Minions are a type of minion not controlled by any player. These minions spawn in small groups for both teams, on each of the 3 lanes at the Core every 30 seconds, starting upon battle begin (at 30 seconds). They constantly push toward their enemy's base, moving a set path along the lane they spawned in. On their way they attack any enemy minions or units within their aggro range.
Lane minions are the only units capable of disabling Backdoor Protection.
There are four types of lane minions: Melee, Ranged, Siege and Super Minions. Melee minions have more health and less attack damage than ranged minions. Ranged minions have lower health, but deal more damage per attack and are able to attack from a small distance. Siege minions spawn in every third wave. They have high health and a long ranged attack which deals significantly more damage against buildings.
Destroying either of the enemy team's Inhibitors causes the destroying team's respective lane to begin spawning additional super minions. Super minions are stronger than regular lane minions and give no Gold to the enemy when killed.
|HP at lvl 1||620||340||620||1500|
|HP at lvl 15||699.8||389||694.2||1500|
|HP per level||5.7||3.5||5.3||0|
|Ability Armor at lvl 1||42||0||42||75|
|Ability Armor at lvl 15||56||0||70||75|
|Ability Armor per level||1||0||2||0|
|Damage at lvl 1||10||30||84||70|
|Damage at lvl 15||15.6||44||112||70|
|Damage per level||0.4||1||2||0|
|Gold (Last Hit)||68||95.2||115.6||0|
|Hero Bonus Damage||1||0.75||0.75||1|
|Minion Bonus Damage||1||1.5||0.5||1.25|
|Tower Bonus Damage||1||1||1.25||1.25|
|Inhibitor Bonus Damage||1||1||1.25||1.25|
|Core Bonus Damage||1||1||1.25||1.25|
Minions spawn every 30 seconds from small structures positioned around the core in groups of 3 melee minions and 1 ranged. Every 8 minutes, an additional melee minion spawns per wave and at 29:30 minutes, an additional ranged minion appears (6 melee minions and 2 ranged minions). Siege Minions spawn every 3 waves. The first one appears at 1:30, and the next ones at 3:00, 4:30, etc. At 25:30 an additional Siege Minion begins to spawn.
Minions increase their Health, Damage and Ability Armor every 2 minutes.
After an inhibitor is deactivated a Super Minion spawns with the wave. They walk along their respective lanes, attacking any enemy unit or structure in their way, until they die.
They will first prioritize attacking enemy minions, then enemy structures, and finally enemy heroes - however they immediately aggro onto enemy heroes that are attacking allied heroes. Therefore attacking an enemy hero can be a useful way to draw away minion fire from an allied structure or other, more vulnerable hero. The first wave of the game spawns at 0:30.
Getting the killing blow on a minion is known as 'last hitting'. When a hero last hits, they get more Gold than usual, and it goes straight to the Hero, no matter how far away the Hero was from the minion. Last hitting is a very important tactic, especially during the laning phase as it accelerates your Gold gain.
|Hero||Abilities ● Affinities (Death/Chaos/Growth/Knowledge/Order) ● Aura ● Basic and Ability Armor ● Attributes (Agility/Vitality/Intellect) ● Cards ● Cooldown ● Cooldown Reduction ● Experience ● Jump ● Gems ● Gold ● Health ● Mana ● Movement Speed|
|Attack||Attack Speed ● Basic Attack ● Basic Attack Time ● Basic Attack Modifiers ● Damage over time ● Basic and Ability Damage|
|Disables, debuffs and status effects||Blight ● Knock Back ● Knock Up ● Purify ● Recall ● Root ● Shadow Plane ● Shield ● Shred ● Silence ● Slow ● Stasis ● Stun ● Teleport|
|World||Agora ● Minimap ● Backdoor Protection ● Core ● Fog Walls ● Fountain ● Inhibitor ● Jump Pad ● Minions ● Neutral Monsters (Black Camp/Fangtooth/Gold Camp/Green Camp/Prime Helix Guardian/River Camp/White Camp) ● Tower ● Wards|
|Gameplay||Ganking ● Harassment ● Initiating ● Jungling ● Lane ● Pushing ● Traits|
|Legacy||Red Camp ● Blue Camp ● Altar ● Amber Link ● Harvester (Harvester Keys) ● Raptors ● Shadow Pads ● Travel Mode|