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Revision as of 00:14, 8 July 2021
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's Rift and 4 on Howling Abyss.
Turret details
- Notes:
- : Outer turrets have large stone shields attached called plates. Plates are segments of the turret's health. Turrets start with five plates, each with 1000 health, meaning that they start with 5000 health. When a champion destroys a plate, they and nearby allies get a gold reward. However, the turret then gains damage resistance, thus becoming slightly harder to destroy. Plates disappear 14 minutes into the game, along with their extra damage resistance.
- Passive: Grants -25 / 10 / 45 / 80 / 115 (based on current health) bonus armor and bonus 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 bonus magic resistance, up to a maximum of 0 − 720 (based on nearby enemy champions) resistances at 4 stacks. This value changes dynamically depending on the number of alive enemy champions within 850 range of the center of the turret.
- Plates take 17% reduced damage from minions and ranged champions.
- Destroying a plate grants 160 local gold.
- The top and mid outer turrets receive a bonus for the first five minutes of each game.
- 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.
- Above 33.3% and below 66.7%, they regenerate up to 66.7% health.
- Above 66.7% and below 100%, they regenerate up to 100% health.
- If their current health is:
- 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.
- Above 33.3% and below 66.7%, they regenerate up to 66.7% health.
- Above 66.7% and below 100%, they regenerate up to 100% health.
- If their current health is:
Notes
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Turrets have a sight range of 1350, an attack range of 750, and deal physical damage. Their shots travel at a speed of 1200 and are unblockable to effects such as . If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage.
Turrets are units located on top of impassable terrain. This terrain remains even after the turret is destroyed. Abilities that interact with impassable terrain, such as or , interact with this terrain for both functional and destroyed turrets.
Turrets are normally immune to all forms of crowd control except stasis.
Turrets have a pseudo-inventory that contains items that grant them effects, very much like the items in the inventories of champions. Some turret mechanics are created by those items. This section lists those items and the turret mechanics they provide. Shorter descriptions of these items and effects can be seen in the game.
Unique Passive - Fortification: 50% damage reduction from all sources, this effect expires after 5 minutes.
- +30% armor penetration.
- Unique Passive - Dodge Piercing: Turret attacks, once their windup has completed, cannot be evaded, parried, nor intercepted. They will be still be destroyed by effects that 'pop' homing projectiles, such as their target becoming untargetable.
- Unique Passive - Warming Up: The damage dealt by turrets increases by 40% each time they hit a champion, up to 120% bonus damage. This effect resets 3 seconds after the last shot hits a champion, but it doesn't reset when switching targets.
Unique Passive - Reinforced Armor: Reduces incoming damage by 66.66% and becomes immune to true damage when no enemy minions or are nearby.
This reduces the effectiveness of backdooring (pushing without minions) compared to conventional pushing. Pets, traps, and neutral monsters do not deactivate this effect.
Unique Passive - Reinforced Armor: Reduces incoming damage by 66.66% and becomes immune to true damage when no enemy minions or are nearby.
Unique Passive: Base turrets have health regeneration, but this regeneration is limited by their current health:
- Current health between 67% and 100%: Regenerate up to full health.
- Current health between 34% and 66%: Regenerate up to 66% health.
- Current health below 34%: Regenerate up to 33% health.
Unique Passive - True Sight: Can see all units and traps (including those in stealth) within 1095 range, unless the direct line of vision is obstructed (e.g. by terrain).
Turret rewards
Destroying a turret grants two gold rewards to the team that destroys it: a global reward and a local reward.
- The global reward is given to all the champions in the team.
- The local reward is shared between champions that are nearby and alive when the turret is destroyed. All the champions within 1200 range get the local reward. Champions beyond 1200 range but within 2500 range receive the local reward only if they assisted in destroying the turret by dealing damage to it.
- Dealing the killing blow* to a turret (while any distance away or dead) will always yield share of the local gold.
- These mechanics also apply for Turret Plating's local rewards. However, destroying plates will yield a share of the gold regardless of where and how its owner is, aswell.
The local reward for destroying the first turret grants 150 bonus gold.
Target selection
Turrets attack the first enemy unit that comes into their range and continue attacking that unit until it dies, leaves the attack range of the turret, or stops being targetable. When the current target is lost by any means, the turret selects a new target. If several targets are in range, the turret chooses its new target by following this priority list (they will attack the closest and most prioritized enemy):
- Targetable trap (e.g. ).
- Pet (e.g. ).
- or .
- .
- .
- .
- .
- Champion.
However, if an enemy champion deals damage to an allied champion who is within 1400 range of a turret, the turret switches targets to attack the enemy champion. The damage can come from any source, including pets. Turrets don't attack enemy champions who use non-damaging spells, like . They will however attack them if the spell or attack is blocked by a spell shield or if the attack triggers 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 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.
Turrets are not valid targets to most abilities, spells and auras. Exceptions are listed in the scroll box below. Basic attacks don't apply health based damage modifiers or critical strikes, unless otherwise stated. Armor penetration and magic penetration are factored into the damage dealt to any structure. Some on-hit effects can apply to structures and/or turrets.
The damage dealt to a turret with a basic attack is the sum of the base attack damage, plus the higher of bonus attack damage and 60% of ability power. If 60% of a champion's ability power is greater the amount of their bonus attack damage, the attack's damage converts from physical damage to magic damage.
The
rune helps to destroy turrets quickly. When a champion with the Demolish rune is within the range of a turret, 6 crystals appear around the turret's base. These crystals act as a countdown timer that indicates when the turret will be vulnerable to Demolish.- Abilities that deal bonus damage to turrets
- On-hit Effects
- and second attack
- and
- 's 4th shot will still crit structures at 44% reduced damage
- The fourth hit of
- Single target
- Area of Effect
- Targeted
- (does not deal damage)
- Items that deal bonus damage to turrets
- ( )
- ( )
- Abilities that affect turrets
- Turrets can be shielded by .
- Turrets can be put into stasis by .
Last-hitting a turret does not grant bonuses to champions, unless they have a relevant effect:
Summoner's Rift turrets
There are four types of turrets in Summoner's Rift:
Type | Location | Number |
---|---|---|
Outer turrets | In front of the inner towers. | 3 |
Inner turrets | In front of the inhibitor towers. | 3 |
Inhibitor turrets | In front of an inhibitor, guarding the entrances to the base. | 3 |
Nexus turrets | In front of the nexus | 2 |
Strategy
- Turrets can be used to create choke points using traps such as , especially in the narrow areas between a turret and nearby terrain, as minions will not normally walk through those areas of lanes.
- On Summoner's Rift, 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. This information is especially useful for last hitting minions that are being attacked by a turret.
- Destroying the five stacks of 800 (160 × 5 plates), plus 300 for taking down the turret, for a total of 1100. If this is the first turret to go down, it also locally grants 150 for a total of 1250. grants a total of
Turret Variants
League of Legends have had numerous different turrets during its history. Most were primarily used for Summoner's Rift while the remaining ones for ARAM, Twisted Treeline, and other game modes.
These are all the Turrets used after second Summoner's Rift map update
These are all the Turrets used between Beta 3 and second Summoner's Rift map update.
While they appear in the Beta 1 files, they were used the most after Beta 3 until the second Summoner's Rift map update.
These are all the Turrets used between Beta 1 and second Summoner's Rift map update.
Before the second Summoner's Rift map update, each part of the map had specific turret designs (lane, gate, nexus). The two turret variants were quickly changed between Beta 1 to Beta 3, with the final third variant lasting until the second Summoner's Rift map update.
Other game modes refers to Arcade, Butcher's Bridge, Howling Abyss, Twisted Treeline, and Ultra Rapid Fire turrets.
Both original Howling Abyss, Twisted Treeline and Murder Bridge had altered variants of the original Summoner's Rift turrets before their eventual updates.
Trivia
- One of the old turret variants used the old model for the lane turrets.
- Turrets are featured in the obscure mobile game League of Legends: Turret Defence.
- 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 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.
- Before that, it was called Penetrating Bullets, which used the icon of Skull Crusher, an alpha item with unknown effects.
uses the icon of , an item that was removed in Season Ten.
- Netherrift Armor, an alpha item with unknown effects. uses the icon of
- uses the icon of , a removed turret buff.
- uses the icon of , a removed item.
- uses the icon of , a removed summoner spell.
Media
Patch History
- Inner turrets in side lanes (top and bottom) now grant an additional 250 local gold.
- All turret inventories now show how much local gold they give once destroyed.
- Turret Plating
- Bug Fix: Gold is no longer divided between untargetable clones (i.e ).
- Gold per turret plate increased to 160 from 120.
- New Effect: Plates take 17% reduced damage from minions and ranged champions.
- Bonus resistances per plate reduced to -25 / 10 / 45 / 80 / 115 (based on current health) from 0 / 40 / 80 / 120 / 160 (based on current health).
- Bulwark bonus resistances increased to 0 − 180 (based on nearby enemy champions) from 0 − 140 (based on nearby enemy champions).
- V9.23 - November 25th Hotfix
- Turret Plating
- Penetrating Bullets renamed to Ohmwrecker.
- Icon updated to Ohmwrecker's icon, instead of Skull Crusher's icon.
- Turret Plating resistances per stack increased to 0 − 130 (based on nearby enemy champions) from 0 − 100 (based on nearby enemy champions).
- Inhibitor and Nexus turrets base armor increased to 70 at all times from 55 − 70 (based on minutes).
- Inhibitor and Nexus turrets base magic resistance increased to 70 at all times from 55 − 70 (based on minutes).
- New Effect: Champions within 2500 range who assisted in a turret takedown now also count toward turret gold distribution, including first turret bonus.
- Turret local gold proximity radius increased to 1200 from 1000.
- Outer turret base armor and magic resistance increased to 40 from 0.
- base armor and magic resistance reduced to 0 from 40. Combined with the above, the turret now keeps 40 armor and magic resistance after Turret Plating is removed.
- General
- Outer Turrets
- Base health increased to 5000 from 3800.
- AD per minute increased to 9 from 4.
- AD cap changed to (278 at 15:00) from (180 at 7:30).
- Base resistances reduced to 0 from 55.
- Base resistances per level reduced to 0 from 1.
- New item: Turret Plating
- +40 Armor
- +40 Magic Resistance
- Passive: Grants 0 / 30 / 60 / 90 / 120 (based on current health) bonus armor and magic resistance.
- Passive - Bulwark: When the turret's health is reduced to 4000, 3000, 2000 and 1000 health, grants 0 / 25 / 50 / 75 / 100 (based on nearby enemy champions) bonus Armor and Magic Resistance for 20 seconds. This effect can stack and fully refreshes previous stacks if there are any.
- Triggering Bulwark grants 160 gold divided among nearby champions.
- Turret Plating is removed after 14:00.
- Inner Turrets
- Inhibitor Turrets
- Nexus Turrets
- Inhibitor turret health reduced to 3300 from 3600.
- Nexus turret health reduced to 2700 from 3600.
- Inhibitor health regeneration increased to 15 health per 5 seconds from 5 health per 5 seconds.
- Nexus and inhibitor turrets now regenerates health up to the top of their current third.
- If health is below 33.3%, regenerates up to 33.3% health.
- If health is between 33.3% and 66.7%, regenerates up to 66.7% health.
- If health is between 66.7% and 100%, regenerates up to 100% health.
- Inner turret local gold reward (split among nearby champions) increased to 300 from 175.
- Global gold reward (to every allied champion) reduced to 100 from 125.
- Basic attack AP ratio against turrets increased to 60% AP from 50% AP.
- New Effect: If a basic attack uses ability power bonus to turrets, the whole attack will convert to magic damage, rather than only the ability power scaling portion.
- Damage to melee minions increased to 45% of their maximum health from 43%.
- V8.2 - January 25th Hotfix
- Base resistances increased to 55 from 40.
- Scaling resistances reduced to +15 over 15 minutes from +30 over 15 minutes.
- All turrets on Summoner's Rift have gained 300 health.
- Minion reduced damage to turrets reduced to 40% from 50%.
- First Turret gold
- New Effect: Turret icons now update to indicate turrets below 66% health and below 33% health.
- Removed: removed. Inhibitor and Nexus turrets fire laser bullets like all other turrets, instead of lasers.
- Turret bullets now deal a fixed percent of minion maximum health.
- Melee: 45% health per bullet (requires 3 turret shots).
- Ranged: 70% health per bullet (requires 2 turret shots).
- Siege: 14% health per bullet (requires 8 turret shots).
- Super: 5% health per bullet (requires 20 turret shots).
- Outer turret:
- Fortification:
- Duration reduced to 5 minutes from 7.
- Damage reduction increased to 50% from 35%.
- Bot lane turrets no longer have Fortification.
- Visual effect added to show you are hitting a shielded turret.
- New: Turret First Blood
- Now additionally absorbs 66% of true damage when the backdoor bonus is in effect
- All turrets
- New Effect: The AP-based damage dealt to structures is now dealt as magic damage.
- For Reference: Damage to structures changed to 100% base AD physical damage plus the highest value between 100% bonus AD physical damage and 50% AP magic damage.
- Base armor and magic resistance increased to 40 from 0.
- Base health reduced to 3300 from 4000.
- Removed: Immunity to penetration.
- Reinforced Armor now grants 66.66% damage reduction instead of 200 armor and magic resistance.
- New Effect: The AP-based damage dealt to structures is now dealt as magic damage.
- Inner and Outer turrets
- Warming Up (37.5% per attack) and Heating Up (once Warmed Up, 25% per attack versus champions) combined.
- Revised: Turrets deal 40% increased damage on consecutive attacks, up to 120%. Maximum damaged changed to 220% over three shots from 225% over four shots.
- Heating up damage no longer partially resets when turrets switch targets.
- Warming Up (37.5% per attack) and Heating Up (once Warmed Up, 25% per attack versus champions) combined.
- Outer turrets
- Inner turrets
- Inhibitors
- Outer turret health increased to 4000 from 3500.
- Inner turret health increased to 4000 from 3500.
- Removed: Inner turrets no longer shield nearby players from damage.
- Base armor and magic resistance reduced to 0 from 100.
- Turrets now gain 2 armor and magic resistance per minute starting immediately (Outer), 15 minutes (Inner) and 30 minutes (Inhibitor and Nexus).
- Outer turret health increased to 3500 from 1000.
- Inner turret health increased to 3500 from 1300.
- Inhibitor turret health increased to 4000 from 1300.
- Nexus turret health increased to 4000 from 1500.
- AP ratio on champion attacks versus turrets increased to 50% from 40%.
- For Reference: Structures take physical damage from champion basic attacks equal to 100% base AD plus the greater value between 100% bonus AD and, now, 50% AP.
- Reinforced Armor bonus reduced to 200 from 300.
- Outer turret local gold increased to 220 from 150.
- Inner turret local gold increased to 250 from 100.
- Twisted Treeline
- Outer Turret health reduced to 1650 from 1850.
- Inner turret health reduced to 1850 from 2050.
- Inhibitor turret health reduced to 2250 from 2350.
- Lightning Rod no longer slows (previously 10%).
- Lightning Rod no longer reduces the target's damage (previously 15%).
- Twisted Treeline
- All Turrets
- Reinforced Armor improved to 200 from 75.
- Outer Turret
- Now an "inner" turret.
- Damage reduced to 160 from 190.
- Armor increased to 100 from 67.
- Gold reduced to 100 from 150.
- Experience removed.
- New Outer Turret
- A new turret has been added to the lane.
- Health implemented at 1850.
- Armor and magic resistance implemented at 50.
- Damage implemented at 152.
- Gold implemented at 100.
- Inhibitor Turret
- Armor increased to 100 from 6.
- Attack speed increased to 1.25 from 0.83.
- Gold reduced to 100 from 150.
- Experience removed.
- Nexus Turret
- Armor increased to 100 from 67.
- Damage reduced to 150 from 180.
- Attack speed increased to 2.5 from 0.83.
- Gold reduced to 100 from 150.
- Experience removed.
- All Turrets
- Murder Bridge
- Outer Turrets
- Base damage increased to 185 from 160.
- Inner/Inhibitor Turrets
- Base damage increased to 195 from 160.
- Nexus Turrets
- Base damage increased to 175 from 130.
- Outer Turrets
- Summoner's Rift
- Inner Turrets
- Removed: Middle lane inner turrets no longer have .
- Middle lane inner turrets no longer shield nearby champions.
- Middle lane inner turrets no longer have shield.
- Top and Bottom inner turrets shield health reduced to 30 from 200.
- Inner turret health increased to 1300 from 1000.
- Removed: Middle lane inner turrets no longer have .
- Inhibitor Turrets
- Global team gold when destroyed reduced to 50 from 175.
- Global team experience on inhibitor turrets reduced to 0 from 100.
- Nexus Turrets
- Global team gold when destroyed reduced to 50 from 150.
- Global team experience on inhibitor turrets reduced to 0 from 100.
- Inner Turrets
- Outer turret global gold reward decreased to 125 from 100.
- Inner turret global gold reward increased to 150 from 125.
- Inner turret shielding window increased to 1.5 seconds from 1 second.
- Summoner's Rift
- Turrets no longer gain armor or magic resistance over time.
- Turret armor / magic resistance has been standardized to +100 armor / magic resistance.
- Reinforced Armor bonuses have been increased to +200 armor / magic resistance.
- Outer Turrets: 1000~2000 health.
- Inner Turrets: 1000~2000 health.
- Inhibitor Turrets: 1500~2500 health.
- Nexus Turrets: 1500~2500 health.
- Inhibitor and Nexus Turrets
- Health regeneration decreased to 5 from 15.
- New item
- Ignores 82.5% of the target's armor.
- Unique Passive - Lightning Rod: Deals damage in a continuous beam and cannot be dodged. Deals up to 125% additional damage the longer it targets the same target.
- With every hit, the beam gains 6 heat until 120 heat is reached. When the beam switches targets, heat is reset.
- Gains +1.05% damage per point of heat, up to a maximum of +125% extra damage.
- Inner Turrets
- New item
- Unique Passive - Turret Vanguard: Has a 30 health champion damage shield. This shield regenerates to full 30 seconds after not taking damage.
- Unique Passive - Champion Vanguard: While this turret has the Turret Vanguard shield, grants nearby champions a 30 health per second regeneration shield (Max 300 health). This shield decays while away from a shielded turret. The shield does not regenerate on champions actively taking damage.
- New item
- Penetrating Bullets: Turret damage gained per hit increased to 37.5% from 25%.
- Warming Up: Turrets now finish warming up after 2 hits from 3.
- Turrets select targets slightly faster.
- Fortification
- Duration reduced to 7 minutes from 8.
- Damage reduction from champions increased to 30 from 20.
- Now also applies to bottom turret, not just top and mid.
- Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.
- Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks.
- Outer turrets now grant 100 global gold per player and 150 gold split among the players who participate in destroying the turret.
- Inner turrets now grant 125 global gold per player and 100 gold split among the players who participate in destroying the turret.
- Inhibitor turrets now grant 175 global gold per player.
- Outer turrets now gain 60 bonus armor at the start of the game, which starts decaying after 4 minutes have passed and finishes decaying 4 minutes later.
- Outer turret base armor increased to 60 from 54.
- Outer turrets no longer gain armor over the first 8 minutes of the game.
- Fixed a bug where purple side inner turrets had 10 more armor than intended.
- Turrets now deal 105% damage to champions for the first attack, increased from 94.5%
- Turrets now deal 25% additional damage for consecutive attacks on the same champion (max 225%), increased from 20% (max 210%).
- Turrets now have kill callouts.
- Minion damage to turrets increased to 60% from 40%.
- Turrets deal about 10% less base damage to champions.
- Turrets now have 20% armor penetration.
- All turrets now provide less global experience, but more global gold.
- Turrets currently attacking a champion will no longer respond to further calls for help from other champions.
- Bonus damage to structures from ability power increased to 40% from 25%.
- Turrets that are not currently targetable will no longer display a health bar.
- Base health increased to 1300 from 1200.
- Damage growth per minute increased to 6 from 5.
- Global experience given on death reduced to 240 from 270.
- Removed late game armor and magic resistance decay.
- All turret ranges increased to 750 from 700.
- Turret target acquisition is now faster.
- Turret base health reduced to 1200 from 1400.
- Fixed a bug that was granting turrets an additional bonus 50 armor and magic resistance.
- Backdooring defenses reduced to 150 armor/magic resistance from 200 armor/magic resistance.
- Damage scaling per hit increased to 15% from 10%.
- Damage scaling max cap increased to 175% from 155%.
- Damage scaling cap when switching targets increased to 130% from 125%.
- Turret armor and magic resistance decay rate reduced to 2 per 60 seconds from 3 per 60 seconds.
- Turret damage scaling changed to 85%-155% at 10% increments on hit resetting to 125% when switching champions from 75% to 200% at 25% increments on hit resetting to 150% when switching champions.
- Turret backdoor bonus decreased to 200 from 250.
- Turret armor and magic resistance growth decreased to 1.5 from 2.5.
- Turret armor and magic resistance decay decreased to 3 from 5.
- Second turret base armor decreased to 37.5 from 42.5.
- Inhibitor turret base armor decreased to 47.5 from 55.
- Moved to allow players to path around them on Summoner Rift.
- Turret hits can no longer be dodged.
- Rotated Turrets to face the proper direction.
- Global XP reduced to 270 from 300.
- Attack range reduced to 700 from 750.
- Turrets now gain scaling damage per hit against champions.
- First shot = 75% damage.
- Each additional shot increases damage by 25% (200% cap).
- Damage bonus clears after 4 seconds of not attacking a champion.
- All turrets
- Turret attack speed increased by 20% and armor/magic resist by 15.
- Champion bonuses to turrets now all increment by the same amount (instead of bonus from the first champion).
- Turret damage to champions increased to 1.1 from 1.
- Turret damage to minions increased to 1.105 from 1.
- Outer turret damage increased to 152 from 112.
- Outer turret power increase timer reduced by 2 minutes.
- Shrine turrets:
- Health regen increased to 15 from 10.
- Damage increased to 999 from 600.
- Range increased to 2250 from 1500 .
- Attack speed increased to 1 from 0.57.
- Added a hit effect.
- Lane turrets
- Range increased to 750 from 700.
- Base turrets
- Range reduced to 750 from 850.
- All turrets
- Turret vs Minion Damage reduced to 1 from 1.105.
- Damage growth per minute decreased to 5 from 7.
- When a teammate leaves, turrets gain 10 damage and 10 armor (stacking).
- 1st Turret:
- Base damage decreased to 112 from 115.
- Growth time increased by 1 minute.
- 2nd Turret:
- Growth time beginning 2 minutes earlier.
- 3rd Turret:
- Base damage increased to 227 from 226.
- Growth beginning delayed by 1 minute.
- Growth period shortened by 1 minute.
- Inhibitor turret base damage reduced to 210 from 226.
- Outer turrets
- Tooltip fix
- Health reduced to 2600 from 2800.
- Added a new passive to mech minions: Turret Shield - damage taken from turrets is reduced by 50%.
- Global experience reduced to 300 from 400.
- Added a shrine turret: updated shrine turret stats (it is VERY deadly now).