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.