Turret Plating stacks in short period of time, with 5 champions nearby, will have 760 armor and magic resistance.
  • The icons for turrets' passives/items are reused from previous game assets.

Media

Patch History

V9.23 - November 25th Hotfix
  • Turret Plating
    • Bonus armor and magic resistance increased to Error: Parameter '3' is not accepted. from Error: Parameter '3' is not accepted..
    • Gold per turret plate reduced to 120 Gold 120 from 160 Gold 160.
V9.23
  • Penetrating Bullets renamed to Ohmwrecker.
    • Icon updated to Ohmwrecker item Ohmwrecker's icon, instead of Skull Crusher item Skull Crusher's icon.
  • Turret Plating resistances per stack increased to Error: Parameter '3' is not accepted. from Error: Parameter '3' is not accepted..
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.
  • 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