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Turret base stats
Base stats (no present enemy minions) for the Blue outer Turret.
Purple team nexus turret
Purple team Inhibitor mid turret
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 do 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 attack an enemy champion only if that champion deals damage to an allied champion. The ally must also be within range of the same turret in order for it to attack the enemy. 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 spell that deals no damage (such as  Karthus's  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 (i.e.  Rampant Growth).
  2. The closest enemy Pet (i.e.  Mirror Image,  Hallucinate,  Summon: Tibbers,  Children of the Grave,  Summon Voidling,  H-28G Evolution Turret,  Decoy,  Spider Swarm, or  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 corrsponding 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].
  • Turrets first attacks on champions deal 105% damage [2].
  • The Nexus Obelisk deals a flat 1000 damage every 0.5 seconds, ignoring all damage reduction and resistance.

Damage from the other turrets is mitigated by your armor - minus the Armor penetration due to the Penetrating Bullets passive.

Passives described by the Turret's Inventory items

Turrets have an item inventory that can be seen by clicking on them. Each item in the inventory explains a specific turret mechanic.

  • Reinforced armor
    • +60 Armor and +100 Magic resist
    • Unique passive - Backdoor plating : Gains 150 Armor and 150 Magic resistance when no enemy minions are in range for attack. This makes backdooring less effective than conventional pushing. It is not tested whether traps (Shaco's Jack in the box), pets (Annie's Tibbers or Yorick's ghouls) and monsters (a Golem brought around by Syndra's Force of Will) deactivate this passive too.
  • Penetrating Bullets
    • +30% Armor Penetration
    • Unique passive - Dodge Piercing : Turret attacks can not be dodged
    • Unique passive - Warming Up : Turrets gain 25% damage each time they strike a champion (Max 75% bonus damage). It should be noted that this passive 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).
    • Unique passive - Heated Up : After the turret is fully heated, consecutive attacks against the same champion deal 25% additional damage (Max 50% bonus damage).

Both Warming Up and Heated Up bring a total of 105% damage on the first hit, then 125%, 150%, 175%, 200%, and up to a maximum of 225% on the sixth hit and beyond. If the turret attacks another champion, only Heated Up stacks will be reset, and the damage will stay at 175%. If a non-champion (pet, minion, monster, trap...) is hit, both passives reset and damage returns to 105%.

  • Warden's Eye
    • +1000 vision radius
    • Unique passive - Magical Sight : Can see invisible units

Turrets have 1095 sight range and 775 attack range.

Statistics (Summoner's Rift)

Turret Range Base HP Base AD Gains 4 AD / 1Ar/MR every min: AD Caps at:
Outer 775* 2550 156 starting at 0:15 mark.*** 184
Inner 775* 2550 170 starting at 8:00 mark. 262*
Inhibitor 775* 2550 190 starting at 8:00 mark. 330*
Nexus 775* 2425 180 starting at 8:00 mark. 340*
Obelisk 1000* 9999** 999** N/A N/A

(* Estimated values [3])

(** That can be checked only on spectator mode as Nexus Obelisk is untargetable while playing. As mentioned above, the damage dealt is true damage. )

(*** See last point in the chapter below for damage reduction)

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[4]. It is not affected by any kind of armor or magic penetration[5] [6].
  • Critical strikes will register against turrets. However, they are not affected by them, and no bonus damage will be incurred.
  • Top and middle lane outer turrets have 20 damage reduction from champion basic attacks since V4.1. The phrasing in the patch notes makes it ambiguous whether this is permanent or happens only during the first 8 minutes of the game; feel free to test and update.

Rewards for destruction

Last-hitting a turret does not grant extra gold to the champion.

The following gold, xp, and health regen values are quoted from the Patch V3.14 notes [7]

  • 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.

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


Turret Development
The texture and model of a turret in development.
  • Turrets count as terrain. Any abilities that interact with terrain can trigger their effects using them, namely the stuns from  Poppy's  Heroic Charge and  Vayne's  Condemn.  Nautilus's  Dredge Line will also drag him to turrets.
  • Towers can be shielded by  Janna's  Eye Of The Storm.
  • Aura effects do not affect turrets.
  • If a turret is destroyed while a shot is in mid-flight, that shot would 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.


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