Turret
Turrets, also called towers, are heavy fortifications that attack enemy units on sight. Turrets are a core component of League of Legends. They deal damage to enemies and provide vision to their team, allowing them to have static and persistent control over the battlefield. Turrets target one unit at a time and deal heavy damage. Teams must destroy enemy turrets to push their assault into enemy territory.
There are 11 turrets per team on Summoner's Rift and 4 on
Howling Abyss.
General[edit | edit source]
Outer turret features:
- : Large stone shields called plates are attached to this turret and protect it. Each plate represents a segment of the turret's health, visible on their health bar. Turrets start with five plates, each with 1000 health, meaning that they start with 5000 health. When a champion destroys a plate, they and nearby allies get a gold reward. As plates are lost, the turret gains increasing damage resistance, thus becoming harder to destroy. Plates fall and all of the following associated bonuses disappear at 14:00 game time. 30 seconds before they fall, the crystals embued on the remaining plates flicker, playing a visual and audio indicator, and there will also be an announcement.
- Passive: Grants -25 / 25 / 75 / 125 / 175 (based on current health) bonus armor and bonus magic resistance.
- Passive - Bulwark: When an outer turret's health is reduced to 4000, 3000, 2000, and 1000 health; the turret gains a stack of Bulwark for 20 seconds. The duration refreshes upon gaining a new stack while the effect is already active. Each stack grants 20 – 100 (based on nearby enemy champions) bonus armor and bonus magic resistance, up to a maximum of 80 – 400 (based on nearby enemy champions) bonus resistances at 4 stacks. Granted resistances increase based on the number of alive enemy champions within
850 range of the center of the turret.
- Plates take 17% reduced damage from
minion attacks and
ranged
champions.
- Destroying a plate grants
125 local gold.
- : When two or more enemy champions—excluding the one who possesses a Jungle item ( )—are detected within this lane and its immediately surrounding area, activates the following effects. Detection is active from 1:30 and ends at 2:15 in the middle lane and 3:00 in the top lane.
- Lane Swap Detected (Middle Lane): This turret has gained 95% damage reduction from all sources and it deals 1000% damage against
minions. If a Support item ( ) user is detected, any
minion
gold and
experience bounties they would earn are invalidated and their Support item is disabled. The defending ally is granted a buff, causing them to be attributed kill score and 100% of the
gold bounty from
champions and
minions killed by the origin turret or the lane's minions—regardless of range, combat or death status, or the kill attribution timer from damage. These effects will linger for 6 seconds after leaving the detection area.
- Lane Swap Detected (Top Lane): This turret has gained 95% damage reduction from all sources. If a Support item ( ) user is detected, the defending turret deals 1000% damage against
champions and
minions, and additionally any
minion
gold and
experience bounties they would earn are invalidated and their Support item is disabled. The defending ally is granted a buff, causing them to gain 50% damage reduction within
600 units of the origin turret and be attributed kill score and 100% of the
gold bounty from
champions and
minions killed by the origin turret or the lane's minions—regardless of range, combat or death status, or the kill attribution timer from damage. These effects will linger for 20 seconds after leaving the detection area.
- If no player in a team has equipped a Jungle item, this rule is entirely disabled against that team.
- If two or more players on the enemy team have equipped a Jungle item, all players who have equipped a Jungle item are invariably included in the rule.
- There are various indicators for the effects being active:
- Players approaching the area where penalties are applied will trigger a flashing text on their champion every two seconds stating "Lane swap detected! Please leave the area!"
- Players inside the area where penalties are applied will trigger a different flashing text on their champion every two seconds stating [The triggered text is currently Unknown, please help fill this]
- While under the detection's effects, detected champions gain a debuff on their status bar indicating that they are incurring the Lane Swap Detector penalty. The defending champion gains a buff on their status bar indicating they have gained its bonuses. These buffs/debuffs are not visible in enemies' status bar.
- Champions incurring the penalty will also show a prominent mark next to them to indicate they are debuffed. This is visible to both teams.
- Champions slain by the turret during the detection's effects will award a kill point to the buffed ally and be announced as slain by the champion. Enemies are not executed nor announced as such under any circumstance.
- Lane Swap Detected (Middle Lane): This turret has gained 95% damage reduction from all sources and it deals 1000% damage against
Notes[edit | edit source]
- Turrets have a
sight radius of
1350 and an
attack range of
750. Their shots travel at a speed of 1200 and are unblockable
projectiles. They are also
immune to crowd control except
stasis.
- Turret shots will visually appear before they are actually fired, which may result in a shot appearing to deal no damage if the turret is destroyed between creating the shot visual and firing the real shot.(bug)
- If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage.
- Turrets are units located on top of impassable terrain. This terrain remains even after the turret is destroyed.
- Effects that interact with terrain will do so for both functional and destroyed turrets.
Items[edit | edit source]
Turrets have a pseudo-inventory which consists of items that grant them additional effects, similarly to the inventories of champions. Each of these items provide the turret with mechanics that improve their overall offense and defense on the battlefield. The following section lists and describes the effects that all turrets inherently have:

- Unique Passive: Gains 30% armor penetration.
- Unique Passive - Dodge Piercing: Turret attacks, once their windup has completed, cannot be evaded, parried, nor
intercepted. They will be still be
destroyed by effects that 'pop' homing projectiles, such as their target becoming
untargetable.
- Unique Passive - Warming Up: The damage dealt by turrets increases by 50% each time they hit a
champion, up to 150% bonus damage. This effect resets 5 seconds after the last shot hits a champion, but it doesn't reset when switching targets.
- Unique Passive - Reinforced Armor: Reduces incoming damage by 80%, including
true damage, when no enemy
minions or are nearby.
Pets,
traps, and
neutral monsters do not deactivate this effect.
- Deactivation of this bonus takes place immediately. Re-activation of it is delayed by 3 seconds (whenever applicable).
- Unique Passive: All base turrets have
health regeneration, but this regeneration is limited by their current health:
- Current health between 67% and 100%: Regenerates up to 100% health.
- Current health between 34% and 66%: Regenerates up to 66% health.
- Current health below 34%: Regenerates up to 33% health.
- Unique Passive - Reinforced Armor: Reduces incoming damage by 80%, including
- Unique Passive -
True Sight: Can see all units and traps (including those in
stealth) within 1100 range
- The turret's line of vision can be obstructed (e.g. by terrain).
- Unique Passive -
Turret rewards[edit | edit source]
Destroying a turret grants two gold rewards to the team that destroys it: a global reward and a local reward.
- The global reward is given to all the champions in the team.
- The local reward is shared between all champions alive and within 1200 range of the turret at the moment of its destruction. Additionally, if a champion deals the killing blow directly, they will always earn their share of the reward whether they are
dead or not.
- Champions who are alive and have assisted in destroying the turret by dealing damage to it directly or via their summons (including the
- The paradigm for local rewards also apply to the distributed reward from destroying stages.
) within the last 10 seconds receive their share as well, regardless of range.
Target selection[edit | edit source]
Turrets attack the first enemy unit that comes into their range and continue attacking that unit until it dies, leaves the attack range of the turret, or stops being targetable. When the current target is lost by any means, the turret selects a new target. If several targets are in range, the turret chooses its new target by following this priority list (they will attack the closest and most prioritized enemy):
However, if an enemy champion deals damage to an allied champion who is within 1400 range of a turret, the turret switches targets to attack the enemy champion. The damage can come from any source, including pets. Turrets don't attack enemy champions using non-damaging spells, like . They will still attack them if the spell or attack is blocked by a spell shield or if the attack triggers combat effects.
Damaging turrets[edit | edit source]
A turret can only be targeted and damaged if it is the outermost structure standing in its lane. Turrets located behind the outermost standing turrets are invulnerable and untargetable until the outermost one is destroyed. This means that inner turrets only become vulnerable when their respective outer turret is destroyed, and inhibitor turrets only become vulnerable when their respective inner turret is destroyed. Nexus turrets are only vulnerable if one or more of their inhibitors are destroyed.
Turrets fall apart as they take damage.

Turrets are not valid targets to most abilities, spells and auras. Exceptions are listed in the lists below. Basic attacks don't apply health based damage modifiers or critical strikes, unless otherwise stated. Armor penetration and magic penetration are factored into the damage dealt to any structure. Some on-hit effects can apply to structures and/or turrets.
Unmodified basic attacks' damage against turrets is 100% base AD (+ 100% bonus AD) (+ 60% AP). The damage type depends on ability power and bonus attack damage:
- Physical damage if 100% bonus AD > 60% AP.
- Magic damage if 100% bonus AD < 60% AP.
The
rune helps to destroy turrets quickly. When a champion with the Demolish rune is within the range of a turret, 6 crystals appear around the turret's base. These crystals act as a countdown timer that indicates when the turret will be vulnerable to Demolish.Abilities that deal bonus damage to turrets[edit | edit source]
On-hit Effects[edit | edit source]
- and second attack
- and
- and
- 's 4th shot will still crit structures at 44% reduced damage
- The fourth hit of
- and
Single target[edit | edit source]
Area of Effect[edit | edit source]
- after casting
Turret-Targeted[edit | edit source]
- (does not deal damage)
Items that deal bonus damage to turrets[edit | edit source]
Abilities that affect turrets[edit | edit source]
- Turrets can be put into stasis by .
- Turrets can be shielded by .
- Turrets can be disabled by .
Last-hitting a turret does not grant bonuses to champions, unless they have a guaranteed effect for any unit regardless of their type:
Summoner's Rift turrets[edit | edit source]
Type | Location | Number |
---|---|---|
Outer turrets | In front of the inner towers. | 6 |
Inner turrets | In front of the inhibitor towers. | 6 |
Inhibitor turrets | In front of an inhibitor, guarding the entrances to the base. | 6 |
Nexus turrets | In front of the Nexus | 4 |
Howling Abyss turrets[edit | edit source]
Type | Location | Number |
---|---|---|
Outer turrets | In front of the inner towers. | 2 |
Inhibitor turrets | In front of an inhibitor, guarding the entrances to the base. | 2 |
Nexus turrets | In front of the Nexus | 4 |
Strategy[edit | edit source]
- Turrets can be used to create choke points using traps such as , especially in the narrow areas between a turret and nearby terrain, as minions will not normally walk through those areas of lanes.
- On Summoner's Rift, the majority of champions during the early game have enough base
attack damage (including any sufficient passive attack effects such as ) to last hit minions with assistance from turrets by using only basic attacks. Assuming that minions have taken none or negligible damage from other sources prior to or during being attacked by the turret:
- Melee minions may sustain two turret attacks, and then one champion attack to last hit.
- Ranged minions may sustain one champion attack, then one turret attack, then another champion attack to last hit.
- Destroying the five stacks of
625 (125 × 5 plates), plus
300 (250 local gold bounty for the Outer turret + 50 global gold bounty for taking down a turret) for a total of
925.
grants a total of - Turrets have one of the largest hitboxes in the game, so it is possible for enemies to misclick into the turrets instead of into the player.
Turret Variants[edit | edit source]
League of Legends have had numerous different turrets during its history. Most were primarily used for Summoner's Rift while the remaining ones for ARAM, Twisted Treeline, and other game modes.
These are all the Turrets used after second Summoner's Rift map update
-
Blue "Summoner's Rift" Turret (Order)
-
Red "Summoner's Rift" Turret (Order)
-
Blue "Summoner's Rift" Turret (Chaos)
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Red "Summoner's Rift" Turret (Chaos)
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Blue "Summoner's Rift" Turret Shield (Order)
-
Red "Summoner's Rift" Turret Shield (Order)
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Blue "Summoner's Rift" Turret Shield (Chaos)
-
Red "Summoner's Rift" Turret Shield (Chaos)
Trivia[edit | edit source]
- Whenever a turret is destroyed, the crystal where its attacks originate from shatters and drops on the ground.
- Attack orbs and their launch visual become larger and brighter, and their colors blend more smoothly with the trajectory's colors.
- Attack trajectories transform to an erratic line pattern and gain particle effects.
- Hit VFX become brighter, larger and gain a lensing effect.
attacks evolve stage by stage (up to four):
- Sometimes, the base layer of the map (cyan/blue color, normally) is visible through a destroyed turret's base.(bug)
- Older versions of League of Legends used to feature up to three different models of turrets per faction. In the latest version however, all turrets of one faction use the same model.
- Order's and Chaos' turrets have several visual and technical differences:
- The crystal atop Chaos turrets' staff appears to be floating, whereas it is directly attached onto the Order turrets' staff.
- Chaos' Nexus Obelisk uniquely does not resemble its respective turrets, unlike Order. On the Howling Abyss, one single standard Order turret functions as Order's Nexus Obelisk, while Chaos has none and their Obelisk is replaced by a purple eye attached to the nearby gate instead.
- Based on the visuals, theoretically a destroyed Chaos turret sustains less structural damage when taken down than an Order turret. Also, destroyed Order turret's ornaments slowly fade away while Chaos' sink into the ground.
- In their current design iteration, the Order faction turrets' staves have the shape of a hammer, while the Chaos faction turrets' staves have the shape of a spear or halberd.
- On Summoner's Rift, Chaos turrets have their base detached from their pedestals, as if floating. The only part that is attached to the pedestals and the terrains are their staves.
- One of the old turret variants used the old model for the lane turrets.
- is effective at the start of the game, but an animation plays from 0:25 to 0:32 that shows Outer turrets as "armoring up" while plates form around it.
- The icons for turrets' passives/items are reused from previous game assets.
- Season 2020.
- Before that, it was called
Penetrating Bullets, which used the icon of
Skull Crusher, an alpha item with unknown effects.
uses the icon of , an item that was removed in - Before that, it was called
Netherrift Armor, an alpha item with unknown effects.
uses the icon of - uses the icon of , a removed turret buff.
- uses the icon of , a removed item.
- uses the icon of , a removed summoner spell.
- Season 2020.
- In the oldest versions of the game, Nexuses used to be targetable by enemies even while turrets were defending it. This allowed a team to destroy the enemy Nexus directly. The only way this is possible in the current patch is by the the enemy team surrendering.
- Turrets were featured in the obscure mobile game League of Legends: Turret Defence.
Media[edit | edit source]
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Blue Turret Concept
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Blue Turret Model
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Blue Turret 1
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Blue Turret 2
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Summoner's Rift Update Turret Concept
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Summoner's Rift Update Blue Turret Concept
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Summoner's Rift Update Red Turret Concept
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Summoner's Rift Update Turret Models
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Howling Abyss Turret Concept (by Riot Artist Maokai Xiao)
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Nexus Siege Turret Concept 1 (by Riot Artist Max Gon)
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Nexus Siege Turret Concept 2 (by Riot Artist Max Gon)
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Nexus Siege Turret Concept 3 (by Riot Artist Max Gon)
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Nexus Siege Turret Concept 4 (by Riot Artist Jeremy Page)
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Nexus Siege Turret Concept 5 (by Riot Artist Jeremy Page)
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Nexus Siege Turret Concept 6 (by Riot Artist Jeremy Page)
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Nexus Siege Turret Concept 7 (by Riot Artist Jeremy Page)
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Nexus Siege Turret Concept 8 (by Riot Artist Jeremy Page)
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Nexus Siege Turret Concept 9 (by Riot Artist Jeremy Page)
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Arcade Summoners Rift Promo
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Arcade Turret Concept 1 (by Riot Artist Jeremy Page)
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Arcade Turret Concept 2 (by Riot Artist Jeremy Page)
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Arcade Turret Concept 3 (by Riot Artist Jeremy Page)
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Arcade Turret Concept 4 (by Riot Artist Ayhan Aydogan)
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Arcade Turret Concept 5 (by Riot Artist Ayhan Aydogan)
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Arcade Turret Concept 6 (by Riot Artist Ayhan Aydogan)
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Arcade Turret Concept 7 (by Riot Artist Ayhan Aydogan)
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Arcade Turret Concept 8 (by Riot Artist Ayhan Aydogan)
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Arcade Turret Concept 9 (by Riot Artist Ayhan Aydogan)
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First stage of damage on a turret.
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Second stage of damage on a turret.
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A destroyed turret.
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Lightning Rod effect on inhibitor and nexus turrets removed on patch V6.22
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Turret "Wild Rift" Concept 1 (by Riot Contracted Artist Noodle Li)
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Turret "Wild Rift" Concept 2 (by Riot Contracted Artist Noodle Li)
-
Turret "Wild Rift" Concept 3 (by Riot Contracted Artist Shuohan)
-
Turret "Wild Rift" Concept 4 (by Riot Contracted Artist Shuohan)
Patch History[edit | edit source]
- New: Now debuffs detected Support item users with a 100% reduction of all minion gold and minion experience bounty earned.
- New: Top lane turret now gains 1000% damage to champions and minions when a Support item user is detected.
- Old: Top lane turret gains 1000% damage to champions and minions if any two non-Jungler players are present within the penalty zone.
- All other effects are unchanged and still apply.
- Detection start time reduced to 1:30 from 1:35.
- Midlane detection zone no longer includes any portion of the Raptor camp on both sides.
- Bug Fix: Turrets no longer unintentionally change their target to a lane minion that has aggroed an allied champion who has been under the turret at any point before the minion's death (behaving as if the minion is considered a champion).
- Nexus Turret
- Bug Fix: Respawned Nexus Turrets now properly gain
true sight of
stealthed traps.
- Bug Fix: Respawned Nexus Turrets now properly gain
- Minion experience bounty penalty reduced to 25% from 50%.
- Minion gold bounty penalty reduced to 25% from 50%.
- The "Lane swap detected! Please leave the area!" warning now only plays as a warning when detected players are at a certain distance away from the area where penalties are applied.
- Added a new flashing message to notify players who are actually incurring the penalty.
- Bug Fix: Junglers no longer incorrectly trigger penalties upon entering the enemy half of the jungle from within the detection area.
- Bug Fix: Frozen Thralls can no longer trigger the penalties as if they were a valid champion.
- Bug Fix: Various clones can no longer trigger the penalties as if they were a valid champion.
- is now special-cased to not trigger while untargetable and dashing through an applicable lane.
- V25.05 - March 6th Hotfix
- Detection start time increased to 1:35 from 1:30.
- Middle lane detection end time reduced to 2:15 from 3:30.
- Top lane detection end time reduced to 3:00 from 3:30.
- Removed: Outer turrets in the top and middle lane no longer have .
- Fortification: Reduces all incoming damage by 50%. This item disappears after 5 minutes.
- New: Outer turrets in the top and middle lanes now have Lane Swap Detector.
- Lane Swap Detector: If two or more enemy champions, excluding the one who possesses a Jungle item, are detected within this lane and its immediately surrounding area, activates the following effects. Detection begins at 1:30 and ends at 3:30 game time. If no player on the enemy team has equipped a Jungle item, the rule is entirely disabled against that team; if two or more players on the enemy team have equipped a Jungle item, all players who own a Jungle item are invariably included in the rule.
- Lane Swap Detected (Middle Lane): This turret has gained 95% damage reduction from all sources. Its attacks against
minions deal 1000% damage. Detected enemies are debuffed, causing them to earn
50% minion experience bounty and
50% minion gold bounty. The defending ally is granted a buff, causing them to be attributed kill score and 100% of the
gold bounty from
champions and
minions killed by the origin turret or the lane's minions—regardless of range, combat or death status, or the kill attribution timer from damage. These effects will linger for 6 seconds after leaving the detection area.
- Lane Swap Detected (Top Lane): This turret has gained 95% damage reduction from all sources. Its attacks against
champions and
minions deal 1000% damage. Detected enemies are debuffed, causing them to earn
50% minion experience bounty and
50% minion gold bounty. The defending ally is granted a buff, causing them to gain 50% damage reduction within
600 units of the origin turret and be attributed kill score and 100% of the
gold bounty from
champions and
minions killed by the origin turret or the lane's minions—regardless of range, combat or death status, or the kill attribution timer from damage. These effects will linger for 20 seconds after leaving the detection area.
- Lane Swap Detected (Middle Lane): This turret has gained 95% damage reduction from all sources. Its attacks against
- Lane Swap Detector: If two or more enemy champions, excluding the one who possesses a Jungle item, are detected within this lane and its immediately surrounding area, activates the following effects. Detection begins at 1:30 and ends at 3:30 game time. If no player on the enemy team has equipped a Jungle item, the rule is entirely disabled against that team; if two or more players on the enemy team have equipped a Jungle item, all players who own a Jungle item are invariably included in the rule.
- Bug Fix: If a Nexus turret respawns inside Fog of War, no longer is visible, targetable, and shows as having 0 health, before sight of it has been gained.
- Bug Fix: Corrected attack range offset for various turrets.
- V25.S1.1 - January 13th Hotfix
- Undocumented / Bug Fix: Nexus turrets' true sight no longer persists while they are dead.
- Bounties
- Damage reduction reduced to 50% from 85%.
- Nexus Turret (SR)
- New Effect: Now respawns 3 minutes after being destroyed.
- Bonus damage per stack increased to 50% from 40%.
- Maximum damage increased to 150% from 120%.
- Stack duration increased to 5 seconds from 3.
- Bonus damage per stack increased to 50% from 40%.
- Bounties
- The paradigm for earning local turret takedown rewards has changed.
- New: A champion whose own direct damage destroys a turret earns the reward regardless of death state. All alive champions within 1200 units of the turret at the time of its destruction earn the reward. Any alive champion or their summoned units (including the ) who has assisted in taking down the turret in the last 10 seconds earns the reward regardless of range.
- Old: A champion whose own direct damage destroys a turret earns the reward regardless of death state. All alive champions within 1200 units of the turret at the time of its destruction earn the reward. Any alive champion who is between 1200 and 2500 units of the turret and has assisted in taking down the turret in the last 10 seconds earns the reward.
- The paradigm for earning
- New: A champion whose own direct damage destroys a plating stage earns the reward regardless of death state. All alive champions within 1200 units of the turret at the time of its plating stage being destroyed earn the reward. Any alive champion or their summoned units (including the ) who has assisted in taking down the turret plating in the last 10 seconds earns the reward regardless of range.
- Old: A champion whose own direct damage destroys a plating stage earns the reward regardless of death state. All alive champions within 1200 units of the turret at the time of its plating stage being destroyed earn the reward. Any alive champion who is between 1200 and 2500 units of the turret and has assisted in taking down a plating stage in the last 10 seconds earns the reward. The summoner grants the reward for taking down plating stages, regardless of death state and range.
rewards has changed.
- The paradigm for earning local turret takedown rewards has changed.
- VFX
- Cleaned up idle and attack priming brightness and particles.
- Increased the fidelity of all parts of a turret's attack.
- Reduced the size and noisiness of the hit visuals.
- New: attacks now have special effects, per-stage.
- Attack orbs and their launch visual become larger and brighter, and their colors blend more smoothly with the trajectory's colors.
- Attack trajectories transform to an erratic line pattern and gain particle effects.
- Hit VFX become brighter, larger and gain a lensing effect.
- Damage reduction increased to 85% from 75%.
- Bonus resistances per plate destroyed increased to 50 from 40.
- Bulwark bonus resistances per nearby enemy champion nearby on plate destroyed reduced to 20 from 45.
- Bug Fix: Tooltip for has been updated to note that the Backdoor bonus only reduces true damage and does not nullify it, in accordance with patch 14.1's change.
- Bug Fix: First turret floating gold text has been updated in accordance with patch 14.11's change instead of displaying the previous amount.
- First turret gold increased to
300 from
150. Announcement bugged to still display
150 until 14.12.
- Outer turret damage reduction for first 5 minutes increased to 75% from 50%.
- Bug Fix: Tooltip for the item in the turret's pseudo-inventory now uses the correct value for the backdoor damage reduction of 80%, rather than the pre-V14.1 value of 66.6%.
- Inner turret health increased to 4000 from 3000.
- Inhibitor turret health increased to 3500 from 3300.
- Nexus turret health increased to 3000 from 2700.
- Backdoor damage reduction increased to 80% from 66.666%.
- Backdoor damage reduction now reduces true damage instead of nullifying it entirely.
- Summoner's Rift
- Mid Lane Inner Turret
- Side Lane Inner Turret
- Inhibitor Turret
- Gold reward tooltips updated to show both local and global turret gold.
- Updated formatting of other turret item tooltips.
- New: Champions' basic attack against turrets deals 100% base AD (+ 100% bonus AD) (+ 60% AP).
- Old: Champions' basic attack against turrets deals 100% base AD plus the highest of 100% bonus AD or 60% AP.
- Bulwark bonus resistances per stack increased to 45 – 225 (based on nearby enemy champions) from 0 – 180 (based on nearby enemy champions).
- All Howling Abyss turrets
- Armor reduced to 60 – 81 (based on minutes) from 75 – 96 (based on minutes).
- Magic resistance reduced to 60 – 81 (based on minutes) from 75 – 96 (based on minutes).
- Howling Abyss:
- New Effect: Turrets now begin to decay resistances at 30:00 and health at 45:00 in Clash.
- Outer Turret
- Attack damage increased to 185 – 293 (based on minutes) from 185 – 233 (based on minutes).
- Armor increased to 75 – 96 (based on minutes) from 70 – 78 (based on minutes).
- Magic resistance increased to 75 – 96 (based on minutes) from 75 – 83 (based on minutes).
- New Effect: Armor and magic resistance are reduced to 40 at 12:00.
- Inhibitor Turret
- Attack damage increased to 195 – 375 (based on minutes) from 195 – 243 (based on minutes).
- Armor increased to 75 – 96 (based on minutes) from 70 – 78 (based on minutes).
- Magic resistance increased to 75 – 96 (based on minutes) from 75 – 83 (based on minutes).
- New Effect - Fortification: Inhibitor turrets now gain 30% damage reduction for 60 seconds after the Outer Turret is destroyed.
- Nexus Turret
- Attack damage increased to 195 – 375 (based on minutes) from 175 – 223 (based on minutes).
- Armor increased to 75 – 96 (based on minutes) from 50 – 58 (based on minutes).
- Magic resistance increased to 75 – 96 (based on minutes) from 75 – 83 (based on minutes).
- Outer turret base attack damage increased to 182 – 350 (based on minutes) from 162 – 344 (based on minutes).
- Bug Fix: Enemy turret plates once again display on the mini-map at all times, rather than only until the first plate of an enemy's turret was destroyed.
- V12.15 - August 10th Hotfix
- Bug Fix: Damage now properly increases with consecutive shots.
- Undocumented: Attacks now against
clones.
- Outer turret base attack damage reduced to 162 – 344 (based on minutes) from 167 – 391 (based on minutes).
- Bug Fix: Outer turret health bars now properly display the explosion animation when the turret is destroyed.
- Outer turret base attack damage increased to 167 – 391 (based on minutes) from 152 – 278 (based on minutes).
- Inner turret base attack damage increased to 187 – 427 (based on minutes) from 170 – 305 (based on minutes).
- Inhibitor turret base attack damage increased to 187 – 427 (based on minutes) from 170 – 305 (based on minutes).
- Nexus turret base attack damage increased to 165 – 405 (based on minutes) from 150 – 285 (based on minutes).
- Inner turrets in side lanes (top and bottom) now grant an additional
250 local gold.
- All turret inventories now show how much local gold they give once destroyed.
- Turret Plating
- Bug Fix: Gold is no longer divided between untargetable
clones (i.e ).
- Bug Fix: Gold is no longer divided between untargetable
- Gold per turret plate increased to
160 from
120.
- New Effect: Plates take 17% reduced damage from
minions and
ranged
champions.
- Bonus resistances per plate reduced to -25 / 10 / 45 / 80 / 115 (based on current health) from 0 / 40 / 80 / 120 / 160 (based on current health).
- Bulwark bonus resistances increased to 0 – 180 (based on nearby enemy champions) from 0 – 140 (based on nearby enemy champions).
- V9.23 - November 25th Hotfix
- Turret Plating
- Penetrating Bullets renamed to Ohmwrecker.
- Icon updated to
Ohmwrecker's icon, instead of
Skull Crusher's icon.
- Icon updated to
- Turret Plating resistances per stack increased to 0 – 130 (based on nearby enemy champions) from 0 – 100 (based on nearby enemy champions).
- Inhibitor and Nexus turrets base armor increased to 70 at all times from 55 – 70 (based on minutes).
- Inhibitor and Nexus turrets base magic resistance increased to 70 at all times from 55 – 70 (based on minutes).
- New Effect: Champions within 2500 range who assisted in a turret takedown now also count toward turret gold distribution, including first turret bonus.
- Turret local gold proximity radius increased to 1200 from 1000.
- Outer turret base armor and magic resistance increased to 40 from 0.
- base armor and magic resistance reduced to 0 from 40. Combined with the above, the turret now keeps 40 armor and magic resistance after Turret Plating is removed.
- General
- Outer Turrets
- Base health increased to 5000 from 3800.
- AD per minute increased to 9 from 4.
- AD cap changed to (278 at 15:00) from (180 at 7:30).
- Base resistances reduced to 0 from 55.
- Base resistances per level reduced to 0 from 1.
- New item: Turret Plating
- +40 Armor
- +40 Magic Resistance
- Passive: Grants 0 / 30 / 60 / 90 / 120 (based on current health) bonus armor and magic resistance.
- Passive - Bulwark: When the turret's health is reduced to 4000, 3000, 2000 and 1000 health, grants 0 / 25 / 50 / 75 / 100 (based on nearby enemy champions) bonus Armor and Magic Resistance for 20 seconds. This effect can stack and fully refreshes previous stacks if there are any.
- Triggering Bulwark grants
160 gold divided among nearby champions.
- Turret Plating is removed after 14:00.
- Inner Turrets
- Inhibitor Turrets
- Nexus Turrets
- Inhibitor turret health reduced to 3300 from 3600.
- Nexus turret health reduced to 2700 from 3600.
- Inhibitor health regeneration increased to 15 health per 5 seconds from 5 health per 5 seconds.
- Nexus and inhibitor turrets now regenerates health up to the top of their current third.
- If health is below 33.3%, regenerates up to 33.3% health.
- If health is between 33.3% and 66.7%, regenerates up to 66.7% health.
- If health is between 66.7% and 100%, regenerates up to 100% health.
- Inner turret local gold reward (split among nearby champions) increased to
300 from
175.
- Global gold reward (to every allied champion) reduced to
100 from
125.
- Basic attack AP ratio against turrets increased to 60% AP from 50% AP.
- New Effect: If a basic attack uses ability power bonus to turrets, the whole attack will convert to magic damage, rather than only the ability power scaling portion.
- Damage to melee minions increased to 45% of their maximum health from 43%.
- V8.2 - January 25th Hotfix
- Base resistances increased to 55 from 40.
- Scaling resistances reduced to +15 over 15 minutes from +30 over 15 minutes.
- All turrets on Summoner's Rift have gained 300 health.
- Minion reduced damage to turrets reduced to 40% from 50%.
- First Turret gold
- New Effect: Turret icons now update to indicate turrets below 66% health and below 33% health.
- Removed: removed. Inhibitor and Nexus turrets fire laser bullets like all other turrets, instead of lasers.
- Turret bullets now deal a fixed percent of minion maximum health.
- Melee: 45% health per bullet (requires 3 turret shots).
- Ranged: 70% health per bullet (requires 2 turret shots).
- Siege: 14% health per bullet (requires 8 turret shots).
- Super: 5% health per bullet (requires 20 turret shots).
- Outer turret:
- Fortification:
- Duration reduced to 5 minutes from 7.
- Damage reduction increased to 50% from 35%.
- Bot lane turrets no longer have Fortification.
- Visual effect added to show you are hitting a shielded turret.
- New: Turret First Blood
- Now additionally absorbs 66% of true damage when the backdoor bonus is in effect
- All turrets
- New Effect: The AP-based damage dealt to structures is now dealt as magic damage.
- For Reference: Damage to structures changed to 100% base AD physical damage plus the highest value between 100% bonus AD physical damage and 50% AP magic damage.
- Base armor and magic resistance increased to 40 from 0.
- Base health reduced to 3300 from 4000.
- Removed: Immunity to penetration.
- Reinforced Armor now grants 66.66% damage reduction instead of 200 armor and magic resistance.
- New Effect: The AP-based damage dealt to structures is now dealt as magic damage.
- Inner and Outer turrets
- Warming Up (37.5% per attack) and Heating Up (once Warmed Up, 25% per attack versus champions) combined.
- Revised: Turrets deal 40% increased damage on consecutive attacks, up to 120%. Maximum damaged changed to 220% over three shots from 225% over four shots.
- Heating up damage no longer partially resets when turrets switch targets.
- Warming Up (37.5% per attack) and Heating Up (once Warmed Up, 25% per attack versus champions) combined.
- Outer turrets
- Inner turrets
- Inhibitors
- Outer turret health increased to 4000 from 3500.
- Inner turret health increased to 4000 from 3500.
- Removed: Inner turrets no longer shield nearby players from damage.
- Base armor and magic resistance reduced to 0 from 100.
- Turrets now gain 2 armor and magic resistance per minute starting immediately (Outer), 15 minutes (Inner) and 30 minutes (Inhibitor and Nexus).
- Outer turret health increased to 3500 from 1000.
- Inner turret health increased to 3500 from 1300.
- Inhibitor turret health increased to 4000 from 1300.
- Nexus turret health increased to 4000 from 1500.
- AP ratio on champion attacks versus turrets increased to 50% from 40%.
- For Reference: Structures take physical damage from champion basic attacks equal to 100% base AD plus the greater value between 100% bonus AD and, now, 50% AP.
- Reinforced Armor bonus reduced to 200 from 300.
- Outer turret local gold increased to
220 from
150.
- Inner turret local gold increased to
250 from
100.
- Twisted Treeline
- Outer Turret health reduced to 1650 from 1850.
- Inner turret health reduced to 1850 from 2050.
- Inhibitor turret health reduced to 2250 from 2350.
- 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.
- All Turrets
- 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.
- Outer Turrets
- Summoner's Rift
- Inner Turrets
- Removed: Middle lane inner turrets no longer have .
- Middle lane inner turrets no longer shield nearby champions.
- Middle lane inner turrets no longer have shield.
- Top and Bottom inner turrets shield health reduced to 30 from 200.
- Inner turret health increased to 1300 from 1000.
- Removed: Middle lane inner turrets no longer have .
- 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.
- Inner Turrets
- 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.
- 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
- 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
- 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.
- New item
- 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
- 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.
- 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%.
- Global experience reduced to 300 from 400.
- Added a shrine turret: updated shrine turret stats (it is VERY deadly now).
References[edit | edit source]
- ↑ X — League of Legends Dev Team (25 March 2025) We have a fix coming out shortly to address an issue where Turrets would sometimes randomly switch their aggro onto other minions.