Needs some updates, still has information from before inhibitor tower changes.

A turret, also called a tower, is a heavy fortification that blocks the enemy's minion waves and champions' path to the nexus. Turrets are one of the core components of League of Legends gameplay, providing damage, vision, and general control of the surrounding map. Although they are extremely powerful, they can only target one unit at a time. In order for a champion to push forward and continue its assault into the enemies' territory, the champion must destroy these turrets. Charging minions will not be able to pass any further up a lane until the turret closest to them is destroyed. Turrets deal heavy damage to enemy units. Turrets will visually fall apart as they take damage.

General Information

The following information is for Summoner's Rift turrets.

All turrets have 1095 sight range and 775 attack range. They grant True Sight icon true sight, allowing vision of all traps and stealth units to the allied team. Turrets are invulnerable and untargetable until the previous turret in its lane is destroyed. The outer turret must be destroyed before the inner turret, and the inner turret before the inhibitor turret. Nexus turrets are invulnerable and untargetable unless at least one inhibitor is currently destroyed. If a turret is destroyed while a shot is in mid-flight, that shot will not deal any damage. Aura effects do not affect turrets.

Turrets count as terrain, even after they are destroyed. Any abilities that interact with terrain can trigger their effects using them (e.g. Poppy Poppy's Heroic Charge.png Heroic Charge and Vayne Vayne's Condemn.png Condemn). Nautilus Nautilus' Dredge Line.png Dredge Line and Camille Camille's Hookshot.png Hookshot will also drag him/her to turrets. In addition, they can create a choke point for traps, especially in the smaller area closer to the wall, as minions will not normally walk through that area of the lane.

Turrets deal bonus damage to melee and caster minions so that melee minions generally die to two turret attacks and one champion auto attack, and ranged minions die to 1 turret attack and 2 champion auto attacks. Turrets deal 70% damage to siege minions.[1] The first turret killed yields 300 total bonus gold split between nearby enemy champions.

Stats and rewards

Attack Prioritization

Turrets will continue to attack their current target until the target dies, leaves attack range, or becomes untargetable due to abilities or items.

A turret will prioritize an enemy champion if that champion deals damage to an allied champion who is within 1400 range of the turret. Damage dealt can come from any source (pet, aura, item, etc.) in order for a champion to be targeted. Additionally, turrets will target an enemy champion if no other valid target is within range. Turrets will not attack an enemy champion who uses a non-damaging spell (e.g. Karthus Karthus' Wall of Pain.png Wall of Pain). A spell or attack that is blocked (by a spell shield or ability effect) and deals no damage will still draw turret aggro.

When the current target is lost for whatever reason, the turret will select a new target—whichever of the following, in order, is found in range first:

  1. The closest Zz'Rot Portal item.png Zz'Rot Portal.
  2. The closest targetable Trap (e.g. Jack in the Box.png Jack in the Box).
  3. The closest enemy Pet (e.g. Summon Tibbers.png Summon Tibbers).
  4. An effectively random enemy siege minion or super minion.
  5. An effectively random enemy melee minion.
  6. An effectively random enemy caster minion.
  7. The closest enemy champion to the tower.

Turret Passives/Items

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

  • Unique Passive - Fortification: 50% damage reduction from all sources, this effect expires after 5 minutes. (Reduction applies before armor.)
  • (Fortification’s damage reduction does not apply to bottom lane turrets.)
Lightning Rod Lightning Rod

(Removed on patch V6.22)

  • 75% armor penetration
  • 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.
Penetrating Bullets
  • +30% armor penetration
  • Unique Passive - Dodge Piercing: Turret attacks can not be dodged, except by spells where a champion becomes untargetable (ex: Zhonya's Hourglass, Fizz's Playful Trickster)
  • Unique Passive - Warming Up: Turrets gain 40% damage each time they strike a champion (Max 120% bonus damage).

Warming Up passive no longer partially resets when turrets switch targets.

Reinforced Armor
  • Unique Passive - Reinforced Armor: Gains 66.66% Damage Reduction (includes True Damage Reduction) when no enemy minions are in range for attack.

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

Warden's Eye

  • Unique Passive - True Sight icon True Sight: Can see invisible units within 1000 units.

Damaging Turrets

  • Damage to a turret is based on base attack damage plus the higher of bonus attack damage or 50% of ability power. When your attacks trigger Ability Power damage conversion (occurs when attacking a turret while your AP is more than double your bonus AD), the converted bonus damage is now magic instead of physical. Since Patch V6.9, turrets are now vulnerable to armor penetration and magic penetration.
  • Critical strikes will register against turrets, but no bonus damage will be applied.
  • Draven Draven's League of Draven.png passive will also grant him 1 stack for last hitting a turret and count towards the 6 he needs for 2 bonus stacks.
Abilities that deal bonus damage to turrets
Items that deal bonus damage to turrets
Abilities that are affected when attacking the turret
These abilities are affected when attacking the turret but do not deal extra damage:
Abilities that affect turrets

Last-hitting a turret does not grant bonuses to champions, unless they have a relevant effect:


Patch History

  • LOCAL BONUS 275 gold ⇒ 300 gold
  • REMOVED GLOBAL BONUS No longer grants 25 gold to all teammates
  • TOTAL BONUS 400 gold ⇒ 300 gold
  • Inhibitor and Nexus turrets melt enemies with lasers ⇒ fire laser bullets like all other turrets
  • Summoner's Rift Turret bullets now deal a fixed percent of minion max health:
    • MELEE ~45% health per bullet
    • RANGED ~70% health per bullet
    • SIEGE ~14% health per bullet
    • SUPER ~5% health per bullet
  • Outer turrets
    • SHARED LOCAL GOLD 300 gold ⇒ 250 gold
    • HEALTH 3300 ⇒ 3500
    • FORTIFICATION DURATION 7 minutes ⇒ 5 minutes
    • REMOVED MORTIFIED Fortification’s damage reduction no longer applies to bottom lane turrets
  • Turret First Blood
    • BLOOD FROM A STONE: The first turret killed yields 400 total bonus gold to its killer's team
    • SHARED LOCAL GOLD 275 gold split between nearby champions
    • GLOBAL GOLD 25 gold per champion
  • Now additionally absorbs 66% of true damage when the backdoor bonus is in effect
  • Outer & inner turret damage
    • Turret damage increases by 37.5% for the second and third shots against champions, then 25% for the following two against a single champion (resets on target change) ⇒ 40% for the first three shots
    • “Heating up” damage no longer partially resets when turrets switch targets
    • MAX DAMAGE 225% over four shots ⇒ 220% over three shots
  • Defensive stats
    • BASE HEALTH 4000 ⇒ 3300
    • BASE ARMOR 0 ⇒ 40
    • NEWTURRET PENETRATION Turrets are now subject to armor and magic penetration effects
  • Fortification
    • Blocks 30 damage from champion basic attacks ⇒ 35% damage reduction from all sources
  • Reinforced armor
    • No longer grants 200 armor and magic resistance
    • Physical and magic damage is now reduced by 66.66%
  • Ability power damage vs. turrets
    • When your ability power is more than double your bonus attack damage, your basic attacks against turrets scale with 50% ability power instead of 100% bonus attack damage
    • Basic attack scaling off of ability power now deals magic damage to turrets (base damage still physical)
  • OUTER TURRET HEALTH 3500 ⇒ 4000
  • INNER TURRET HEALTH 3500 ⇒ 4000
  • Inner turrets no longer shield nearby players from damage
  • Basic attacks against turrets deal damage equal to base attack damage + either 1.0 bonus attack damage or 0.4 ability power ⇒ 0.5 ability power, whichever is higher
  • Turrets gain 2 armor and magic resist per minute, up to a maximum of 30. Outer turrets begin scaling at game-start, Inner turrets at 15 minutes, Inhibitor & Nexus turrets at 30 minutes.
  • Turrets gain 300 ⇒ 200 armor and magic resist if no minions are nearby
  • OUTER TOWER HEALTH 2000 ⇒ 3500
  • INNER TOWER HEALTH 2500 ⇒ 3500
  • NEXUS TOWER HEALTH 3000 ⇒ 4000
  • OUTER TOWER LOCAL GOLD 150 gold ⇒ 220 gold
  • INNER TOWER LOCAL GOLD 100 gold ⇒ 250 gold
  • Twisted Treeline
    • OUTER TURRETS 1850 health ⇒ 1650 health
    • INNER TURRETS 2050 health ⇒ 1850 health
    • INHIBITOR TURRETS 2350 health ⇒ 2250 health
  • 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.
  • 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.
  • 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.
  • 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.
    • 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 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.
  • 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 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.
  • 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.
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).