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    Judit Llordes
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    Each filtering bag Minions They are friendly or enemy units that are automatically generated to go into battle with the purpose of attacking enemy units that are present in the lanes assigned to them.

    Minions for the blue and red team spawn every 30 seconds in the Nexus in order to aid the champions. Minions start spawning at 1 minute 15 seconds after the game has started. Every 3 minutes the waves of minions will get stronger, as each type of minion will gain different skill increases. Minions gain a 50% increased damage to turrets and about 15% reduced damage to enemy champions.

    Note: Minions should not be confused with monsters, which are neutral unless attacked and they reside in the jungle.

    Melee minions as displayed in the Snowdown event.


    • 1 Knowledge 
    • 2 Types
      • 2.1 Melee (Melee)
      • 2.2 Magos (Casters)
      • 2.3 Asedio (Cannons)
      • 2.4 Anti-turret gun
      • 2.5 Super minions
    • 3 Behavior
    • 4 Lane control and tips for "Last Hitting"
    • 5 Notes
    • 6 Gallery
    • 7 Change history


    Minions are League creations, used specifically for battle arenas. They have no sensitivity. In the early days of the League - during its extensive testing phase - there was a rumor that sentient beings were being used as subjects. Necromancy was even supposed to be used to summon skeletal minions to fight like minions do today. Such rumors were generally unsubstantiated.


    There are currently five types of minions in the game.

    Melee minions

    Melee (Melee)

    Melee minions attack the closest enemy directly and always come first in the wave.

    路 Base Health (HP): 480

    HP Growth: 21

    Gold Value: 21

    Gold Value Growth: 0

    Magi minions

    Wizards (Casters)

    Mage minions attack enemies from a range of 600 units with energy bolts that are the same color as their equipment. They do more damage per attack and have slightly more DPS than their melee counterparts and are always behind the wave. They are less strong than melee

    路 Base Health (HP): 320

    HP Growth: 14

    Gold Value: 14

    Gold Value Growth: 0

    Siege (Cannons)

    A siege minion appears every third wave, on every line. Attack enemies from a distance of 450 units with cannonballs. They receive 30% less from the turrets. Siege minions have more health and deal more damage than regular minions.

    路 Base Health (HP): 900

    HP Growth: 50

    Gold Value: 60

    Gold Value Growth: 3

    Anti-turret cannon

    A siege minion transforms into an anti-turret cannon, gaining attack speed, armor, magic resistance, and health. These minions are superior to regular minions.

    Gunner Minions

    Gunner Minions

    A minion gunboat that appears every 3 wave, and in every line. They appear in only 2 types of maps In Summoner's Rift and in ARAM. These cannon minions They take 30% less from the turrets and deal more damage than the Minions than the regular ones and when you farm them they give you 45 gold.

    Super minions

    Super minions

    A super minion appears directing each wave in a lane with a destroyed inhibitor. They will continue to spawn in subsequent waves until inhibitor regenerates, which takes about 4 minutes. Replaces the siege minion and similarly takes 30% less damage from turrets. They deal more damage and have more life than any other minion, but they have the least amount of magic resistance and have the most armor, which means that having negative magic resistance takes more magic damage than physical or true damage.


    Minions and turrets will only change their common behavior to go to the aid of an ally who is under pressure. Whenever a unit is under attack, it will generate a "call for help." Minions and turrets have a slight difference in reacting to this call for help.

    The behavior of a minion under normal circumstances is simple. The minions continue their route of attack until they find an enemy to face. Every couple of seconds, they will scan the area around them to find the target with the highest priority. When a minion receives a call for help from an ally, they will evaluate the current target in relation to the target signaled by the call. He will switch his attack to the new target if and only if the new target has a higher priority than the current target. Minions prioritize their target in the following order:

    1. An enemy champion indicated by a call for help generated by an allied champion. (When an enemy champion attacks an allied champion)
    2. An enemy minion indicated by a call for help generated by an allied champion. (When an enemy minion attacks an allied champion)
    3. An enemy minion indicated by a call for help generated by an allied minion. (When an enemy minion attacks an allied minion)
    4. An enemy turret indicated by the call for help generated by an allied minion. (When enemy turret attacks an allied minion)
    5. An enemy champion indicated by the call for help generated by an allied minion. (When an enemy champion attacks an allied minion)
    6. The closest enemy minion.
    7. The closest enemy champion.

    As they are continually reevaluating their target, minions will lose interest in an enemy champion escaping an encounter with them, whenever another target is found near them or within range.

    Minions will only reevaluate their target every couple of seconds. This means that if a champion initiates an attack against an enemy champion, the attacking champion will continue to be seen as the most threatening target for a short time after the attack has ended. This is true even if one of the allied champions has joined the battle, as minions always prioritize their current targets over a target with equal priority. If a champion gets out of sight of a minion, they will automatically reevaluate their target and start walking or attacking something else.

    Lane control and tips for "Last Hitting"

    Although experience is gained when the champion is within a certain range in which a minion dies, the champion will only receive the gold that this minion grants if it hits the killing blow. The last hitting of a minion is called "Last Hitting" by the League of Legends community. This is the best way to take the reward that is awarded by the minion without the need to push the lane considerably. Commonly minion auto-attack involves pushing the lane, which leaves the champion more vulnerable to being attacked by the jungle. Champions can also use their abilities to perform the "Last Hit", but using the ability and staying on cooldown or using a resource (eg Mana) will always leave you at a disadvantage. When choosing to use an ability to perform the "Last Hit", this action must be taken into account. Eliminating minions (creep score or CS) is generally the only way to earn gold in the lane throughout the game (since assists and kills are not guaranteed), this should be considered something important.

    Freezing the lane is essentially stopping the advance of enemy minions to prevent the lane from being pushed further. Commonly used with zoning to prevent the enemy champion from gaining experience and allow the jungle to ambush (Gank). Keep in mind that freezing the lane will have a greater number of enemy minions than allied minions and can mean that a greater amount of damage is taken. The first rule for this technique to work is that enemy minions are already pushing the lane. You can generally drop an extra number of enemy minions (about half the wave or three is a good number, preferably ranged minions). Sometimes you will have to resist minion hits to keep lane without pushing between waves of minions.


    • If a champion does not interfere in the battle, a wave of minions will win. The wave you win is completely random, depending on which wave best focuses the other.
    • When minions search for a target, it is possible for a champion to take aggression multiple times from a minion. These, in turn, can follow you through the jungle.


    • Old Minions.jpg Minions in the Beta
    • Developing a siege minion
    • Minions of the blue team
    • Minions of the Red Team
    • Minion Fight 1
    • Minion Fight 2
    • Minion Fight 3

    Change history


    • Minions grant range increased from 1250 to 1400.


    • Minion damage to champions reduced by 15%.


    • Dominion personal score: The reward for killing a minion has been increased from 1 to 2 points.


    • Fixed a bug where minions were not properly displaying their stat growth over time.

    Revision of March 9, 2011:

    • The turret resistance of Siege Minions and Super Minions has been lowered again from 65% to 50%.
    • Minion attacks deal 50% damage to turrets, up from 60% previously.
    • Siege minions now spawn in waves after 35 minutes, up from the traditional 20 minutes.


    • The magic resistance of melee attack minions increased from 0,5 to 1,25 every 3 minutes.
    • Ranged minion armor increased from 0,5 to 1,25 every 3 minutes.
      • Siege minions armor and magic resistance increased from 2 to 3 every 3 minutes.
      • After 20 minutes, cannon minions now spawn every 2 waves, instead of every 3 waves.
    • Siege Minions and Super Minions now reduce damage per turret by 65%, up from 50.
    • Fixed an error in the description of the type 'This unit receives' "from cannon minions and super minions.
    • Minions now deal 50% more damage to turrets.


    • All inhibiting minions have been stripped of mana.


    • Super Minions of the Twisted Treeline:
      • Health increased from 1000 to 1200.
      • Base damage increased by 30.


    • Gold per minion kill has been increased to 3 for all minions.


    • Melee minions:
      • They gain 2 additional armor points every 3 minutes.
      • They gain 0,5 additional magic resistance points every 3 minutes.
      • Gold during his death increased from 20 to 22 in Summoner's Rift and from 24 to 26 in Twisted Treeline.
    • Magi minions:
      • They gain 0,5 additional armor points every 3 minutes.
      • They gain 2 additional magic resistance points every 3 minutes.
      • Gold during his death increased from 14 to 16 in Summoner's Rift and from 17 to 19 in Twisted Treeline.
    • Siege Minions:
      • They gain 2 additional armor points every 3 minutes.
      • They gain 2 additional magic resistance points every 3 minutes.
      • Gold during his death increased from 25 to 27 in Summoner's Rift and from 30 to 32 in Twisted Treeline.
    • Gold during super minion kills increased from 25 to 27 in Summoner's Rift and from 30 to 32 in Twisted Treeline.


    • Improved minion turning when they appear from fog of war.
    • Twisted Treeline:
      • Melee minion gold per kill increased to 24 from 22.
      • Super minions:
        • Health increased by 200.
        • Damage increased by 20.
      • Fixed minion pathfinding.


    • Minion kills now display the correct values.
    • Super minion movement speed aura removed.
    • Minions no longer clear the player's bounty.


    • Super minions and cannon minions now have new portraits.
    • Cannon minion health boost per 3 minutes increased to 27 from 25.
    • Super minion magic resist reduced to -30 from 0.
    • Minion corpses now fade out when they disappear instead of popping.


    • Super minions:
      • Base health reduced to 1500 from 2000.
      • Health scaling increased to reach the current values at 30 minutes (exceeding it past that mark).
      • Base damage reduced to 180 from 250.
      • Damage scaling increased to reach the current values at 30 minutes (exceeding it past that mark).


    • Super minions:
      • Health scaling increased to 150 from 100 every 180 game seconds.
      • Added a 30% multiplicative movement speed boost aura with a 800 radius that affects both minions and champions.

    June 19, 2009 Patch:

    • Minions no longer have health or mana regeneration. This will help the game run faster.
    • Cannon minions:
      • Health increased to 700 from 600.
      • Spawn rate increased to every 3 waves from ever 4 waves.
    • Fixed a bug with ghost minions. They will no longer be present when you reconnect.

    June 12, 2009 Patch:

    • Wins minions:
      • Red and blue cannons now have Turret Shield (receives 50% reduced damage from turrets).
      • Red and blue cannons now deal 100% bonus damage to turrets.

    June 6, 2009 Patch:

    • Fixed an issue where minions were not giving players full credit for kills in the announcements.
    • Damage minions deal to champions increased to 70% from 60%.

    May 29, 2009 Patch:

    • Inhibitor bonuses:
      • Melee minion bonus damage increased to 10 from 8.
      • Ranged minion bonus damage increased to 18 from 15.
      • Cannon minion bonus damage increased to 25 from 20.
    • Added a new passive to mech minions
      • Turret Shield: damage taken from turrets is reduced by 50%.

    May 23, 2009 Patch:

    • Brightened the new mech minions and cannon minions.
    • Corrected the collision sizes of the new mech minions and cannon minions.

    May 15, 2009 Patch:

    • Removed aura from rider minions.
    • Basic minion gold yield growth reduced by 50%.
    • Added new rider minion and super minion models.

    May 1, 2009 Patch:

    • Destroying an inhibitor no longer causes the enemy team to gain less experience and gold from minion kills.
    • Duration between minion upgrades increased to 200 from 180.
    • Damage minions deal to champions increased to 60% from 50%.
    • Minion gold bounty now caps after 30 minutes (10 upgrades).
    • New melee and ranged minions for both blue and red teams.

    April 25, 2009 Patch:

    • Super Minions:
      • Armor reduced to 40 from 50.
      • Critical strike chance reduced to 0 from 10.
      • Health reduced to 2500 from 4000.
      • Damage increased to 250 from 150.

    Semana Alpha 7:

    • Minions should no longer be able to get killing streaks.

    Semana Alpha 6:

    • Archer minion health increased to 280 from 260.
    • Melee minion health increased to 445 from 425.
    • Minions no longer give half gold and experience when you have lost an inhibitor.

    Semana Alpha 5:

    • Minion health bars are now brighter.

    Semana Alpha 4:

    • Melee minion gold bounty increased to 26 from 22.
    • Ranged minion gold bounty reduced to 18 from 22.
    • Minions now spawn after 1 minute instead of 1 minute and 40 seconds.
    • Minions now spawn from the Nexus instead of inhibitors.

    Semana Alpha 2:

    • Subjects can no longer be denied.
    • Reduced the selection range of archers and mounted archers and riders (mage and siege minions).

      Melee Minion Mage Minion Siege Minion Super Minion Anti-Turret Cannon

      Siege rider minion (removed)

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