![]() Minions deal 50% reduced damage to enemy champions.Minions "upgrade" strictly every 90 seconds (i.e., every third wave), gaining health, attack damage, and possibly certain buffs depending on the game state.When the minion loses sight of its target, the minion switches to a new target or keeps advancing if there are no targets left within sight. For instance, if an enemy champion is attacking an allied champion and stops doing so, minions will not stop targeting that champion for a short time afterwards. Minions reevaluate their target in between each attack windup every few seconds. In general, valid targets must be within 500 units of the minion in order to be acquired.Īllied champions being attacked by an enemy champion may be within 1000 range of the minion instead. The minion cannot acquire a new target that has the same priority as their current target (and thus continues attacking its current target). Once a minion has chosen a target, it only switches to a new target if that new target has a higher priority. Enemy champions attacking an allied minion.Enemy turrets attacking an allied minion.Enemy minions attacking an allied minion.Enemy minions attacking an allied champion.Enemy champions attacking an allied champion.When minions find several enemy units, they choose their target using a priority system that follows this order: Bar the first wave (which is noted above as an exception), Call for Help signals are also ignored while minions are already attacking an enemy turret.Minions will prioritize the closest champion in the case there are multiple sources. A champion deals damage to an enemy champion with a basic attack, the majority of unit-targeted abilities, and a minority of abilities which are marked as being similar to those two.A champion stands in the minion's path, without any other targets within the minions' attack range and outside of a turret's range.When activated by enemy champion actions, this aggression is formally referred to as a Call for Help signal in-game and throughout the wiki, and it is indicated by an icon of three concentrated lines above a minion's health bar (this icon indicates all non-playable units' aggro, including monsters, turrets, pets, etc.).Ībilities interacting with / minion Call for Help specifically, is noted under their respective "Details" section within a formatted table ( which includes other fundamental ability properties). Nearby enemy minions will become aggressive toward, or " aggro", an enemy champion within their own variable acquisition range and under certain conditions. This special behavior exists so that, in every game, neither side gains a pushing advantage without champion interference since the first wave's melee minions are guaranteed to die at roughly the same time. ![]() When the waves meet, minions will spread out their attacks on the three enemy melee minions regardless of distance. They will ignore enemy champions until a champion walks much closer to them or until meeting with the enemy wave. Top and bottom lanes' minions are ghosted for 28 seconds, while middle lane minions are ghosted for 18 seconds. The first wave's minions have modified behaviour. Minions respect unit collision as well as player-generated terrain. Upon finding one, they will move toward and attack it within their range. While minions have not acquired a target, they will strictly path linearly along a lane until they find a valid enemy unit.
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