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.
Turret - League of Legends Wiki. 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.
The auto-turret is a terran automated defensive structure produced by the Raven. This simple.
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. On Summoner's Rift, there are 1. Towers will visually fall apart as they take damage. Tower General Information. The following information is for Summoner's Rift Towers. All turrets have 1.
Additional Facts. The Flak Gun Turret is unable to target and fire upon Incoming Missile Silo launched Missiles; The Hellfire Missile fired by the Hellfire, Hellstorm. In Clash of Clans, having a strong defense is as important as having a capable offense. In many ways, defense is even more important. Defenses serve to safeguard. A C-Sec officer needs a way to detect or deactivate Cerberus turrets left behind on the Citadel. Find Cerberus automated turret schematics and bring them to him in. Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License. Turret Defense 2, a free online Shooting game brought to you by Armor Games. Defend your turret!
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 Heroic Charge, Gnar's GNAR! Vayne's Condemn. Nautilus's 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. AD at 0: 3. 0 and every minute after that, until 1. AD. Penetrating Bullets. Reinforced Armor.
- Overview. In this area there will list of few tips and ideas to help you make a better defense. Hopefully if you can find the time to correctly implement the below.
- Turret Level: Turret Range Comparison Per Turret Level: Air Defense: Air and Ground Defense: Ground Defense: Flak: AA Plasma: AA Ion: Flame: Storm: Avalanche: Micro- wave.
- A ball turret was a spherical-shaped, altazimuth mount gun turret, fitted to some American-built aircraft during World War II. The name arose from the turret's.
Warden's Eye. Fortification Gold on destruction. Global: 1. 25 gold. Close to tower: 2. Experience on destruction. Close to tower: 0 exp.
Inner Towers Health AD Armor MR Attack Speed. AD at 8: 0. 0 and every minute after that, until 2. AD. Penetrating Bullets.
Reinforced Armor. Warden's Eye. Fortification.
Top and Bottom Inner Towers have Vanguard item. Gold on destruction. Global: 1. 50 gold. Close to tower: 2. Experience on destruction. Global: 3. 0 exp. Close to tower: 0 exp.
Inhibitor Towers Health AD Armor MR Attack Speed. AD at 8: 0. 0 and every minute after that, until 2. AD. 5 health regeneration per 5 seconds. Lightning Rod. Reinforced Armor. Warden's Eye Gold on destruction. Global: 1. 75 gold.
Close to tower: 0 gold. Experience on destruction. Global: 1. 00 exp. Close to tower: 0 exp. Nexus Towers Health AD Armor MR Attack Speed. AD at 8: 0. 0 and every minute after that, until 2. AD. 5 health regeneration per 5 seconds.
Lightning Rod. Reinforced Armor. Warden's Eye Gold on destruction. Global: 5. 0 gold.
Close to tower: 0 gold. Experience on destruction. Close to tower: 0 exp.
Outer Towers Health AD Armor MR Attack Speed. Penetrating Bullets. Reinforced Armor.
Warden's Eye Gold on destruction. Global: 1. 00 gold. Close to tower: 0 gold.
Experience on destruction. Close to tower: 0 exp. Inner Towers Health AD Armor MR Attack Speed.
Penetrating Bullets. Reinforced Armor. Warden's Eye Gold on destruction. Global: 1. 00 gold.
Inhibitor Towers Health AD Armor MR Attack Speed. Penetrating Bullets.
Reinforced Armor. Warden's Eye Gold on destruction. Global: 1. 00 gold. Close to tower: 0 gold.
Experience on destruction. Close to tower: 0 exp. Nexus Towers Health AD Armor MR Attack Speed.
Penetrating Bullets. Reinforced Armor. Warden's Eye Gold on destruction. Global: 1. 00 gold. Close to tower: 0 gold. Experience on destruction.
Close to tower: 0 exp. Outer Towers Health AD Armor MR Attack Speed.
AD at 0: 4. 0 and every minute after that, until 2. AD. +1 armor and magic resist at 0: 4. Items. Penetrating Bullets. Reinforced Armor.
Warden's Eye Gold on destruction. Global: 1. 50 gold. Close to tower: 0 gold. Experience on destruction. Global: 3. 0 exp. Close to tower: 0 exp. Inhibitor Towers Health AD Armor MR Attack Speed.
AD at 0: 4. 0 and every minute after that, until 2. AD. +1 armor and magic resist at 0: 4. Items. Penetrating Bullets. Reinforced Armor. Warden's Eye Gold on destruction. Global: 1. 50 gold. Close to tower: 0 gold.
Experience on destruction. Global: 7. 0 exp. Close to tower: 0 exp. Nexus Towers Health AD Armor MR Attack Speed. AD at 0: 4. 0 and every minute after that, until 2.
AD. +1 armor and magic resist at 0: 4. Items. Penetrating Bullets. Reinforced Armor. Warden's Eye Gold on destruction. Global: 1. 50 gold.
Close to tower: 0 gold. Experience on destruction.
Global: 1. 20 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'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.
The closest Zz'Rot Portal. The closest targetable Trap (ex. Jack In The Box). The closest enemy Pet (ex. Summon: Tibbers). An effectively random enemy Siege Minion or Super Minion.
An effectively random enemy Melee Minion. An effectively random enemy Caster Minion. An effectively random enemy Champion within range[2]. 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 3. Reduction applies before armor.)Lightning Rod 7.
Unique Passive - Lightning Rod: Deals damage in a continuous beam and cannot be dodged. Deals up to 1. 25% additional damage the longer it targets the same target. With every hit, the beam gains 6 heat until 1.
When the beam switches targets, heat is reset. Gains +1. 0. 5% damage per point of heat, up to a maximum of +1. Penetrating Bullets +3. 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 3. Max 7. 5% bonus damage). Unique Passive - Heated Up: After the turret is fully heated, consecutive attacks against the same champion deal 2. Max 5. 0% bonus damage). Against champions, Warming Up and Heated Up combine to deal 1. If the turret attacks another champion, only Heated Up stacks will be reset, and the damage will stay at 1. As soon as the turret is not targeting any champion, both passives reset and damage returns to 1.
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 2.
This reduces the effectiveness of backdooring (pushing without minions) compared to conventional pushing. Pets ( Annie's Tibbers, Malzahar's Voidlings), traps ( Shaco's Jack In The Box), and monsters (a Golem brought around by Syndra's Force of Will) do not deactivate this passive. Warden's Eye Unique Passive - True Sight: Can see invisible units within 1. Damaging Turrets Damage to a turret is based on base attack damage plus the higher of bonus attack damage or 4. It is not affected by any kind of armor penetration or magic penetration.[4][5]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 affect Towers. Last- hitting a turret does not grant bonuses to champions, unless they have a relevant effect. Media Patch history V5. Lightning Rod no longer slows (previously 1. Lightning Rod no longer reduces the target's damage (previously 1. V5. 1. 1: Twisted Treeline. Reinforced Armor improved to 2.
Now an "inner" turret. Damage reduced to 1. Armor increased to 1. Gold reduced to 1. Experience removed. New Outer Turret.
A new turret has been added to the lane. Health implemented at 1. Armor and magic resistance implemented at 5. Damage implemented at 1. Gold implemented at 1. Inhibitor Turret. Armor increased to 1.
Attack speed increased to 1. Gold reduced to 1. Experience removed.
Armor increased to 1. Damage reduced to 1.
Attack speed increased to 2. Gold reduced to 1. Experience removed.
V5. 8: Howling Abyss. Base damage increased to 1. Inner/Inhibitor Turrets. Base damage increased to 1. Base damage increased to 1. V5. 5: Summoner's Rift.
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 3. Inner turret health increased to 1. Inhibitor Turrets. Global team gold when destroyed reduced to 5.
Global team experience on inhibitor turrets reduced to 0 from 1. Global team gold when destroyed reduced to 5. Global team experience on inhibitor turrets reduced to 0 from 1.
V4. 2. 1: Outer turret global gold reward decreased to 1.