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Melee Minions Caster Minions Siege Minions Super Minions
Blue Melee MinionSquare Red Melee MinionSquare Blue Caster MinionSquare Red Caster MinionSquare Blue Cannon MinionSquare Red Cannon MinionSquare Blue Super MinionSquare Red Super MinionSquare


Minions are expendable allied units that spawn automatically to charge into battle with the purpose of attacking enemy units in the lanes they are assigned.

The blue and red team minions start spawning at 1:30 and every 30 seconds afterward from the Nexus in order to support the champions. Every 90 seconds (4th wave) the minion waves will grow stronger, with every type of minion gaining different stats. Minions deal 50% increased damage to Turrets and deal about 40% reduced damage to enemy champions. An enemy turret's armor is reduced when minions are near.

Note: Minions should not be confused with monsters, which are neutral unless attacked and reside in the jungle.


There are four types of minions currently in the game: Melee, Caster, Siege, and Super.

All Minions

All minions have a Movement speed of 325. They always Spawn in 30 second intervals starting at 1 minute 30 second. All follow the same Behavior Set and walk in a line until they encounter a target. Spawn order is: Super Minions (if active), 3 Melee Minions, Siege Minions (intermittently, change to Super Minions if that lanes opposing Inhibitor.png inhibitor is destroyed), 3 Caster Minions.

Each type can be buffed. Detailed Buffs are noted below, but general buffs are listed within each sub-section. The Banner of Command item.png Banner of Command grants the following to any minion promoted:

  1. A permanent Black Shield which grants total immunity to magic damage.
  2. Tower Shield (reduced turret damage).
  3. All gold gained by the minion goes to the champion who promoted it.

The Hand of Baron.png Hand of Baron grants the following to all minions near a champion with the Hand of Baron aura buff:

  1. increase speed to match 90% of average movement speed of nearby champions, capped at 500 movement speed
  2. resistance to slow effects.
  3. Non-super minions have 75% damage reduction versus area of effect, damage over time, and persistent effects

Melee Minion

Melee Minion
Blue Melee MinionSquare
Gold 19.8 (+0.2 / 90 sec)
Exp 59
HP 455 +15 at 3 mins,
+15.3 at 4.5 mins,
+15.6 at 6 mins,...
Armor  ?
Damage 12 (+0.5 / 90 sec)
Range 100?

The Melee minion is controlled by a simple Artificial Intelligence, and uses melee attacks against their enemies. Three melee minions spawn with each minion wave.

Banner of Command

  1. Damage: +50;
  2. Bonus attack speed +90%;
  3. Health: +600;
  4. Armor: +40;
  5. Magic resist: +40;
  6. increased size.

Hand of Baron

  1. Gain +50% movement speed when within 800 units of enemy minions or turrets
  2. Increased size
  3. +75 attack range
  4. +75% damage reduction versus champions and minions
  5. +30% damage reduction versus turrets (similar to cannon minions)

Caster Minion

Caster Minion
Blue Caster MinionSquare
Gold 16.8 (+0.2 / 90 sec)
Exp 29
HP 290 +11 at 3 mins,
+11.2 at 4.5 mins,
+11.4 at 6 mins,...
Armor  ?
Damage 23 (+1 / 90 sec)
Range 600

The Caster minion is controlled by Artificial Intelligence, and uses a ranged bolt of magic against their enemies. There are 3 caster minions in each minion wave. The two teams, blue and red, each have respectively colored caster minions.

Banner of Command

  1. Damage: +75;
  2. Bonus attack speed +30%;
  3. Health: +400;
  4. Armor: +40;
  5. Magic resist: +40;
  6. increased size.

Hand of Baron

  1. +20 attack damage
  2. +50% missile speed
  3. +100 attack range

Siege Minion

Siege Minion
Blue Cannon MinionSquare
Gold 40 (+0.5 / 90 sec)
Exp 92
HP 805 +23 at 3 mins,
+23.3 at 4.5 mins,
+23.6 at 6 mins,...
Armor  ?
Damage 39.5 (+1.5 / 90 sec)
Range 450

One Siege minion spawns in every third wave, in each lane. It attacks enemies from a range of 450 with cannonballs. They receive 30% less damage from turrets. Siege minions have more health and deal more damage than the regular wave minions. Cannon minions start spawning every two waves at 20 minutes, and start spawning every wave at 35 minutes.

Banner of Command

  1. Damage: +100
  2. Health + 600
  3. Armor: +100
  4. Magic resist:+100
  5. increased size

Hand of Baron

  1. +600 attack range
  2. +50 attack damage
  3. attack speed is halved
  4. Attacks are now Area of Effect (200 range)
  5. deal double damage to turrets

Super Mech Minion

Super Minion
Blue Super MinionSquare
Gold 40 (+1 / 3 min)
Exp 97
HP 1500 (+200 / 3 min)
Armor 30
Damage 180 (+10 / 3 min)
Range 100

Super minion is spawned in each wave to a lane in which the enemy inhibitor is destroyed. They will continue spawning until the inhibitor respawns (four minutes/8 waves). It replaces the wave's siege minion and, similarly to it, it takes 30% less damage from turrets. They deal more damage and have more health than any other minion, but have armor and negative magic resistance.

Minions Commander: Super Minions grant other nearby minions 70 Armor, 70 MR, and 70% increased damage.

Banner of Command cannot be used on super minions.

Hand of Baron

  1. +25% attack speed
  2. Gain +50% movement speed when within 800 units of enemy minion or turret

AI Behavior

Minions and turrets will only deviate from their standard behavior to come to the aid of an ally under duress. Whenever any unit is under attack, it generates a ‘call for help’. Minions and turrets have slightly different reactions to a call for help.

Under normal circumstances, a minion’s behavior is simple. Minions follow their attack route until they reach an enemy to engage. Every few seconds, they will scan the area around them for the highest priority target. When a minion receives a call for help from an ally, it will evaluate its current target in relation to the target designated by the call. It will switch its attack to the new target if and only if the new target is of a higher priority than their current target. Minions prioritize targets in the following order:

  1. An enemy champion designated by a call for help from an allied champion. (Enemy champion attacking an Allied champion)
  2. An enemy minion designated by a call for help from an allied champion. (Enemy minion attacking an Allied champion)
  3. An enemy minion designated by a call for help from an allied minion. (Enemy minion attacking an Allied minion)
  4. An enemy turret designated by a call for help from an allied minion. (Enemy turret attacking an Allied minion)
  5. An enemy champion designated by a call for help from an allied minion. (Enemy champion attacking an Allied minion)
  6. The closest enemy minion.
  7. The closest enemy champion.

Minions will only reevaluate their target every few seconds. This means that if a champion initiates an attack against an enemy champion, the attacking champion will continue to be viewed as the most threatening target for a short time after they have broken off the attack. This is true even if one of their allied champions has joined the fight, since minions always prioritize their current target over a new target of equal priority. If a targeted champion leaves the minions' sight, the minions will automatically reevaluate their target and will carry on walking or attacking something else. Because they are continuously reevaluating their target, minions will lose interest in an enemy champion if that champion breaks off an engagement with them, provided that there is any other target left for them to choose within range.

Creep Score

Gold is granted to the champion that deals the killing shot on any minion or monster. This is known as a "Last Hit" and is considered one of the most important skills in League of Legends. Last Hitting will increase a champions "Creep Score" (CS) noted at the far right of champion stats in the tab stats, or top right corner for the player's champion. CS includes kills of Jungle Monsters and Champion Pets. In the early and mid game, CS can be used as a gauge for comparing how well a player is doing against their respective lane opponent along with KDA. Many champions will use their Autoattack (AA) to Last Hit, but several champions, especially AP champs, also have low cost, low cooldown target or area burst spells to last hit. Melee minions can take two tower hits and be easy to AA for most ad champions. Caster minions are best to hit once before taking a single tower hit, then hit again for the Last Hit.

Gaining a 4th dragon kill will grant "DRAGON'S DOMINANCE: +15% damage to minions and monsters."

Minions and Items

The following items interact in unique ways with minions. Each item can be improved to continue working more effectively:

  • Ancient Coin item.png Ancient Coin: UNIQUE - FAVOR: Being near a minion death without granting the killing blow grants 2 gold and heals for 5 health.
  • Relic Shield item.png Relic Shield: UNIQUE - SPOILS OF WAR: Melee autoattacks execute minions below 200 (+100% AD) health. Killing a minion by any means heals you and the nearest allied champion for 40 health and grants them gold equal to the kill. These effects require a nearby allied champion and consume a charge. Recharges every 60 seconds. Max 2 charges.
  • Spellthief's Edge item.png Spellthief's Edge: UNIQUE - TRIBUTE: Your next damaging ability or autoattack against a champion or structure will deal 10 additional damage and grant 5 gold. You generate one charge of Tribute every 10 seconds, storing up to 3. Killing a minion disables this passive for 12 seconds.

Buffing Minions

Minions can be buffed to varying degrees.

  1. Hand of Baron.png Hand of Baron grants a buff as an aura.
  2. Destroying an Inhibitor.png Inhibitor will grant all allied minions of that lane a slight buff as well spawn Super Minions in that lane.
  3. Banner of Command item.png Banner of Command is can promote a minion, granting increased attack speed, armor, magic immunity, health and its kills donate the gold to its promoter.
  4. Many champion buffs and heals will work on minions, but generally prioritize champions.

Champion Buffs

Champion buff Spells that work on minions:

Please help this article by adding champion abilities that buff or heal minions.


Minions are constructs of the League, used specifically for battle arenas. They aren't sentient. In the earliest days of the League – during their extensive testing phase – there was a rumor that they were using sentient beings as minions. They even supposedly used necromancy to summon skeletal minions to fight as the minions of today do. Such rumors are generally thought to be unsubstantiated.

Other Terminology

The following are other terms used in league to quickly explain a situation or method involving minions.

Lane Momentum: The direction and strength a lane's minions are working toward without champion aid.
Pushing: Attacking the minions before Last Hitting so as to keep allied minions alive and allow them to move closer to the enemy turret.
Freezing: Stopping the enemy minions from pushing the lane any further without pushing back.
Monster Wave: A wave that builds up to a very large number of minions and can take out most if not all of a turret without champion aid.
Free Farming: When a champion is left unopposed in a lane to kill minions for the purpose of gaining gold and experience.
Proxy Farming: When a champion goes behind an enemy tower to kill enemy minions without the aid of allied minions.
Split Pushing: Pushing a lane's minions forward for the purpose of taking out a tower while the enemy team is else where on the map.


  • If the champions do not interfere in the battle, one team of minions will eventually win the game. Which team will win is completely random, depending on which team focuses the enemy minions better.
  • 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.


  • Minion concept 1 (SRVU)
  • Minion concept 2 (SRVU)
  • Minion concept 3 (SRVU)
  • Blue Minions
  • Red Minions
  • Minions Fight 1
  • Minions Fight 2
  • Minions Fight 3
  • Melee minions as they appear in the Snowdown Showdown
  • Minions as they appeared during Beta
  • Siege minion development

Patch history

  • Damage from lane minions to champions reduced by about 15%.


  • Personal score on Dominion: minion kill reward increased to 2 points from 1.


  • Fixed a bug where minions were not properly displaying stat growth over time.

March 9, 2011 Hotfix:

  • Cannon minions now spawn every 2 waves after 35 minutes instead of 20.
  • Cannon minions and super minions now reduce turret damage by 50%, down from 65%.
  • Minions now deal 50% more damage to turrets, down from 60%.


  • 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.
  • Ranged minion armor now increases by 1.25 per 3 minutes, up from 0.5.
  • Cannon minions:
    • Armor and magic resist now increase by 3 per 3 minutes, up from 0.5.
    • After 20 minutes, cannon minions now spawn every 2 waves, up from every 3 waves.
  • Cannon minions and super minions now reduce turret damage by 65%, up from 50%.
  • Fixed a tooltip bug with cannon minions and super minions.


  • Removed mana from all inhibitor minions.


  • Twisted Treeline super minions:
    • Health increased to 1200 from 1000.
    • Base damage increased by 30.


  • Gold from minion kills increased by 3 for all minions.


  • 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.
  • Cannon 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.


  • 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.


  • Minion kills now display the correct values.
  • Super minion movement speed aura removed.
  • Minions no longer clear the player's bounty.


  • Super minions and cannon minions now have new portraits.
  • Cannon 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.


  • 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).


  • 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.
  • Cannon 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 cannons now have Turret Shield (receives 50% reduced damage from turrets).
    • Red and blue cannons 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.
    • Ranged minion bonus damage increased to 18 from 15.
    • Cannon 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 cannon minions.
  • Corrected the collision sizes of the new mech minions and cannon 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 ranged 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.
  • Ranged 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 (ranged and siege minions).

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