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This article was last edited by Onfealive on 01-Jul-2015 05:03.
Tower

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 jungle. Although they are extremely powerful, they can only target one champion. 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. Summoner's Rift has 11 turrets per team. Towers will visually fall apart as they take damage.


Tower General Information

The following information is for Summoner's Rift Towers.

All turrets have 1095 sight range and 775 attack range. They grant True sight allowing vision of all traps and stealth units to the allied team. Towers are invulnerable and untargetable until the prior same lane tower is destroyed. The Outer Tower must be destroyed before the Inner and Inner before Inhibitor. Nexus Towers 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, namely the stuns from Poppy's Poppy's Heroic Charge Heroic Charge, Gnar's Gnar's GNAR! GNAR! and Vayne's Vayne's Condemn Condemn. Nautilus' Nautilus' Dredge Line Dredge Line will also drag him 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.

Towers deal bonus damage to melee and caster minions so that melee minions generally die to 2 tower attack and 1 champion auto attack, and ranged minions die to 1 tower attack and 2 champion auto attacks.

Towers information

Outer Towers

Health AD Armor MR Attack Speed
1000 152 100 100 0.83
  • Status:
    • +200 health for each enemy champion in the game.
    • +4 AD at 0:45 and every minute after that, until 180 AD.
  • Items:
    • Penetrating Bullets
    • Reinforced Armor
    • Warden's Eye
    • Fortification
  • Gold on destruction
    • Global: 125 gold
    • Close to tower: 150 gold is split among the players who participate in destroying the turret.
  • Experience on destruction
    • Global: 0 exp
    • Close to tower: 0 exp

Inner Towers

Health AD Armor MR Attack Speed
1300 152 100 100 0.83
  • Status:
    • +200 health for each enemy champion in the game.
    • +4 AD at 8:00 and every minute after that, until 250 AD.
  • Items:
    • Penetrating Bullets
    • Reinforced Armor
    • Warden's Eye
    • Fortification
    • Top and Bottom Inner Towers have Vanguard item.
  • Gold on destruction
    • Global: 150 gold
    • Close to tower: 100 gold is split among the players who participate in destroying the turret
  • Experience on destruction
    • Global: 30 exp
    • Close to tower: 0 exp

Inhibitor Towers

Tower beam
Health AD Armor MR Attack Speed
1000 152 100 100 4.0
  • Status:
    • +200 health for each enemy champion in the game.
    • +4 AD at 8:00 and every minute after that, until 290 AD.
    • 5 health regeneration per 5 seconds.
  • Items:
    • Lightning Rod
    • Reinforced Armor
    • Warden's Eye
  • Gold on destruction
    • Global: 175 gold
    • Close to tower: 0 gold
  • Experience on destruction
    • Global: 100 exp
    • Close to tower: 0 exp

Nexus Towers

Health AD Armor MR Attack Speed
1500 152 100 100 4.0
  • Status:
    • +200 health for each enemy champion in the game.
    • +4 AD at 8:00 and every minute after that, until 290 AD.
    • 5 health regeneration per 5 seconds.
  • Items:
    • Lightning Rod
    • Reinforced Armor
    • Warden's Eye
  • Gold on destruction
    • Global: 50 gold
    • Close to tower: 0 gold
  • Experience on destruction
    • Global: 0 exp
    • Close to tower: 0 exp

Outer Towers

Health AD Armor MR Attack Speed
1100 152 50 50 0.83
  • Status:
    • +250 health for each enemy champion in the game.
  • Items:
    • Penetrating Bullets
    • Reinforced Armor
    • Warden's Eye
  • Gold on destruction
    • Global: 100 gold
    • Close to tower: 0 gold
  • Experience on destruction
    • Global: 0 exp
    • Close to tower: 0 exp

Inner Towers

Health AD Armor MR Attack Speed
1300 160 100 100 0.83
  • Status:
    • +250 health for each enemy champion in the game.
  • Items:
    • Penetrating Bullets
    • Reinforced Armor
    • Warden's Eye
  • Gold on destruction
    • Global: 100 gold
    • Close to tower: 0 gold
  • Experience on destruction
    • Global: 0 exp
    • Close to tower: 0 exp

Inhibitor Towers

Health AD Armor MR Attack Speed
1600 170 100 100 1.25
  • Status:
    • +250 health for each enemy champion in the game.
  • Items:
    • Penetrating Bullets
    • Reinforced Armor
    • Warden's Eye
  • Gold on destruction
    • Global: 100 gold
    • Close to tower: 0 gold
  • Experience on destruction
    • Global: 0 exp
    • Close to tower: 0 exp

Nexus Towers

Health AD Armor MR Attack Speed
1900 150 100 100 2.5
  • Status:
    • +250 health for each enemy champion in the game.
    • 5 health regeneration per 5 seconds.
  • Items:
    • Penetrating Bullets
    • Reinforced Armor
    • Warden's Eye
  • Gold on destruction
    • Global: 100 gold
    • Close to tower: 0 gold
  • Experience on destruction
    • Global: 0 exp
    • Close to tower: 0 exp

EMPTY

Outer Towers

Health AD Armor MR Attack Speed
1700 185 70 75 0.83
  • Status:
    • +250 health for each enemy champion in the game.
    • +6 AD at 0:40 and every minute after that, until 233 AD.
    • +1 armor and magic resist at 0:45 and every minute after that, until 78 armor and 83 magic resist
  • Items:
    • Penetrating Bullets
    • Reinforced Armor
    • Warden's Eye
  • Gold on destruction
    • Global: 150 gold
    • Close to tower: 0 gold
  • Experience on destruction
    • Global: 30 exp
    • Close to tower: 0 exp

Inhibitor Towers

Health AD Armor MR Attack Speed
1700 195 70 75 0.83
  • Status:
    • +250 health for each enemy champion in the game.
    • +6 AD at 0:40 and every minute after that, until 243 AD.
    • +1 armor and magic resist at 0:45 and every minute after that, until 78 armor and 83 magic resist
  • Items:
    • Penetrating Bullets
    • Reinforced Armor
    • Warden's Eye
  • Gold on destruction
    • Global: 150 gold
    • Close to tower: 0 gold
  • Experience on destruction
    • Global: 70 exp
    • Close to tower: 0 exp

Nexus Towers

Health AD Armor MR Attack Speed
1400 175 50 75 0.83
  • Status:
    • +250 health for each enemy champion in the game.
    • +6 AD at 0:40 and every minute after that, until 223 AD.
    • +1 armor and magic resist at 0:45 and every minute after that, until 58 armor and 83 magic resist
  • Items:
    • Penetrating Bullets
    • Reinforced Armor
    • Warden's Eye
  • Gold on destruction
    • Global: 150 gold
    • Close to tower: 0 gold
  • Experience on destruction
    • Global: 120 exp
    • Close to tower: 0 exp

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 the tower's range. 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 (ex. Karthus' Karthus' Wall of Pain 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 Zz'Rot Portal.
  2. The closest targetable Trap (ex. Jack In The Box Jack In The Box).
  3. The closest enemy Pet (ex. Summon: Tibbers Summon: Tibbers).
  4. The closest enemy Siege Minion or Super Minion.
  5. The closest enemy Melee Minion.
  6. The closest enemy Caster Minion.
  7. The closest enemy Champion.

Turret Passives/Items

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

Fortification

  • Unique Passive - Fortification: Blocks 30 damage from champion basic attacks, this effect expires after 7 minutes. (Reduction applies before armor.)

File:Lightning Rod.png Lightning Rod

  • 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
  • Unique Passive - Warming Up: Turrets gain 37.5% damage each time they strike a champion (Max 75% bonus damage).
  • Unique Passive - Heated Up: After the turret is fully heated, consecutive attacks against the same champion deal 25% additional damage (Max 50% bonus damage).

Against champions, Warming Up and Heated Up combine to deal 100% damage on the first hit, then 137.5%, 175%, 200%, and finally 225% on the fifth hit and beyond. If the turret attacks another champion, only Heated Up stacks will be reset, and the damage will stay at 175%. As soon as the turret is not targeting any champion, both passives reset and damage returns to 100%.

It should be noted that this Warming-Up is not champion-specific, meaning it keeps stacking even when switching between champions. In other words, it resets only when attacking a non-champion (pet, minion or monster).

Reinforced Armor

  • Unique Passive - Reinforced Armor: Gains 200 armor and magic resistance when no enemy minions are in range for attack.

This reduces the effectiveness of backdooring (pushing without minions) compared to conventional pushing. Pets (Annie's Annie's Tibbers Tibbers, Malzahar's Malzahar's Voidlings Voidlings), traps (Shaco's Shaco's Jack In The Box Jack In The Box), and monsters (a Golem Golem brought around by Syndra's Syndra's Force of Will Force of Will) do not deactivate this passive.

Warden's Eye

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

Vanguard

  • Unique Passive - Tower Vanguard: Has a 30 health champion damage shield. This shield regenerates to full 30 seconds after not taking damage.
    • Minion damage bypasses the shield.
  • Unique Passive - Champion Vanguard: While this tower has the tower vanguard shield, grants nearby champions a 30 health per second regeneration shield (Max 300 health). This shield decays while away from a shielded tower. The shield does not regenerate on champions actively taking damage.
    • Range: 1100 range.
    • Shield granted to champions is not applied if the tower's shield is depleted.

Damaging Turrets

  • Damage to a turret is based on base attack damage plus the higher of bonus attack damage or 40% of ability power.[2] It is not affected by any kind of armor penetration or magic penetration.[3][4]
  • Critical strikes will register against turrets, but no bonus damage will be applied. Also the Frenzy Mastery won't be triggered.

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 effect Towers

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

Media

Patch history

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:

  • Howling Abyss
    • 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
    • Innet 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
        • Unique Passive - Tower 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 tower has the tower vanguard shield, grants nearby champions a 30 health per second regeneration shield (Max 300 health). This shield decays while away from a shielded tower. 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 tower, 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.

V3.5:

  • 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%).

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.

References

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