Towers and Inhibitors
Towers are structures that provide defense to their allied team, and an objective to defeat for the opposing team. They come in two Tiers. Tier 1 towers, located farthest from the The Core are weaker, and easier to destroy than their Tier 2 counterparts. Which are located in between the Tier 1 Towers, and the Inhibitors. Visually, Tier 1 and Tier 2 towers are the same, while Inhibitors have more armor plating to them. Towers have their own Health, Armor, and Damage values, and a unique stat known as Backdoor Protection.
Stats
All towers have +60 Physical and Magical armor before the 8:00 minute mark in game, there is no additional bounty for pushing past this armor and destroying the Tower.
Additionally, all Towers and Inhibitors have 45% Physical Penetration.
Stat | Outer Tower | Inner Tower | Inhibitor |
---|---|---|---|
Base Health | 5,000 | 4,600 | 5,200 |
Out of Combat Health Regen | 0 | 0 | 6 |
Physical Armor | 20 (80 during the first 8 minutes of the game) | 50 + 2 every 2 minutes, 78 max (80 during the first 8 minutes of the game) | 30 (80 during the first 8 minutes of the game) |
Magical Armor | 20 (80 during the first 8 minutes of the game) | 50 + 2 every 2 minutes, 78 max | 30 |
Damage | 130 + 12 every 2 minutes, 274 max | 160 + 12 every 2 minutes, 292 max | 160 + 15 every 2 minutes, 370 max |
Extra Damage per Attack | +35% per stack up to 4 stacks | +35% per stack up to 4 stacks | +35% per stack up to 4 stacks |
Attack Speed | 0.8 | 0.8 | 0.8 |
Radius | 1,600 | 1,600 | 1,600 |
Gold | 100 globally, +300 locally | 125 globally, +400 locally | 50 globally, +200 locally |
XP | 150 locally | 150 locally | 0 |
Aggression
Allied towers will only ever attack units on the opposing team - Minions and Heroes alike. Always prioritizing the first thing to walk within their attack range, this is designated by the ring at the edge of their platform. Towers will however shift their aggression towards an enemy hero that successfully deals damage to any allied Heroes within its sphere of influence. Tower damage taken this way increases up to a maximum, and will persist for a short period of time even if all enemies have left its attack range. Certain abilities can however disrupt tower aggression, such as Greystone's Stone Forged Soul,
Serath's Heaven's Fury, and
Countess' Shadow Slip.
Backdoor Protection
Backdoor protection is a Mechanic in Predecessor that affects structures. Namely Tier 1 & 2 towers, Inhibitors, and The Core. This reduces the amount of damage taken per instance by a large margin so long as no Minions of the assaulting teams force is within its Attack Range. This protection drops immediately once a Minion has entered within the structures range, and persists for 3 seconds after the last Minion has died. Structures can be killed during this period, but are significantly harder to destroy.
Gold and Experience
All towers grant gold when destroyed, a sum of 100 to each member of the team that destroyed it. This is given out no matter their position on the map, often referred to as 'Global Gold'. An additional bounty is split between those who where in the vicinity of the tower when it was destroyed, this is referred to as 'Local Gold'. You do not need to deal the final blow, but stand within the Tower's ring of influence,
400 given for Tier 1 Towers, and
500 for Tier 2 towers. Inhibitors give a bounty of
250, the bounty being much smaller as they respawn.
Towers also grant 150XP, but only to those within the vicinity of them when they are destroyed, Inhibitors do not give XP.
Inhibitors
Inhibitors are an unique version of Towers that regenerate Health and, after being destroyed, summon Super Minions for the enemy team. Inhibitors can respawn after 5 minutes of being destroyed (+60 seconds for each time it was destroyed), however they can't Attack after respawning and only have 750-1500 Health.
Screenshots
Dawn
Dusk
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