Minions 2018 April Fools promo 01

Minions of League of Legends
(by Riot Employed Artist Mary Magny)

Minions are units aligned with one of the teams. They spawn periodically from their nexus and advance along a lane towards the enemy nexus. They attack automatically any enemy unit or structure they find in their way. They are controlled by artificial intelligence, and only use basic attacks.

There are four kind of minions: Blue Melee MinionSquare melee minions, Blue Caster MinionSquare caster minions, Blue Siege MinionSquare siege minions and Blue Super MinionSquare super minions.

Lore

Minions are magical constructs summoned for battles. They are not fully sentient beings, they are controlled by summoners.

Summoning minions requires a constant and massive amount of magical energy. Nexuses focus magical energy from powerful crystals. This energy is enough for sustained minion spawning. The destruction of a nexus stops the summoning magic.

Minion bodies can be magically constructed from several sources, including animated magic scrolls, animated sand, magically animated bolts of cloth, and even sound.

Necromancy is a minion summoning technique that uses dark magic to reanimate Shepherd of Souls corpses. Most known practitioners of necromancy come from the Shadow Isles.

While not magically constructed, living minions share many traits with magically constructed minions. Voidborn summoned through Zz'Rot Portal item portals are controlled by those who have the magical power required to use them. One of such persons is MalzaharSquare Malzahar. A Celestial Being known as BardSquare Bard is frequently followed by minion like spirits known as Traveler's Call 2 Meeps that aid him in his tasks (though they are more like companions than outright minions).

The earliest recorded use of minions for battles was at the battlefield known as Summoner's Rift, where summoners from ancient sides known as the Protectorate (Stag crest) and Magelord (Owl crest) fought against each other.

Spawning Location

Types

There are four kind of minions:

Melee minions are melee minion. Three melee minions spawn with each minion wave.

Notes
  • After minions spawn they upgrade every 90 seconds increasing their health. This does not increase infinitely.
  • Melee minions have Gusto item Gusto, which is a cosmetic item that indicates that they lose 45% health per turret shot.
Media
  • Melee minions as they appear in the Snowdown Showdown each year.
  • Blue and Red melee minions
  • Red PROJECT: melee minion
  • Blue PROJECT: melee minion
  • Snowdown melee minions
  • Blue Draven melee minion
  • Purple Draven melee minion
  • Red Draven melee minion
  • Blue Star Guardian melee minion
  • Red Star Guardian melee minion

Caster minions are ranged minion. Three caster minions spawn with each minion wave.

Notes
  • After caster minions spawn they upgrade every 90 seconds increasing their health and AD. This does not increase infinitely.
Trivia
  • Caster minions have Phreakish Gusto item Phreakish Gusto, which is a cosmetic item that indicates that they lose 70% health per turret shot.
    • The item's name is a reference to the American broadcaster Phreak.


Media
  • Caster minions as they appeared in the Beta.
  • Blue and Red caster minions
  • Red PROJECT: caster minion
  • Blue PROJECT: caster minion
  • Snowdown caster minions
  • Blue Draven caster minion
  • Purple Draven caster minion
  • Red Draven caster minion
  • Blue Star Guardian caster minion
  • Red Star Guardian caster minion

Siege minions are ranged minion. One siege minion spawns every three minion waves between the Blue Melee MinionSquare melee and Blue Caster MinionSquare caster minions.

Notes
  • Siege minions have Anti-Tower Socks item Anti-Tower Socks, which is a cosmetic item that indicates that they receive 30% reduced damage from turrets.
  • Siege minions lose 14% health per turret shot (this includes the Anti-Tower Socks item Anti-Tower Socks).
  • Their gold reward starts at Gold 60, and increases by Gold 3 every 90 seconds. This is capped at Gold 90.
  • After minions spawn they upgrade every 90 seconds increasing their health, gold reward and AD. Other than their health, their stats do not increase infinitely.
  • After 20 minutes, siege minions spawn once every 2 waves and from the 35th minute onward, siege minions spawn every wave to accelerate the game pace by making pushing easier.
  • At the 16th wave they increase their health per 90 sec from 50 to 60.
  • While under the effect of Hand of Baron buff Hand of Baron or Crest of Crushing Wrath buff Crest of Crushing Wrath, siege minions can out-range turrets.


Media
  • Old Siege minion
  • Siege minions
  • Red PROJECT: siege minion
  • Blue PROJECT: siege minion
  • Snowdown minions
  • Blue Draven siege minion
  • Red Draven siege minion
  • Blue Star Guardian siege minion
  • Red Star Guardian siege minion

Super minions are powerful melee minion. They only spawn on lanes where enemy inhibitors are destroyed, and stop spawning when the inhibitor respawns. While super minions are spawning, no Blue Siege MinionSquare siege minion will spawn in that lane.

On Summoner's Rift and Twisted Treeline, when all inhibitors are destroyed, a second super minion will spawn in each lane.

Notes
  • Super minions lose 5% health per turret shot (this includes the Anti-Tower Socks item Anti-Tower Socks).
  • Their gold reward starts at Gold 60, and increases by Gold 3 every 90 seconds. This is capped at Gold 90.
  • They spawn at the front of minion waves.
  • On Twisted Treeline, super minions deal more damage but have less health.
  • Super minions will stop spawning shortly before the enemy inhibitor is going to respawn to prevent the inhibitor from instantly being destroyed again because of super minions.
  • The item Banner of Command item Banner of Command cannot be cast on super minions.
Stats
  • Their health and attack damage increase over time, with no known cap.
  • Super minions have Anti-Tower Socks item Anti-Tower Socks, which is a cosmetic item that indicates that they receive 30% reduced damage from turrets.
  • Super minions have Super Mech Armor item Super Mech Armor, which is a cosmetic item that indicates that they receive reduced damage from AoE effects.
  • Super minions have Super Mech Power Field item Super Mech Power Field, which is a cosmetic item that indicates that they grant nearby minions (excluding other super minions) 70% bonus damage, 35 bonus armor and 35 bonus magic resistance.
  • They deal 20% reduced damage to the nexus.
Strategy
  • Super minions easily push unprotected lanes and destroy enemy turrets. They have much higher stats than any other minion, being so strong they can sometimes beat weaker champions toe-to-toe. They are the reason why inhibitors are a high priority objective.
Trivia
  • In Dominion mode, each minion wave was composed of 2 regular minions with 1 miniature-sized version of a super minion. They had different stats: 830 (+8 / ? min) health, 6 (+1 / ? min) armor, 23 (+3 / ? min) magic resistance, and 350 movement speed.


Media
  • Blue and Red super minions
  • Red PROJECT: super minion
  • Blue PROJECT: super minion
  • Snowdown super minions
  • Blue Draven super minion
  • Red Draven super minion
  • Blue Star Guardian super minion
  • Red Star Guardian super minion

Gameplay

Minions

Minions on Summoner's Rift

Minions start spawning from the Nexus at 1:15 and keep spawning in waves every 30 seconds for the rest of the match. The minions in each wave spawn in this order:

  1. Blue Super MinionSquare Super minions
    • If the inhibitor is destroyed, one will spawn on the corresponding lane.
    • If all inhibtors are destroyed, two will spawn.
  2. Blue Melee MinionSquare Melee minions
    • Three of them spawn on each wave.
  3. Blue Siege MinionSquare Siege minions
    They do not spawn if Blue Super MinionSquare super minions are already spawning on that lane.
    • For the first 20 minutes, one spawns every three minion wave.
    • At the 20 minute mark, one spawns every two minion wave.
    • At the 35 minute mark, one spawns every wave.
  4. Blue Caster MinionSquare Caster minions
    • Three of them spawn on each wave.

Behaviour

Minions walk along a lane until they find an enemy unit. When they find an enemy unit, they attack it. An enemy champion can aggro the minion if they basic attack or use a targeted ability or spell on a nearby allied champion. When they find several enemy units they choose their target using a priority system that follows this order:

  1. Enemy champions attacking an allied champion.
  2. Enemy minions attacking an allied champion.
  3. Enemy minions attacking an allied minion.
  4. Enemy turrets attacking an allied minion.
  5. Enemy champions attacking an allied minion.
  6. The closest enemy minion.
  7. The closest enemy champion.

Once a minion has chosen a target, it only switches to a new target if the new target has higher priority. If they see a new target with the same priority as their current target, they keep attacking their current target.

Minions reevaluate their target every few seconds. For instance, if an enemy champion attacks an allied champion and then stops attacking, minions will keep targeting the enemy champion for a short time after he stops attacking.

When the target of a minion leaves its sight, the minion switches to a new target or keeps advancing if there are no targets within sight.

Main stats

  • Every 90 seconds (i. e. every third wave) minions upgrade, increasing their strength.
  • Minions deal 40% reduced damage to turrets and enemy champions.
  • The armor of turrets is reduced when enemy minions are nearby.
  • Minions have 325 movement speed.
  • After the 20 minute mark, minions gain 25 movement speed.
  • New spawning minions level up based on their's team average level (e.g. one level 15, 10 and 18 would make a minion level 14).

Minion related items

The following items affect the way champions interact with minions.

Buffs

General

  • Destroying an enemy Inhibitor Inhibitor provides a small buff to allied minions in the lane where the inhibitor was destroyed.

Reinforced Armor

Pushing advantage

  • The average level of your team minus the average level of the enemy team. Not total levels and not necessarily clean numbers, capped at 3.0.
  • While your team has a level advantage, your minions deal bonus damage to enemy minions equal to 5% + 5% per turret advantage in their lane, all multiplied by your team's level advantage.
    • Bonus damage = (5% + (5% × Turret advantage)) × Team level advantage
  • While your team has a level advantage, your minions take reduced damage from enemy minions equal to 1 + 1 per turret advantage in that lane, with the turret advantage bonus multiplied by the team's level advantage.
    • Damage reduction = 1 + (Level advantage × Turret advantage)
  • Apart from that, if the difference in average levels is 3 or higher and the leading team has destroyed two or more towers more than the enemy in a single lane, their minions become Enraged:
    • Their bonus damage is increased by a further 90%.
    • The flat damage reduction is increased by 7 more points.

Items

Neutral buffs

Champion abilities

Some champion abilities work on minions, but generally prioritise champions.

Targeted

The following abilities work when targeting a lane minion:

The following abilities can be targeted on lane minions but will not buff them in any way:

Others

The following abilities will affect lane minions with their area of effect:

Creep Score

When a champion deals the killing hit to a minion or monster he earns gold. Dealing this hit is known as last hitting and is considered one of the most important skills in League of Legends.

  • The Creep Score (CS) is the number of minions, monsters, and champion pets a champion has last hit.
  • The game displays this value in the top right corner of the screen.
  • The stats window that the game displays when holding Tab lists the creep score of each champion.
  • In the early and mid game, CS and KDA can be used to compare how well a player is doing against their lane opponent.
  • Many champions use their basic attack to last hit.
    • Some champions, especially champions using Doran's Ring item Doran's Ring or with mana return abilities, will use targeted or AoE spells to last hit, but typically the best players avoid using spells to last hit unless they are attempting to push/freeze the wave in a certain way.

Wave Gold Value

A group of spawned minions is considered a wave.

In Summoner's Rift, a undistributed wave consists from three Blue Melee MinionSquare melee minions, three Blue Caster MinionSquare caster minions and possibly a Blue Siege MinionSquare siege minion.

  • As of V8.7, a wave has an average gold value of Gold 125 at the beginning of the game.
  • This value increases every 90 seconds after the creeps start spawning, up to Gold 135 per wave, at 17:15.
  • After 20 minute mark, this increases to Gold 150.
  • After 35 minute mark, this increases to Gold 195.
Game time Average gold per wave Calculations
0:00 Gold 125 (3 × Blue Melee MinionSquare 21) + (3 × Blue Caster MinionSquare 14) + (Blue Siege MinionSquare 60 ÷ 3)
17:15 Gold 135 (3 × Blue Melee MinionSquare 21) + (3 × Blue Caster MinionSquare 14) + (Blue Siege MinionSquare 90 ÷ 3)
20:00 Gold 150 (3 × Blue Melee MinionSquare 21) + (3 × Blue Caster MinionSquare 14) + (Blue Siege MinionSquare 90 ÷ 2)
35:00 Gold 195 (3 × Blue Melee MinionSquare 21) + (3 × Blue Caster MinionSquare 14) + (Blue Siege MinionSquare 90)

Wave Strategy

  • Without player interference a lane's wave is neither advancing or retreating in any significant amount.
  • A minion wave that catches up with its preceding wave starts pushing the lane towards enemy turret.
  • Big waves of minions can overwhelm a turret.
  • When a player interrupts an enemy minion wave by ensuring their side is making more damage to the opponents minions than they are receiving, the lane starts to push.
    • In simplest way this is made by killing every minion without interference from your own minions thus moving the point where the minion waves clash.
    • On more sophisticated turning the player makes sure their side is making just slightly more damage thus allowing the wave to build up as the wave gets reinforcements before than the enemy wave.

Game Terminology

Some game terms related to minions:

Farming: Last hitting minions to earn gold and experience.
Lane Momentum: The strength with which the minions in a lane advance without champion aid.
Pushing: Attacking enemy minions to keep allied minions alive and allow them to advance along their lane.
Freezing: Preventing enemy minions from pushing the lane without pushing them back.
Winions: A wave of minions so big or so strong that it can destroy turrets, nexuses, or champions without champion aid.
Free Farming: Farming without being confronted by an enemy champion.
Proxy Farming: Farming behind an enemy tower. It's easier than conventional farming because there is no interference from allied minions, but it's usually much more dangerous.
Split Pushing: Attacking several objectives at the same time when at least one of the objectives is a lane turret.

Trivia

  • If the champions do not take part in the battle, the minions in one of the teams will eventually win the game. The team that wins is random.
  • When minions scan for a target, it is possible for a champion to pick up aggro multiple times from a minion. Minions can constantly pick up aggro from you and can follow you through the jungle.
  • By default, each player sees their allied minions and structures in Summoner's Rift in blue and the enemy minions and structures in red. This is just a visual effect, it has no practical effects in the game.

Media

Snowdown 2016 - Login Screen

Snowdown 2016 - Login Screen

Related Music

Wings of Revelry Festival Queen Anivia - League of Legends

Wings of Revelry Festival Queen Anivia - League of Legends

Related Videos

  • Beta Test Minions
  • Purple Siege Minion Model
  • 1st Snowdown Showdown Minions
  • Minion Update Concept 1
  • Minion Update Concept 2
  • Minion Update Concept 3
  • Minion Update Concept 4
  • Minion Update Concept 5
  • Summoner's Rift Blue Minions
  • Summoner's Rift Red Minions
  • Minions Fight 1 (Summoners Rift)
  • Minions Fight 2 (Summoners Rift)
  • Minions Fight 3 (Summoners Rift)
  • Howling Abyss Minions
  • Pool Party Minions
  • Arcade Summoner's Rift
  • Snowdown Minions Update Concept
  • Star Guardian Minions Model (by Riot Artist Duy Khanh Nguyen)

Patch History

V8.8
  • Siege minion
    • Capped gold increased to Gold 90 from Gold 87.
  • Super minion
    • Capped gold increased to Gold 90 from Gold 87.
V8.7
  • Melee minions
    • Base gold reward increased to Gold 21 from Gold 20.
    • Gold reward growth reduced to Gold 0 from Gold 0.125.
  • Caster minions
    • Base gold reward reduced to Gold 14 from Gold 17.
    • Gold reward growth reduced to Gold 0 from Gold 0.125.
  • Siege minions
    • Base gold reward increased to Gold 60 from Gold 45.
    • Gold reward growth increased to Gold 3 from Gold 0.35.
    • New Effect: Gold reward is now capped at Gold 87.
    • Base health increased to 900 from 828.
    • Health growth changed to 50 from 23.
    • Health growth at wave 16 increased to 60 from 32.
  • Super minion
    • Base gold reward increased to Gold 60 from Gold 45.
    • Gold reward growth increased to Gold 3 from Gold 0.35.
    • New Effect: Gold reward is now capped at Gold 87.
V8.5
  • Melee minion turret damage per shot increased to 45% of maximum health from 43%.
V8.4
  • Removed: Basic attacks dealing 5 bonus physical damage to minions.
V8.2
V7.23
  • Minion reduced damage to turrets reduced to 40% from 50%.
  • New Effect: After 20 minutes, minions gain +25 movement speed. This change will be enabled several days into the patch so we can more accurately track its impact.
V6.22
  • Melee and caster minion health growth over time increased by ~60%
  • Melee minions no longer gain attack damage as the game progresses.
  • Ranged minions now gain ~100% attack damage as the game progresses
  • Turret bullets now deal a fixed percent of minion max health:
    • Melee minions ~45% health per bullet
    • Caster minions ~70% health per bullet
    • Siege minions ~14% health per bullet
    • Super minions ~5% health per bullet
V5.23
  • NEW BUFF - PUSHING ADVANTAGE
  • MINION DAMAGE BONUS While your team has a level advantage, your minions deal bonus damage to enemy minions equal to 5% + 5% per turret advantage in their lane, all multiplied by your team's level advantage.
  • MINION DEFENSE BONUS While your team has a level advantage, your minions take reduced damage from enemy minions equal to 1 + 1 per turret advantage in that lane, with the turret advantage bonus multiplied by the team's level advantage.
    • If your team's average level is higher than the enemy's:
      • Your minions deal 10% bonus damage to enemy minions. If your team has taken more turrets, this damage is increased by a further 10%.
      • Your minions take 1 + (turret differential × level differential) less damage (flat) from enemy minions.
    • If your average level is at least 3 levels higher and you've taken 2 more turrets in a single lane, your minions become Enraged:
      • The bonus damage is increased by a further 90%.
      • The flat damage reduction is increased by a further 7.
  • Melee minion
    • Initial gold increased to 20 from 18.5.
    • Gold growth reduced to 0.125 per minute from 0.17.
  • Caster minion
    • Initial gold increased to 17 from 13.8.
    • Gold growth reduced to 0.125 per minute from 0.17.
  • Siege minion
    • Initial gold increased to 45 from 36.8.
    • Gold growth reduced to 0.35 per minute from 0.425.
V5.22
  • Caster minion initial gold value 13.8 gold ⇒ 17 gold
  • Caster minion gold growth 0.17 gold per minute ⇒ 0.125 gold per minute
V5.8
  • Visual and Gameplay Updates on Howling Abyss map (to match Summoner's Rift).
    • Minions no longer gain magic resistance over time.
    • Minion health gain over time increased to compensate the loss of resistances.
    • Siege minions no longer have base armor.
    • Super minions now grant nearby allies minions bonus damage and resistances.
V4.21
  • Melee minion gold reward 19 ⇒ 20.
  • ranged minion gold reward 14 ⇒ 15.
V4.20
  • Minions no longer gain armor or magic resistance over time.
  • Siege minions no longer have base armor.
  • Siege minions now start spawning every two waves at 20 minutes.
  • Siege minions now start spawning every wave at 35 minutes.
  • All minion health gain over time has been increased to be roughly as durable as when they had resistances.
V4.19
  • Visual Update on Summoner's Rift map.
V3.14
  • Lane minions are no longer worth more experience based on game time.
V3.5
  • Siege Minions now take 70% damage from Turrets, increased from 50% damage.
  • Siege Minions now deal 150% damage to Turrets, reduced from 200% damage
  • Super Minions now take 70% damage from Turrets, increased from 50% damage
V1.0.0.152
  • Melee minion base gold value reduced to 20 from 22.
  • Caster minions base gold value reduced to 15 from 16.
  • Siege minions
    • Base gold value increased to 40 from 27.
    • Scaling gold value based on time increased to 1 from 0.5.
V1.0.0.130
  • Damage from lane minions to champions reduced by about 15%.
V1.0.0.127
  • Personal score on Dominion: minion kill reward increased to 2 points from 1.
V1.0.0.122
  • Fixed a bug where minions were not properly displaying stat growth over time.
March 9th Hotfix
  • Siege minions now spawn every 2 waves after 35 minutes instead of 20.
  • Siege minions and super minions now reduce turret damage by 50%, down from 65%.
  • Minions now deal 50% more damage to turrets, down from 60%.
  • Super minions now reduce turret damage by 50% (down from 65%).
V1.0.0.112
  • Minions now deal 60% more damage to turrets, up from 40%.
  • Melee minion magic resist now increases by 1.25 per 3 minutes, up from 0.5.
  • Caster minion armor now increases by 1.25 per 3 minutes, up from 0.5.
  • Siege minions:
    • Armor and magic resist now increase by 3 per 3 minutes, up from 0.5.
    • After 20 minutes, siege minions now spawn every 2 waves, up from every 3 waves.
  • Siege minions and super minions now reduce turret damage by 65%, up from 50%.
  • Fixed a tooltip bug with siege minions and super minions.
  • Super minions now reduce turret damage by 65% (up from 50%).
V1.0.0.100
  • Fixed a bug that caused purple Siege minions to deal and receive normal damage from towers.
V1.0.0.108
  • Removed mana from all inhibitor minions.
V1.0.0.106
  • Twisted Treeline super minions:
    • Health increased to 1200 from 1000.
    • Base damage increased by 30.
V1.0.0.87
  • Gold from minion kills increased by 3 for all minions.
V1.0.0.61
  • Melee minions:
    • Gain 2 additional armor every 3 minutes.
    • Gain 0.5 additional magic resist every 3 minutes.
    • Gold bounty increased to 22 from 20 on Summoner's Rift and to 26 from 24 on Twisted Treeline.
  • Caster minions:
    • Gain 0.5 additional armor every 3 minutes.
    • Gain 2 additional magic resist every 3 minutes.
    • Gold bounty increased to 16 from 14 on Summoner's Rift and to 19 from 17 on Twisted Treeline.
  • Siege minions:
    • Gain 2 additional armor every 3 minutes.
    • Gain 2 additional magic resist every 3 minutes.
    • Gold bounty increased to 27 from 25 on Summoner's Rift and to 19 from 17 on Twisted Treeline.
  • Super minion gold bounty increased to 27 from 25 on Summoner's Rift and to 32 from 30 on Twisted Treeline.
V1.0.0.52
  • Improved minion turning when they appear from fog of war.
  • Twisted Treeline:
    • Melee minion gold per kill increased to 24 from 22.
    • Super minions:
      • Health increased by 200.
      • Damage increased by 20.
    • Fixed minion pathfinding.
V0.9.22.16
  • Minion kills now display the correct values.
  • Super minion movement speed aura removed.
  • Minions no longer clear the player's bounty.
V0.9.22.15
  • Super minions and siege minions now have new portraits.
  • Siege minion health boost per 3 minutes increased to 27 from 25.
  • Super minion magic resist reduced to -30 from 0.
  • Minion corpses now fade out when they disappear instead of popping.
V0.8.22.115
  • Super minions:
    • Base health reduced to 1500 from 2000.
    • Health scaling increased to reach the current values at 30 minutes (exceeding it past that mark).
    • Base damage reduced to 180 from 250.
    • Damage scaling increased to reach the current values at 30 minutes (exceeding it past that mark).
V0.8.21.110
  • Super minions:
    • Health scaling increased to 150 from 100 every 180 game seconds.
    • Added a 30% multiplicative movement speed boost aura with a 800 radius that affects both minions and champions.
June 19, 2009 Patch
  • Minions no longer have health or mana regeneration. This will help the game run faster.
  • Siege minions:
    • Health increased to 700 from 600.
    • Spawn rate increased to every 3 waves from ever 4 waves.
  • Fixed a bug with ghost minions. They will no longer be present when you reconnect.
June 12, 2009 Patch
  • Siege minions:
    • Red and blue siege minions now have Turret Shield (receives 50% reduced damage from turrets).
    • Red and blue siege minions now deal 100% bonus damage to turrets.
June 6, 2009 Patch
  • Fixed an issue where minions were not giving players full credit for kills in the announcements.
  • Damage minions deal to champions increased to 70% from 60%.
May 29, 2009 Patch
  • Inhibitor bonuses:
    • Melee minion bonus damage increased to 10 from 8.
    • Caster minion bonus damage increased to 18 from 15.
    • Siege minion bonus damage increased to 25 from 20.
  • Added a new passive to mech minions
    • Turret Shield: damage taken from turrets is reduced by 50%.
May 23, 2009 Patch
  • Brightened the new mech minions and siege minions.
  • Corrected the collision sizes of the new mech minions and siege minions.
May 15, 2009 Patch
  • Removed aura from rider minions.
  • Basic minion gold yield growth reduced by 50%.
  • Added new rider minion and super minion models.
May 1, 2009 Patch
  • Destroying an inhibitor no longer causes the enemy team to gain less experience and gold from minion kills.
  • Duration between minion upgrades increased to 200 from 180.
  • Damage minions deal to champions increased to 60% from 50%.
  • Minion gold bounty now caps after 30 minutes (10 upgrades).
  • New melee and caster minions for both blue and red teams.
April 25, 2009 Patch
  • Super Minions:
    • Armor reduced to 40 from 50.
    • Critical strike chance reduced to 0 from 10.
    • Health reduced to 2500 from 4000.
    • Damage increased to 250 from 150.
Alpha Week 7
  • Minions should no longer be able to get killing streaks.
Alpha Week 6
  • Archer minion health increased to 280 from 260.
  • Melee minion health increased to 445 from 425.
  • Minions no longer give half gold and experience when you have lost an inhibitor.
Alpha Week 5
  • Minion health bars are now brighter.
Alpha Week 4
  • Melee minion gold bounty increased to 26 from 22.
  • Caster minion gold bounty reduced to 18 from 22.
  • Minions now spawn after 1 minute instead of 1 minute and 40 seconds.
  • Minions now spawn from the Nexus instead of inhibitors.
Alpha Week 2
  • Minions can no longer be denied.
  • Reduced the selection radius of archers and riders (caster and siege minions)