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Turret

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Turret base stats

Base stats (no present enemy minions) for the Blue outer Turret.

NexusTurret

Purple team nexus turret

InhibitorMidTurret

Purple team Inhibitor mid turret

InnerMidTurret

Purple team Inner mid turret

Destroyed Turret

A destroyed outer Turret in bot lane

A Turret, also called a Tower, is a heavy fortification that blocks the enemy's minion waves and champions' path to the Nexus. 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.

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. KarthusSquare.png Karthus's 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 targetable Trap (ex. Jack In The Box.png Jack In The Box).
  2. The closest enemy Pet (ex. Mirror Image.png Mirror Image, Hallucinate.png Hallucinate, Summon- Tibbers.png Summon: Tibbers, Children of the Grave.png Children of the Grave, Summon Voidling.png Summon Voidling, H-28G Evolution Turret.png H-28G Evolution Turret, Decoy.png Decoy, Spider Swarm.png Spider Swarm, or Omen of Death.png Omen of Death).
  3. The closest enemy Siege Minion or Super Minion.
  4. The closest enemy Melee Minion.
  5. The closest enemy Caster Minion.
  6. The closest enemy Champion.

Turret healing and invulnerability

  • Inhibitor turrets have 15 health regeneration per 5 seconds.
  • The Nexus Turrets also have natural health regeneration. However, if inhibitors have been destroyed this far, it would be difficult to "turtle" the match by turret-hugging.
  • Inner turrets are invulnerable and untargetable until the corresponding Outer turrets are destroyed. Likewise, Inhibitor turrets are invulnerable and untargetable until the corresponding Inner turrets are destroyed, and Nexus turrets are invulnerable and untargetable unless at least one inhibitor is destroyed.

Turret Damage

  • Turrets deal 70% damage to siege minions and super minions [1].
  • Damage is mitigated by your armor - minus the Armor penetration due to the Penetrating Bullets passive.
  • The Nexus Obelisk deals a flat 1000 damage every 0.5 seconds, ignoring all damage reduction and resistance.
  • Turrets 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.

Turret Passives

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

Reinforced Armor

  • Unique Passive - Reinforced Armor: Gains 150 armor and 150 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 (AnnieSquare.png Annie's Summon- Tibbers.png Tibbers, MalzaharSquare.png Malzahar's Summon Voidling.png Voidlings), traps (ShacoSquare.png Shaco's Jack In The Box.png Jack In The Box), and monsters (a GolemSquare.png Golem brought around by SyndraSquare.png Syndra's Force of Will.png Force of Will) do not deactivate this passive.

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).

Warden's Eye

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

Fortification (Outer turrets only.)

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

Turret Statistics (Summoner's Rift)

All turrets have 1095 sight range and 775 attack range.The following table details values that are not the same across all turrets.

Turret Health AD (Max) Armor (Max) MR (Max) +4 AD, +1 Armor, +1 MR at…
Outer 25501 152 (180) 603 100 (107) 0:30, 1:30, …, 6:303,4
Inner 25501 170 (250) 60 (80) 100 (120) 8:00, 9:00, …, 27:00
Inhibitor 25501 190 (310) 67 (97) 100 (130) 8:00, 9:00, …, 37:00
Nexus 19252 180 (300) 65 (95) 100 (130) 8:00, 9:00, …, 37:00
  1. 1300 plus 250 per champion on the enemy team.
  2. 1300 plus 125 per champion on the enemy team.
  3. Outer turrets do not gain armor over time.
  4. 0:40, 1:40, …, 6:40, reduced by 2 seconds for each champion on the enemy team.

Damaging Turrets

  • Damage to a turret is based on your base attack damage plus the higher of your bonus attack damage or 40% of your ability power.[2] It is not affected by any kind of armor 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.
  • Outer turrets have 30 damage reduction from champion basic attacks for the first 7 minutes of the game.

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 do not deal bonus damage to turrets

It should be noted, however, that some of these abilities reset the champion's autoattack animation, and while the ability itself does not deal bonus damage to the turret, activating it right after an attack will allow for a double strike, taking the turret down faster.

Abilities that are not affected when attacking turrets

No stacking effect

No heal

No proc

Rewards for destruction

  • When an Outer turrets is destroyed, each member of the destroyer's team gains 100 global gold, and 150 gold are split among the players who participate in destroying the turret. No experience is gained.
  • When an Inner turret is destroyed, each member of the destroyer's team gains 30 experience, each member of the destroyer's team gains 125 global gold, and 100 gold are split among the players who participate in destroying the turret.
  • When an Inhibitor turret is destroyed, each member of the destroyer's team gains 100 experience and 175 gold. Players participating in the destruction of the turret do not gain additional gold.

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

Strategy

Turrets are one of the core components of League of Legends gameplay, providing damage, vision (including stealth detection,) and general control of the surrounding jungle. Although they are extremely powerful, they can only target one champion, and can be taken down surprisingly quickly in the later phase of the game when large waves of minions build up or a high-DPS champion is present. Tower-diving is a large gamble, depending on how durable the champion being hit is, but with proper coordination can mean the destruction of the turret as well as a kill or two. Generally, the game enters it's mid-phase when two or three turrets (usually the outer ones) have been destroyed because of the more open map for the opposing team. It is essential that the inhibitor turrets are kept in good health, else a champion or large minion wave may destroy the inhibitor while the team is focused on another objective.

The middle lane outer and inner turrets are widely considered the most important on Summoner's Rift due to their position, as eliminated them denies vision and protection of a larger area of the map. They also become the most vulnerable if the bottom or top towers have been destroyed. Losing these towers means that the enemy can freely transverse between each half of the map, and do so undetected if there is no vision, making ganks from the Jungler and roams from the mid laners themselves more threatening.

Remember that turret's damage start weaker until the fifth shot against an enemy champion due to their passive inventory, and the damage increase does not reset until it switches to target a minion. If a dive is going to be executed, time is of the essence! A skilled summoner can quickly deliver a final blow before they eat too many tower hits. Certain champions are better suited for tower-diving than others, such as Pantheon's passive. That being said, the more champions present, the less effective a turret is. A team can easily ignore a turret if the tank is taking aggro for the more fragile damage dealers.

Luckily, early in the game, turrets are your main safe haven to go to during the laning phase. Even if you cannot out-damage the enemy champion, you can still keep up by carefully timing last hits on the minions with the help of your tower, earning you enough gold to buy your essential items. Not even stealth can bypass a turret's aggro, and prioritize champion's pets before minions.

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 PoppySquare.png Poppy's Heroic Charge.png Heroic Charge and VayneSquare.png Vayne's Condemn.png Condemn. NautilusSquare.png Nautilus's Dredge Line.png 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.

Trivia

Turret Development

The texture and model of a turret in development.

  • Turrets can be shielded by JannaSquare.png Janna's Eye of the Storm.png Eye Of The Storm, and is currently the only champion that can do so.
  • Aura effects do not affect turrets.
  • If a turret is destroyed while a shot is in mid-flight, that shot will not deal any damage.
  • The 3D models and icons of the Inner, Inhibitor and Nexus turrets are different. Inner and Outer turrets have the same model and icons.

Patch history

V4.11:
  • Penetrating Bullets: Turret damage gained per hit increased to 37.5% from 25%.
  • Warming Up: Turrets now finish warning 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%).

References

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