Minions are units aligned with one of the teams. They spawn periodically from their nexus and advance along a lane towards the enemy nexus. They attack automatically any enemy unit or structure they find in their way.
There are four kind of minions:, , and .
Minions are magical constructs summoned for battles. They are not fully sentient beings, they are controlled by summoners.
Summoning minions requires a constant and massive amount of magical energy. Nexuses focus magical energy from powerful crystals. This energy is enough for sustained minion spawning. The destruction of a nexus stops the summoning magic.
Minion bodies can be magically constructed from several sources, including animated magic scrolls, animated sand, magically animated bolts of cloth, and even sound.
Necromancy is a minion summoning technique that uses dark magic to reanimate Shadow Isles.. Most known practitioners of necromancy come from the
While not magically constructed, living minions share many traits with magically constructed minions. Voidborn summoned through are controlled by those who have the magical power required to use them. One of such persons is . A Celestial Being known as is frequently followed by minion like spirits known as that aid him in his tasks (though they are more like companions than outright minions).
The earliest recorded use of minions for battles was at the battlefield known as Summoner's Rift, where summoners from ancient sides known as the Protectorate (Stag crest) and Magelord (Owl crest) fought against each other.
Minions start spawning from the Nexus at 1:15 and keep spawning in waves every 30 seconds for the rest of the match. The minions in each wave spawn in this order:
- if they're active. Two super minions if all three enemy inhibitors are destroyed, one otherwise.
- Three .
- For the first 20 minutes, one every three minion waves. After 20 minutes, siege minions spawn once every 2 waves and from the 35th minute onward, siege minions spawn every wave.
- Three .
Minions walk along a lane until they find an enemy unit. When they find an enemy unit, they attack it. An enemy champion can aggro the minion if they basic attack or use a targeted ability or spell on a nearby allied champion. When they find several enemy units they choose their target using a priority system that follows this order:
- Enemy champions attacking an allied champion.
- Enemy minions attacking an allied champion.
- Enemy minions attacking an allied minion.
- Enemy turrets attacking an allied minion.
- Enemy champions attacking an allied minion.
- The closest enemy minion.
- The closest enemy champion.
Once a minion has chosen a target, it only switches to a new target if the new target has higher priority. If they see a new target with the same priority as their current target, they keep attacking their current target.
Minions reevaluate their target every few seconds. For instance, if an enemy champion attacks an allied champion and then stops attacking, minions will keep targeting the enemy champion for a short time after he stops attacking.
When the target of a minion leaves its sight, the minion switches to a new target or keeps advancing if there are no targets within sight.
- Every 90 seconds (i. e. every third wave) the strength of new minions increases.
- Minions deal 40% reduced damage to turrets and enemy champions.
- The armor of turrets is reduced when enemy minions are nearby.
- Minions have 325 movement speed.
- After 25 minutes, minions gain 25 movement speed.
|Melee Minions||Caster Minions||Siege Minions||Super Minions|
The following items affect the way champions interact with minions.
- and its upgrades ( , ).
- and its upgrades ( , ).
- and .
- Destroying an enemy provides a small buff to allied minions in the lane where the inhibitor was destroyed.
- Reinforced Armor is a passive effect that reduces turret damage by 30%. Multiple Reinforced Armors do not stack.
- and passively have it.
- grants it to the targeted minion (excluding super minions).
- grants it to nearby allied melee minions.
- The average level of your team minus the average level of the enemy team. Not total levels and not necessarily clean numbers, capped at 3.0.
- While your team has a level advantage, your minions deal bonus damage to enemy minions equal to 5% + 5% per turret advantage in their lane, all multiplied by your team's level advantage.
- Bonus damage = (5% + (5% × Turret advantage)) × Team level advantage
- While your team has a level advantage, your minions take reduced damage from enemy minions equal to 1 + 1 per turret advantage in that lane, with the turret advantage bonus multiplied by the team's level advantage.
- Damage reduction = 1 + (Level advantage × Turret advantage)
- Apart from that, if the difference in average levels is 3 or higher and the leading team has destroyed two or more towers more than the enemy in a single lane, their minions become Enraged:
- Their bonus damage is increased by a further 90%.
- The flat damage reduction is increased by 7 more points.
- (cannot be used on super minions)
- (can be used to heal / deal damage to minions)
Some champion abilities work on minions, but generally prioritise champions.
The following abilities work when targeting a lane minion:
The following abilities can be targeted on lane minions but will not buff them in any way:
The following abilities will affect lane minions with their area of effect:
- (bonus movement speed)
- (can attach on both allied and enemy minions)
When a champion deals the killing hit to a minion or monster he earns gold. Dealing this hit is known as "last hitting" and is considered one of the most important skills in League of Legends.
The creep score (CS) is the number of minions, monsters, and champion pets a champion has last hit. The game displays this value in the top right corner of the screen. The stats window that the game displays when pressing the Tab key lists the creep score of each champion. In the early and mid game, CS and KDA can be used to compare how well a player is doing against their lane opponent. Many champions use their autoattack (AA) to last hit. Some champions, especially AP champions, use low cost, low cooldown target or area burst spells to last hit.
Some game terms related to minions:
- Farming: Last hitting minions to earn gold and experience.
- Lane Momentum: The strength with which the minions in a lane advance without champion aid.
- Pushing: Attacking enemy minions to keep allied minions alive and allow them to advance along their lane.
- Freezing: Preventing enemy minions from pushing the lane without pushing them back.
- Winions: A wave of minions so big or so strong that it can destroy turrets, nexuses, or champions without champion aid.
- Free Farming: Farming without being confronted by an enemy champion.
- Proxy Farming: Farming behind an enemy tower. It's easier than conventional farming because there is no interference from allied minions, but it's usually much more dangerous.
- Split Pushing: Attacking several objectives at the same time when at least one of the objectives is a lane turret.
- If the champions do not take part in the battle, the minions in one of the teams will eventually win the game. The team that wins is random.
- When minions scan for a target, it is possible for a champion to pick up aggro multiple times from a minion. Minions can constantly pick up aggro from you and can follow you through the jungle.
- By default, each player sees their allied minions and structures in Summoner's Rift in blue and the enemy minions and structures in red. This is just a visual effect, it has no practical effects in the game.
- Unlike champions' basic attacks which follow the target and damage even after death, minion deaths will prevent their ongoing attack from dealing damage.