
Patch 26.21
Minions
Lane waves
The Nexus sends waves down each lane.
Last-hits pay gold.
Super minions spawn when an inhibitor is down.
Wave timing
The first wave leaves the Nexus at 0:30.
Waves spawn every 30 seconds until 14:00, every 25 seconds from 14:00, and every 20 seconds from 30:00.
Minions in a wave spawn 0.792 seconds apart.
Composition
A standard wave is 3 melee and 3 caster minions.
After 14:00 a siege minion reduces the melee count by 1.
After 30:00 a siege minion also reduces the caster count by 1.
- Melee
- 3 per wave.
2 when a siege minion is in the wave after 14:00. - Caster
- 3 per wave.
2 after 30:00. - Siege
- First at 1:30 (wave 3).
Every 3 waves until 14:00, every 2 waves until 25:00, every wave after 25:00. - Super
- 1 per wave in a lane with a destroyed inhibitor.
2 per wave in every lane if all 3 inhibitors are down.
Replaces the siege minion.
Stops spawning two waves before the inhibitor respawns.
Behavior
While they have no target, minions path straight down their lane.
They respect unit collision and player-made terrain.
Once they acquire a target they walk into attack range and keep that target until a higher-priority one appears.
- Target priority
- 1. Enemy champions attacking an allied champion.
2. Enemy minions attacking an allied champion.
3. Enemy minions attacking an allied minion.
4. Enemy turrets attacking an allied minion.
5. Closest enemy minion.
6. Closest enemy champion. - Switching
- They reevaluate between attack windups every few seconds.
Same-priority targets do not steal aggro.
Losing vision drops the target. - Call for Help
- Drawn if a champion stands in their path with nothing else in attack range and outside a turret, or if a champion damages an allied champion with a basic attack or most unit-targeted abilities.
Closest champion wins if there are multiple sources.
Ignored while already attacking an enemy turret, except on the first wave. - Acquisition
- 500 range to pick a target.
1000 range if an allied champion is being attacked by an enemy champion. - First wave
- Top and bot are ghosted for 28 seconds.
Mid is ghosted for 18 seconds.
They ignore champions until someone walks much closer or the waves meet.
On meet they spread attacks onto the three enemy melee minions regardless of distance so neither side gets a free push.
Last-hit gold
Gold goes to the killer.
Melee and caster gold never grow.
Siege and super gold grow +1 every 90-second upgrade from 0:30.
Hover a row for the table.
- Melee
- 20
- Caster
- 14
- Siege
- Super
- This wave
Average gold per wave
Wiki average at that game time, counting how often a siege minion appears.
Hover any row for last-hit gold of each spawned wave.
- 0:30
- 14:00
- 15:00
- 25:00
- 30:00
Experience
XP is split equally among the killer and enemy champions within 1500 units.
Solo last-hit is 95% of the base value.
- Melee
- 62
- Caster
- 31
- Siege / Super
- 75
- Share
- 100% / 65% / 43.3% / 32.5% / 26% / 21.7% for 1–6 champions
Stats
Minions upgrade every 90 seconds from 0:30.
Level follows the team's average champion level, rounded down.
- Melee
Health
Attack damage
11–80
Armor
0–20
Attack speed
1.25
Range
110
- Caster
Health
Attack damage
21–125
Attack speed
0.667
Range
550
- Siege
Health
Attack damage
37.5–126
Attack speed
1.00
Range
300
From wave 15, each upgrade is +4 AD instead of +1.5.
- Super
Health
Attack damage
185–480
Armor
100
Magic resist
−30
Attack speed
0.85
Range
170
Nearby allied minions (not other supers) gain 35 armor and 35 magic resist.
- Move speed
Move speed
Before caps.
Combat
Minions deal 60% damage to champions and structures.
Siege minions deal 84% to turrets.
Super minions deal 12.5% to non-turret structures.
- Melee
vs minions
+2% current health on-hit
Turret shot
45% max health
Deal 60% damage to champions and structures.
- Caster
vs minions
+3.5% current health on-hit
Turret shot
70% max health
Deal 60% damage to champions and structures.
- Siege
vs minions
+5% current health on-hit
Turret shot
Deal 60% damage to champions and 84% to turrets.
- Super
Turret shot
7% max health
Deal 60% damage to champions and 12.5% to non-turret structures.