5,359 Pages

(Damaging Turrets: Proofreading, added picture.)
m
 
(80 intermediate revisions by 16 users not shown)
Line 2: Line 2:
 
{{Tocright}}
 
{{Tocright}}
   
'''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.
+
'''Turrets''', also called '''towers''', are heavy fortifications that attack enemy units on sight. Turrets are a core component of [[League of Legends]]. They deal damage to enemies and provide vision to their team, allowing them to 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}}.
   
== Summoner's Rift turrets ==
+
== General information ==
 
[[File:Tower.png|right|200px]]
 
[[File:Tower.png|right|200px]]
  +
Turrets have a {{tip|sight}} range of 1350, an {{sti|attack range}} of 750, and deal {{tip|physical damage}}. Their shots travel at a speed of 1200. They are normally {{tip|cc-immune|immune}} to any forms of potential {{tip|crowd control}}, with the exception to {{tip|stasis}}. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage.
   
Turrets have 1095 sight range, 775 attack range and deal {{sti|attack damage|icononly = attack damage}} [[physical damage]]. They provide {{tip|true sight}} within their vision range. This reveals all the traps and stealth units in that area.
+
Turrets are placed on terrain, which persists even after they are destroyed. Any abilities that interact with terrain, such as {{cai|Condemn|Vayne}} or {{cai|Heroic Charge|Poppy}} will interact with this terrain.
   
There are four types of turrets:
+
Some turret mechanics are explained in-game by items which turrets hold in a pseudo-inventory. This section lists those items and the turret mechanics they provide. Turrets pseudo-inventories can be viewed in the game.
* '''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.
 
   
Lane turrets are those that belong to a lane, i. e., all except the Nexus turrets. Lane 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.
+
;{{sbc|{{ii|Fortification}}}}
  +
[[File:Fortification_effect.jpg|thumb|300px|Fortification Effect]]
   
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}}.
+
{{sbc|Unique Passive - Fortification:}} 50% damage reduction from all sources, this effect expires after 5 minutes.
   
[[Aura]] effects do not affect turrets.
+
;{{sbc|{{ii|Ohmwrecker (Turret Item)|Ohmwrecker}}}}
  +
* +30% armor penetration.
  +
* {{sbc|Unique Passive - Dodge Piercing:}} Turret attacks cannot be dodged or {{tip|projectile|intercepted}}, except by {{tip|untargetable|untargetability}}.
  +
* {{sbc|Unique Passive - Warming Up:}} Turrets gain 40% damage each time they strike a {{tip|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.
  +
** This effect is lost when the turret dies. Any shots travelling from a fallen turret will not benefit from this effect.
   
Turrets count as terrain, even after they are destroyed. Any abilities that interact with terrain, such as {{cai|Condemn|Vayne}} or {{cai|Heroic Charge|Poppy}}, can be used on them.
+
;{{sbc|{{ii|Reinforced Armor (Turret Item)|Reinforced Armor}}}}
  +
{{sbc|Unique Passive - Reinforced Armor:}} [[Damage modifier|Reduces]] incoming damage by {{fd|66.66}}% and becomes immune to {{tip|true damage}} when no enemy {{tip|minion|minions}} or {{ui|Rift Herald|Summoned Rift Herald}} are nearby.
   
Turrets deal modified damage to minions.
+
This reduces the effectiveness of [[backdoor]]ing (pushing without minions) compared to conventional pushing. {{tip|Pet|Pets}}, {{tip|stealthed trap|traps}}, and {{tip|monster|neutral monsters}} do not deactivate this passive.
   
== Turret Rewards ==
+
;{{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 {{sti|health regeneration|link=true}}, but this regeneration is limited by their {{as|'''current''' health}}:
  +
  +
*Current health between 67% and 100%: Regenerate up to full health.
  +
  +
*Current health between 34% and 66%: Regenerate up to 66% health.
  +
  +
*Current health below 34%: Regenerate up to 33% 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 1200 range, unless the direct line of vision is obscured (e.g. by terrain).
  +
  +
== 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 between champions that are nearby when the turret is destroyed. Champions within 2500 range who assisted in a turret takedown count toward turret gold distribution, including first turret bonus.
+
* 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 {{g|150 '''bonus''' gold}} split between nearby champions.
+
The first turret destroyed yields {{g|150 '''bonus''' ''local'' gold}}.
  +
  +
== Target selection ==
  +
  +
Turrets attack the first enemy unit that comes into their range and continue attacking that unit until it dies, leaves the attack range of the turret, or stops being targetable. When the current target is lost 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 targetable trap (e.g. {{ai|Jack in the Box|Shaco}}).
  +
# The closest enemy pet (e.g. {{ui|Tibbers}}).
  +
# The closest enemy {{ui|Blue Siege Minion|link=Siege minion|siege minion}} or {{ui|Blue Super Minion|link=Super minion|super minion}}.
  +
# {{cai|Eulogy of the Isles|Yorick|Maiden of the Mist}}
  +
# The closest enemy {{ui|Blue Melee Minion|link=Melee minion|melee minion}}.
  +
# The closest enemy {{ui|Blue Caster Minion|link=Caster minion|caster minion}}.
  +
# The closest enemy {{tip|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 can be from any source, including [[pet]]s. 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 (i.e. - {{tip|spell shield}}) or if the attack triggers [[Combat status|combat effects]].
  +
  +
== Damaging turrets ==
  +
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. This means that 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 only vulnerable if one or more of their inhibitors are destroyed.
  +
Turrets fall apart as they take damage.[[File:Demolish stacks.png|thumb|300px|Crystals timer]]
  +
{{tip|Aura}} effects do not affect turrets. Turrets are not valid targets to most champion abilities. Exceptions are listed in the scroll box below. [[Basic attack]]s don't apply health based damage modifiers or critical strikes, unless otherwise stated. They do, however, apply {{sti|armor penetration|link=true}} and {{sti|magic penetration|link=true}}.
  +
  +
The damage dealt to a turret with a basic attack is the sum of the {{sti|ad|{{as|'''base''' attack damage}}}}, plus the higher of {{as|'''bonus''' attack damage}} and 60% of {{sti|{{as|ability power}}}}. If a champion has {{as|ability power}} greater than double the amount of their {{as|'''bonus''' attack damage}}, their attack's damage will convert from {{tip|physical damage}} to {{tip|magic damage}}.
  +
  +
The {{ri|Demolish}} rune helps to destroy turrets quickly. When a champion with the ''Demolish'' rune is within the range of a turret, 6 crystals 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 = ;Abilities that deal bonus damage to turrets
  +
* On-hit Effects
  +
** {{cai|Power Fist|Blitzcrank}}
  +
** {{cai|Precision Protocol|Camille}}
  +
** {{cai|Crippling Strike|Darius}}
  +
** {{cai|Moonsilver Blade|Diana}}
  +
** {{cai|Phase Dive|Ekko}}
  +
** {{cai|Essence Flux|Ezreal}}
  +
** {{cai|Lunge|Fiora}} and {{ais|Bladework|Fiora}} second attack
  +
** {{cai|Trial by Fire|Gangplank}}
  +
** {{cai|Decisive Strike|Garen}}
  +
** {{cai|Devastating Charge|Hecarim}}
  +
** {{cai|Harsh Lesson|Illaoi}}
  +
** {{cai|Transform Mercury Hammer|Jayce}} and {{ai|Hyper Charge|Jayce}}
  +
** {{cai|Whisper|Jhin}}'s 4th shot will still crit structures at 44% reduced damage
  +
** The fourth hit of {{cai|Violent Tendencies|Kled}}
  +
** {{cai|Shield of Daybreak|Leona}}
  +
** {{cai|Lightslinger|Lucian}}
  +
** {{cai|Double Strike|Master Yi}}
  +
** {{cai|Love Tap|Miss Fortune}}
  +
** {{cai|Siphoning Strike|Nasus}}
  +
** {{cai|Takedown|Nidalee}}
  +
** {{cai|Queen's Wrath|Rek'Sai}}
  +
** {{cai|Piercing Darkness|Senna}}
  +
** {{cai|Twin Bite|Shyvana}}
  +
** {{cai|Power Chord|Sona}}
  +
** {{cai|Chomp|Trundle}}
  +
** {{cai|Pick a Card|Twisted Fate}}
  +
** {{cai|Tumble|Vayne}}
  +
** {{cai|Excessive Force|Vi}}
  +
** {{cai|Thundering Smash|Volibear}}
  +
** {{cai|Crushing Blow|Wukong}}
  +
** {{cai|Three Talon Strike|Xin Zhao}}
  +
** {{cai|Short Fuse|Ziggs}}
  +
  +
* Area of Effect
  +
** {{cai|Tremors|Rammus}}
  +
** {{cai|Unstoppable Onslaught|Sion}}
  +
** {{cai|Spray and Pray|Twitch}}
  +
** {{cai|Stormbringer|Volibear}}
  +
** {{cai|Satchel Charge|Ziggs}}
  +
  +
* Targeted
  +
** {{cai|Explosive Charge|Tristana}}
  +
  +
;Items that deal bonus damage to turrets
  +
* {{ii|Lich Bane}}
  +
* {{ii|Sheen}}
  +
* {{ii|Trinity Force}}
  +
* {{ii|Iceborn Gauntlet}}
  +
  +
;Abilities that affect turrets
  +
* Turrets can be shielded by {{cai|Eye of the Storm|Janna}}.
  +
* Turrets can be put into stasis by {{cai|Tempered Fate|Bard}}.
  +
Last-hitting a turret does not grant bonuses to champions, unless they have a relevant effect:
  +
* {{cai|Loaded Dice|Twisted Fate}} grants him from {{g|1 to 6}}.
  +
* {{cai|Carnivore|Cho'Gath}} restores a small amount of health and mana.
  +
* {{cai|Siphoning Strike|Nasus}} gains permanent damage.
  +
*{{cai|League of Draven|Draven|passive}} grants 1 stack.}}
  +
  +
== Summoner's Rift turrets ==
  +
  +
There are four types of turrets in Summoner's Rift:
  +
{| class="article-table" cellspacing="1" cellpadding="1" border="0"
  +
|-
  +
! scope="col"|Type
  +
! scope="col"|Location
  +
! scope="col"|Number
  +
|-
  +
|'''Nexus turrets'''
  +
|In front of the nexus
  +
|2
  +
|-
  +
|'''Inhibitor turrets'''
  +
|In front of an inhibitor, guarding the entrances to the base.
  +
|3
  +
|-
  +
|'''Inner turrets'''
  +
|In front of the inhibitor towers.
  +
|3
  +
|-
  +
|'''Outer turrets'''
  +
|In front of the inner towers.
  +
|3
  +
|}
   
 
== Characteristics of each type of turret ==
 
== Characteristics of each type of turret ==
Line 43: Line 44:
 
|globalgold = 50
 
|globalgold = 50
 
|localgold = 250
 
|localgold = 250
|experience = 0
+
|experience = 0
 
|item1 = Ohmwrecker (Turret Item)
 
|item1 = Ohmwrecker (Turret Item)
 
|item2 = Reinforced Armor (Turret Item)
 
|item2 = Reinforced Armor (Turret Item)
Line 52: Line 53:
 
}}
 
}}
 
:'''Notes:'''
 
:'''Notes:'''
* {{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|{{ii|Turret Plating}}}}: Outer turrets have large stone shields attached called plates. Plates are segments of the turret's health. Turrets start with five plates, each with 1000 health, meaning that they start with 5000 health. When a champion destroys a plate, he and his nearby allies get a gold reward, but the turret gets a bit of extra damage resistance, thus becoming slightly harder to destroy. Plates disappear 14 minutes into the game and with them the extra damage resistance.
** {{sbc|Passive:}} Grants {{pp|5|0 to 40*4|5000 to 1000|type='''current''' health|color=health}} '''bonus''' armor and magic resistance.
+
** {{sbc|Passive:}} Grants {{pp|5|-25+35*(x-1)|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}}, 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.
+
** {{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;45*(x-1)|0 to 5 by 1|type=nearby enemy champions}} '''bonus''' armor and magic resistance, up to a maximum of {{pp2|0;45*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.
** Destroying a plate grants a {{g|120}} gold reward divided among {{tt|nearby|1200 range}} champions.
+
** Plates take 17% reduced damage from {{tip|ranged}} units.
* 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.
+
** Destroying a plate grants {{g|160}} '''local''' gold.
  +
* The top and mid outer turrets receive a {{sbc|{{ii|Fortification}}}} bonus for the first five minutes of each game.
   
 
{{clr}}
 
{{clr}}
Line 69: Line 70:
 
|globalgold = 50
 
|globalgold = 50
 
|localgold = 300
 
|localgold = 300
|experience = 0
+
|experience = 0
 
|item1 = Ohmwrecker (Turret Item)
 
|item1 = Ohmwrecker (Turret Item)
 
|item2 = Reinforced Armor (Turret Item)
 
|item2 = Reinforced Armor (Turret Item)
Line 87: Line 88:
 
|globalgold = 50
 
|globalgold = 50
 
|localgold = 50
 
|localgold = 50
|experience = 100
+
|experience = 0
 
|item1 = Ohmwrecker (Turret Item)
 
|item1 = Ohmwrecker (Turret Item)
|item2 = Reinforced Armor (Turret Item)
+
|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
Line 109: Line 110:
 
|globalgold = 50
 
|globalgold = 50
 
|localgold = 0
 
|localgold = 0
|experience = 0
+
|experience = 0
 
|item1 = Ohmwrecker (Turret Item)
 
|item1 = Ohmwrecker (Turret Item)
|item2 = Reinforced Armor (Turret Item)
+
|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
Line 123: Line 124:
 
}}
 
}}
   
|-|Howling Abyss=
+
|-|
  +
Howling Abyss=
 
{{#tag:tabber|
 
{{#tag:tabber|
 
Outer turret=
 
Outer turret=
Line 182: Line 183:
 
</tabber>
 
</tabber>
   
== Turret Passives/Items ==
+
== Strategy ==
Turrets have a pseudo-inventory that can be viewed, with each pseudo-item explaining a specific turret mechanic.
+
* 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 {{ii|Turret Plating}} grants a total of {{g|{{#expr:160*5}}}} (160{{times}}5 plates), plus {{g|{{#expr:250+50}}}} for taking down the turret, for a total of ​​​​​{{g|{{#expr:(160*5)+250+50}}}}. If this is the first turret to go down, it also locally grants {{g|150}} for a total of {{g|{{#expr:(160*5)+250+50+150}}}}.
   
;{{sbc|{{ii|Fortification}}}}
+
==Turret Variants==
[[File:Fortification_effect.jpg|thumb|300px|Fortification Effect]]
+
League of Legends have had numerous different turrets during its history. Most were primarily used for Summoner's Rift while the remaining ones for ARAM, Twisted Treeline, and other game modes.
   
{{sbc|Unique Passive - Fortification:}} 50% damage reduction from all sources, this effect expires after 5 minutes. ''(Reduction applies before armor.)''
+
<tabber>
  +
Summoner's Rift=
  +
{{#tag:tabber|
  +
Evolved=
  +
These are all the Turrets used after second Summoner's Rift map update
  +
<gallery type = "slideshow" widths = "640" position = "center">
  +
Order Turret Blue Render.png|Blue "Summoner's Rift" Turret <small>(Order)</small>
  +
Order Turret Red Render.png|Red "Summoner's Rift" Turret <small>(Order)</small>
  +
Chaos Turret Blue Render.png|Blue "Summoner's Rift" Turret <small>(Chaos)</small>
  +
Chaos Turret Red Render.png|Red "Summoner's Rift" Turret <small>(Chaos)</small>
  +
Order Turret Shield Blue Render.png|Blue "Summoner's Rift" Turret Shield <small>(Order)</small>
  +
Order Turret Shield Red Render.png|Red "Summoner's Rift" Turret Shield <small>(Order)</small>
  +
Chaos Turret Shield Blue Render.png|Blue "Summoner's Rift" Turret Shield <small>(Chaos)</small>
  +
Chaos Turret Shield Red Render.png|Red "Summoner's Rift" Turret Shield <small>(Chaos)</small>
  +
</gallery>
  +
{{!}}-{{!}}
  +
Beta=
  +
These are all the Turrets used between Beta 3 and second Summoner's Rift map update.
   
;{{sbc|{{ii|Ohmwrecker (Turret Item)|Ohmwrecker}}}}
+
While they appear in the Beta 1 files, they were used the most after Beta 3 until the second Summoner's Rift map update.
* +30% armor penetration.
+
<gallery type = "slideshow" widths = "640" position = "center">
* {{sbc|Unique Passive - Dodge Piercing:}} Turret attacks cannot be dodged, except by spells where a champion becomes {{tip|untargetable}}.
+
Order Turret Lane Render old3.png|Blue "Summoner's Rift" Lane Turret Old 3 <small>(Order)</small>
* {{sbc|Unique Passive - Warming Up:}} Turrets gain 40% damage each time they strike a champion, up to 120% bonus damage.
+
Order Turret Gate Render old3.png|Blue "Summoner's Rift" Gate Turret Old 3 <small>(Order)</small>
** This effect doesn't reset when switching targets.
+
Order Turret Nexus Render old3.png|Blue "Summoner's Rift" Nexus Turret Old 3 <small>(Order)</small>
** Resets 3 seconds after the last shot has hit a champion
+
Chaos Turret Lane Render old3.png|Purple "Summoner's Rift" Lane Turret Old 3 <small>(Chaos)</small>
+
Chaos Turret Gate Render old3.png|Purple "Summoner's Rift" Gate Turret Old 3 <small>(Chaos)</small>
;{{sbc|{{ii|Reinforced Armor (Turret Item)|Reinforced Armor}}}}
+
Chaos Turret Nexus Render old3.png|Purple "Summoner's Rift" Nexus Turret Old 3 <small>(Chaos)</small>
{{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.
+
Generic Turret Destroyed Render old.png|Generic Destroyed "Summoner's Rift" Turret
+
</gallery>
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.
+
{{!}}-{{!}}
  +
Alpha=
  +
These are all the Turrets used between Beta 1 and second Summoner's Rift map update.
   
{{sbc|{{ii|Warden's Eye}}}}
+
Before the second Summoner's Rift map update, each part of the map had specific turret designs (lane, gate, nexus). The two turret variants were quickly changed between Beta 1 to Beta 3, with the final third variant lasting until the second Summoner's Rift map update.
+
<gallery type = "slideshow" widths = "640" position = "center">
{{sbc|Unique Passive - {{tip|True Sight}}:}} Can see invisible units within 1000 units.
+
Order Turret Lane Render old.png|Blue "Summoner's Rift" Lane Turret Old 1 <small>(Order)</small>
+
Order Turret Gate Render old.png|Blue "Summoner's Rift" Gate Turret Old 1 <small>(Order)</small>
== Target selection ==
+
Order Turret Nexus Render old.png|Blue "Summoner's Rift" Nexus Turret Old 1 <small>(Order)</small>
+
Chaos Turret Lane Render old.png|Red "Summoner's Rift" Lane Turret Old 1 <small>(Chaos)</small>
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:
+
Chaos Turret Gate Render old.png|Red "Summoner's Rift" Gate Turret Old 1 <small>(Chaos)</small>
# The closest {{ii|Zz'Rot Portal}}.
+
Chaos Turret Nexus Render old.png|Red "Summoner's Rift" Nexus Turret Old 1 <small>(Chaos)</small>
# The closest targetable Trap (e.g. {{ai|Jack in the Box|Shaco}}).
+
Order Turret Lane Render old2.png|Blue "Summoner's Rift" Lane Turret Old 2 <small>(Order)</small>
# The closest enemy Pet (e.g. {{ui|Tibbers}}).
+
Order Turret Gate Render old2.png|Blue "Summoner's Rift" Gate Turret Old 2 <small>(Order)</small>
# A random enemy siege minion or super minion.
+
Order Turret Nexus Render old2.png|Blue "Summoner's Rift" Nexus Turret Old 2 <small>(Order)</small>
# [[Yorick/Abilities|Eulogy of the Isles]] (Maiden of the Mist)
+
Chaos Turret Lane Render old2.png|Purple "Summoner's Rift" Lane Turret Old 2 <small>(Chaos)</small>
# A random enemy melee minion.
+
Chaos Turret Gate Render old2.png|Purple "Summoner's Rift" Gate Turret Old 2 <small>(Chaos)</small>
# A random enemy caster minion.
+
Chaos Turret Nexus Render old2.png|Purple "Summoner's Rift" Nexus Turret Old 2 <small>(Chaos)</small>
# The closest enemy champion to the tower.
+
</gallery>
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==
 
Turrets are invulnerable to most champion abilities. Exceptions are listed in the scroll box below. [[Basic attack|Basic atta]][[File:LOL_blue_marks.png|thumb|Blue marks timer]][[Basic attack|cks]] don't apply health based damage modifiers and critical strikes, unless otherwise stated. They do apply  {{sti|armor penetration}} and {{sti|magic penetration}}, though.
 
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 {{ri|Demolish}} rune helps when attacking turrets. When a champion with the Demolish rune is within the range of a turret, some blue marks are displayed around its base. These blue marks act as a countdown timer that indicates when the turret will be vulnerable to Demolish .
 
 
{{Scroll box|content=
 
;Abilities that deal bonus damage to turrets
 
* On-hit Effects
 
** {{cai|Power Fist|Blitzcrank}}
 
** {{cai|Precision Protocol|Camille}}
 
** {{cai|Crippling Strike|Darius}}
 
** {{cai|Moonsilver Blade|Diana}}
 
** {{cai|Phase Dive|Ekko}}
 
** {{cai|Essence Flux|Ezreal}}
 
** {{cai|Lunge|Fiora}}
 
** {{cai|Trial by Fire|Gangplank}}
 
** {{cai|Decisive Strike|Garen}}
 
** {{cai|Devastating Charge|Hecarim}}
 
** {{cai|Transform Mercury Hammer|Jayce}} and {{ai|Hyper Charge|Jayce}}
 
** {{cai|Whisper|Jhin}}'s 4th shot will still crit structures at 44% reduced damage
 
** The fourth hit of {{cai|Violent Tendencies|Kled}}
 
** {{cai|Shield of Daybreak|Leona}}
 
** {{cai|Lightslinger|Lucian}}
 
** {{cai|Double Strike|Master Yi}}
 
** {{cai|Love Tap|Miss Fortune}}
 
** {{cai|Siphoning Strike|Nasus}}
 
** {{cai|Takedown|Nidalee}}
 
** {{cai|Queen's Wrath|Rek'Sai}}
 
** {{cai|Twin Bite|Shyvana}}
 
** {{cai|Power Chord|Sona}}
 
** {{cai|Chomp|Trundle}}
 
** {{cai|Pick a Card|Twisted Fate}}
 
** {{cai|Tumble|Vayne}}
 
** {{cai|Excessive Force|Vi}}
 
** {{cai|Rolling Thunder|Volibear}}
 
** {{cai|Crushing Blow|Wukong}}
 
** {{cai|Three Talon Strike|Xin Zhao}}
 
** {{cai|Short Fuse|Ziggs}}
 
 
* Area of Effect
 
** {{cai|Tremors|Rammus}}
 
** {{cai|Unstoppable Onslaught|Sion}}
 
** {{cai|Satchel Charge|Ziggs}}
 
 
* Targeted
 
** {{cai|Explosive Charge|Tristana}}
 
 
;Items that deal bonus damage to turrets
 
* {{ii|Lich Bane}}
 
* {{ii|Sheen}}
 
* {{ii|Trinity Force}}
 
* {{ii|Iceborn Gauntlet}}
 
 
;Abilities that affect turrets
 
* Turrets can be shielded by {{cai|Eye of the Storm|Janna}}.
 
* Turrets can be put into stasis by {{cai|Tempered Fate|Bard}}.
 
Last-hitting a turret does not grant bonuses to champions, unless they have a relevant effect:
 
* {{cai|Loaded Dice|Twisted Fate}} grants him from {{g|1 to 6}}.
 
* {{cai|Carnivore|Cho'Gath}} restores a small amount of health and mana.
 
* {{cai|Siphoning Strike|Nasus}} gains permanent damage.
 
*{{cai|League of Draven|Draven|passive}} grants 1 stack.
 
 
}}
 
}}
  +
|-|
  +
Other Game Modes=
  +
Other game modes refers to [[Arcade]], [[Butcher's Bridge]], [[Howling Abyss]], [[Twisted Treeline]], and [[Ultra Rapid Fire]] turrets.
   
== Strategy ==
+
Both original [[Howling Abyss]], [[Twisted Treeline]] and [[Murder Bridge]] had altered variants of the original Summoner's Rift turrets before their eventual updates.
* 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.
+
<gallery type = "slideshow" widths = "640" position = "center">
* 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.
+
Turret Blue Arcade Render.png|Blue "Arcade" Turret <small>(Order & Chaos)</small>
* Destroying the five stacks of {{ii|Turret Plating}} grants a total of {{g|600}} (120{{times}}5).
+
Turret Red Arcade Render.png|Red "Arcade" Turret <small>(Order & Chaos)</small>
  +
Order Turret Blue Butcher'sBridge Render.png|Blue "Butcher's Bridge" Turret <small>(Order)</small>
  +
Order Turret Red Butcher'sBridge Render.png|Red "Butcher's Bridge" Turret <small>(Order)</small>
  +
Chaos Turret Blue Butcher'sBridge Render.png|Blue "Butcher's Bridge" Turret <small>(Chaos)</small>
  +
Chaos Turret Red Butcher'sBridge Render.png|Red "Butcher's Bridge" Turret <small>(Chaos)</small>
  +
Turret CrystalScar Render.png|"Crystal Scar" Turret <small>(Order & Chaos)</small>
  +
Order Turret Blue HowlingAbyss Render.png|Blue "Howling Abyss" Turret <small>(Order)</small>
  +
Order Turret Red HowlingAbyss Render.png|Red "Howling Abyss" Turret <small>(Order)</small>
  +
Order Turret Purple HowlingAbyss Render.png|Purple "Howling Abyss" Turret <small>(Order)</small>
  +
Chaos Turret Blue HowlingAbyss Render.png|Blue "Howling Abyss" Turret <small>(Chaos)</small>
  +
Chaos Turret Red HowlingAbyss Render.png|Red "Howling Abyss" Turret <small>(Chaos)</small>
  +
Chaos Turret Purple HowlingAbyss Render.png|Purple "Howling Abyss" Turret <small>(Chaos)</small>
  +
Turret Blue NexusBlitz Render.png|Blue "Nexus Blitz" Turret <small>(Order & Chaos)</small>
  +
Turret Red NexusBlitz Render.png|Red "Nexus Blitz" Turret <small>(Order & Chaos)</small>
  +
Turret Shield Blue NexusBlitz Render.png|Blue "Summoner's Rift" Turret Shield <small>(Order & Chaos)</small>
  +
Turret Shield Red NexusBlitz Render.png|Red "Summoner's Rift" Turret Shield <small>(Order & Chaos)</small>
  +
Order Turret TwistedTreeline Render.png|Blue "Twisted Treeline" Turret <small>(Order)</small>
  +
Chaos Turret TwistedTreeline Render.png|Purple "Twisted Treeline" Turret <small>(Chaos)</small>
  +
Order Turret URF Render.png|Blue "Ultra Rapid Fire" Turret <small>(Order)</small>
  +
Chaos Turret URF Render.png|Red "Ultra Rapid Fire" Turret <small>(Chaos)</small>
  +
</gallery>
  +
</tabber>
   
 
== Trivia ==
 
== Trivia ==
  +
* One of the old turret variants used the old {{ui|Baron Nashor}} model for the lane turrets.
 
* {{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.
 
* {{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 {{ii|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 {{#expr:15+180+720}} 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.
** {{ii|Ohmwrecker (Turret Item)|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.
 
** {{ii|Reinforced Armor (Turret Item)|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.
Line 237: Line 242:
 
== 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
Line 249: Line 253:
 
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])
Summoners Rift Arcade promo.png|Arcade Summoners Rift [http://euw.leagueoflegends.com/en/news/game-updates/special-event/pixel-art-summoners-rift-wallpaper Promo]
+
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 [https://web.archive.org/web/0/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.
Line 258: Line 262:
 
tower beam.png|Lightning Rod effect on inhibitor and nexus turrets removed on patch [[V6.22]]
 
tower beam.png|Lightning Rod effect on inhibitor and nexus turrets removed on patch [[V6.22]]
 
</gallery>
 
</gallery>
+
|-|
|-|Summoner Icons=
+
Summoner Icons=
<gallery captionalign="center" widths="64" orientation="square" spacing="small" >
+
{{Main|Summoner icon}}
ProfileIcon0537.png|Trimmed Turret
+
<gallery position=center spacing=small widths=70 captionalign=center navigation=true>
ProfileIcon0553.png|Latin America Beta Tester Turret
+
Trimmed Turret profileicon.png|Trimmed Turret
  +
Latin America Beta Tester profileicon.png|Latin America Beta Tester Turret
  +
Master's Challenge Season 4 profileicon.png|Masters Challenge Season 4
  +
Masters Challenge Season 5 profileicon.png|Masters Challenge Season 5
 
</gallery>
 
</gallery>
 
 
</tabber>
 
</tabber>
   
 
== Patch History ==
 
== Patch History ==
 
{{Scroll box|content=
 
{{Scroll box|content=
  +
;[[V10.11]]
  +
* Turret Plating
  +
** {{sbc|Bug Fix:}} Gold is no longer divided between untargetable {{tip|clone|clones}} (i.e {{ai|R|Yasuo}}).
  +
  +
;[[V10.5]]
  +
* Gold per turret plate increased to {{g|160}} from {{g|120}}.
  +
* {{sbc|New Effect:}} Plates take 17% reduced damage from {{tip|ranged}} units.
  +
* Bonus resistances per plate reduced to {{pp|5|-25+35*(x-1)|5000 to 1000|type='''current''' health|color=health}} from {{pp|5|40*(x-1)|5000 to 1000|type='''current''' health|color=health}}.
  +
* Bulwark bonus resistances increased to {{pp2|0;45*(x-1)|0 to 5 by 1|type=nearby enemy champions}} from {{pp2|0;35*(x-1)|0 to 5 by 1|type=nearby enemy champions}}.
  +
 
;[[V9.23#Novemer 25th Hotfix|V9.23]] - November 25th Hotfix
 
;[[V9.23#Novemer 25th Hotfix|V9.23]] - November 25th Hotfix
 
* Turret Plating
 
* Turret Plating
Line 566: Line 579:
   
 
;[[V1.0.0.61]]
 
;[[V1.0.0.61]]
* All [[turret]] ranges increased to 750 from 700.
+
* All turret ranges increased to 750 from 700.
 
* Turret target acquisition is now faster.
 
* Turret target acquisition is now faster.
 
* Turret base health reduced to 1200 from 1400.
 
* Turret base health reduced to 1200 from 1400.
Line 654: Line 667:
 
[[ru:Башня]]
 
[[ru:Башня]]
 
[[zh:防御塔]]
 
[[zh:防御塔]]
[[Category:League of Legends]]
+
[[Category:Structure]]
[[Category:Structures]]
+
[[Category:Summoner's Rift]]
  +
[[Category:Howling Abyss]]
  +
[[Category:Twisted Treeline]]
  +
[[Category:Crystal Scar]]
  +
[[Category:Butcher's Bridge]]

Latest revision as of 10:12, July 14, 2020

Turrets, also called towers, are heavy fortifications that attack enemy units on sight. Turrets are a core component of League of Legends. They deal damage to enemies and provide vision to their team, allowing them to 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&#039;s Rift icon Summoner's Rift and 4 on Howling Abyss icon Howling Abyss.

General information Edit

Tower

Turrets have a Sight icon sight range of 1350, an Range icon attack range of 750, and deal Attack damage physical damage. Their shots travel at a speed of 1200. They are normally Cc-immune icon immune to any forms of potential Stun icon crowd control, with the exception to Stasis icon stasis. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage.

Turrets are placed on terrain, which persists even after they are destroyed. Any abilities that interact with terrain, such as Vayne OriginalSquare Vayne's Condemn Condemn or Poppy OriginalSquare Poppy's Heroic Charge Heroic Charge will interact with this terrain.

Some turret mechanics are explained in-game by items which turrets hold in a pseudo-inventory. This section lists those items and the turret mechanics they provide. Turrets pseudo-inventories can be viewed in the game.

Fortification Fortification
Fortification effect

Fortification Effect

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

Ohmwrecker item Ohmwrecker
  • +30% armor penetration.
  • Unique Passive - Dodge Piercing: Turret attacks cannot be dodged or Projectile intercepted, except by Playful untargetability.
  • Unique Passive - Warming Up: Turrets gain 40% damage each time they strike a Champion icon 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.
    • This effect is lost when the turret dies. Any shots travelling from a fallen turret will not benefit from this effect.
Netherrift Armor item Reinforced Armor

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

This reduces the effectiveness of backdooring (pushing without minions) compared to conventional pushing. Summon- Tibbers Pets, Noxious Trap traps, and Monster icon neutral monsters do not deactivate this passive.

Base Turret Reinforced Armor (Turret Item) item 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 Rift HeraldSquare Summoned Rift Herald are nearby.

Unique Passive: Base turrets have Health regeneration icon health regeneration, but this regeneration is limited by their current health:

  • Current health between 67% and 100%: Regenerate up to full health.
  • Current health between 34% and 66%: Regenerate up to 66% health.
  • Current health below 34%: Regenerate up to 33% health.

Vision Ward item 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 1200 range, unless the direct line of vision is obscured (e.g. by terrain).

Turret rewards Edit

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 Gold 150 bonus local gold.

Target selection Edit

Turrets attack the first enemy unit that comes into their range and continue attacking that unit until it dies, leaves the attack range of the turret, or stops being targetable. When the current target is lost 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 OriginalSquare Tibbers).
  3. The closest enemy Blue Siege MinionSquare siege minion or Blue Super MinionSquare super minion.
  4. Yorick OriginalSquare Yorick's Eulogy of the Isles Maiden of the Mist
  5. The closest enemy Blue Melee MinionSquare melee minion.
  6. The closest enemy Blue Caster MinionSquare caster minion.
  7. The closest enemy Champion icon 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 can be from any source, including pets. Turrets don't attack enemy champions who use non-damaging spells, like Karthus OriginalSquare Karthus' Wall of Pain Wall of Pain. They will however attack them if the spell or attack is blocked (i.e. - Spell Shield spell shield) or if the attack triggers combat effects.

Damaging turrets Edit

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. This means that 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 only vulnerable if one or more of their inhibitors are destroyed.

Turrets fall apart as they take damage.
Demolish stacks

Crystals timer

Aria of Perseverance Aura effects do not affect turrets. Turrets are not valid targets to most champion abilities. Exceptions are listed in the scroll box below. Basic attacks don't apply health based damage modifiers or 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. If a champion has ability power greater than double the amount of their bonus attack damage, their attack's damage will convert from Attack damage physical damage to Magic damage magic damage.

The Demolish rune Demolish rune helps to destroy turrets quickly. When a champion with the Demolish rune is within the range of a turret, 6 crystals 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:

Summoner's Rift turrets Edit

There are four types of turrets in Summoner's Rift:

Type Location Number
Nexus turrets In front of the nexus 2
Inhibitor turrets In front of an inhibitor, guarding the entrances to the base. 3
Inner turrets In front of the inhibitor towers. 3
Outer turrets In front of the inner towers. 3

Characteristics of each type of turret Edit

Notes:
  • Turret Plating Turret Plating: Outer turrets have large stone shields attached called plates. Plates are segments of the turret's health. Turrets start with five plates, each with 1000 health, meaning that they start with 5000 health. When a champion destroys a plate, he and his nearby allies get a gold reward, but the turret gets a bit of extra damage resistance, thus becoming slightly harder to destroy. Plates disappear 14 minutes into the game and with them the extra damage resistance.
    • Passive: Grants -25 / 10 / 45 / 80 / 115 (based on current health) 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 0 − 180 (based on nearby enemy champions) bonus armor and magic resistance, up to a maximum of 0 − 720 (based on nearby enemy champions) at 4 stacks. This value changes dynamically depending on the number of nearby enemy champions.
    • Plates take 17% reduced damage from Ranged role ranged units.
    • Destroying a plate grants Gold 160 local gold.
  • The top and mid outer turrets receive a Fortification Fortification bonus for the first five minutes of each game.

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:

Strategy Edit

  • Turrets can be used to create a choke point for traps such as Caitlyn OriginalSquare 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 Gold 800 (160 × 5 plates), plus Gold 300 for taking down the turret, for a total of ​​​​​Gold 1100. If this is the first turret to go down, it also locally grants Gold 150 for a total of Gold 1250.

Turret VariantsEdit

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

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

These are all the Turrets used between Beta 3 and second Summoner's Rift map update.

While they appear in the Beta 1 files, they were used the most after Beta 3 until the second Summoner's Rift map update.

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

Before the second Summoner's Rift map update, each part of the map had specific turret designs (lane, gate, nexus). The two turret variants were quickly changed between Beta 1 to Beta 3, with the final third variant lasting until the second Summoner's Rift map update.

Trivia Edit

  • One of the old turret variants used the old Baron NashorSquare Baron Nashor model for the lane turrets.
  • 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 915 armor and magic resistance.
  • The icons for turrets' passives/items are reused from previous game assets.

Media Edit

Patch History Edit

V10.11
  • Turret Plating
    • Bug Fix: Gold is no longer divided between untargetable Command Hallucinate clones (i.e Last Breath Last Breath).
V10.5
  • Gold per turret plate increased to Gold 160 from Gold 120.
  • New Effect: Plates take 17% reduced damage from Ranged role ranged units.
  • Bonus resistances per plate reduced to -25 / 10 / 45 / 80 / 115 (based on current health) from 0 / 40 / 80 / 120 / 160 (based on current health).
  • Bulwark bonus resistances increased to 0 − 180 (based on nearby enemy champions) from 0 − 140 (based on nearby enemy champions).
V9.23 - November 25th Hotfix
  • Turret Plating
    • Bonus armor and magic resistance increased to 0 / 40 / 80 / 120 / 160 (based on current health) from 0 / 30 / 60 / 90 / 120 (based on current health).
    • Gold per turret plate reduced to Gold 120 from 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 0 − 130 (based on nearby enemy champions) from 0 − 100 (based on nearby enemy champions).
V9.2
  • Inhibitor and Nexus turrets base armor increased to 70 at all times from 55 − 70 (based on minutes).
  • Inhibitor and Nexus turrets base magic resistance increased to 70 at all times from 55 − 70 (based on minutes).
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 Gold 150 from 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 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 Gold 50 from 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 Gold 50 from 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 Gold 50 from Gold 75.
V8.13
  • Outer turret gold reduced to Gold 50 per player from 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 Gold 300 from Gold 175.
  • Global gold reward (to every allied champion) reduced to Gold 100 from 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 Gold 300 from Gold 400.
  • Removed: Granting 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 Gold 250 from 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 Gold 400, and his team gains Gold 275 locally and 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 Gold 300 from Gold 220.
    • Global gold reduced to Gold 100 from Gold 125.
    • Maximum team gold reduced to Gold 800 from Gold 845.
  • Inner turrets
    • Local gold reduced to Gold 175 from Gold 200.
    • Global gold reduced to Gold 125 from Gold 150.
    • Maximum team gold reduced to Gold 800 from Gold 1000.
    • Experience bounty removed.
  • Inhibitors
    • New Effect: Grants Gold 50 locally.
      • Maximum team gold increased to Gold 800 from 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 Gold 220 from Gold 150.
  • Inner turret local gold increased to Gold 250 from 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 Vanguard buff 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 Edit

Community content is available under CC-BY-SA unless otherwise noted.