| Super Minion | |
|---|---|
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| Bounty | |
| Gold Gain | 60 (+3/90 sec) capped at 90 gold |
| Experience Gain | 100 |
| Statistics | |
HP | 1600 (+100/90 sec) capped at 11500 HP |
HPR | 67.5 − 80.68 (based on upgrades) per 5 seconds (estimated) |
AD | 215 (+5/90 sec) capped at 510 AD |
AS | 0.85 |
RNG | 170 |
AR | 100 |
MR | -30 |
| Timers | |
| Initial | Variable |
| Respawn | 0:30 |
| ExternalLinks | |
| Game Info Wiki | wiki.leagueoflegends.com |
Description
The Super Minion is a kind of minion that fights in League of Legends. These minions are controlled by a simple Artificial Intelligence, and use melee attacks against their enemies. One Super Minion will spawn in each wave for as long as an enemy inhibitor is destroyed, if all three inhibitors are destroyed, two Super Minions will spawn in each waves. Super minions will stop spawning shortly before the enemy Inhibitor is going to respawn to prevent the Inhibitor from instantly being destroyed again due to them. All minions follow the same Behavior Set and walk in a line until they encounter a target.
Their health, resistances and damage are far superior to regular minions and grant nearby minions a buff that gives them 35 armor and magic resist.
Every 90 seconds the minion waves will grow stronger, with every type of minion gaining different stats.
- Super Minions deal 55% damage against turrets and champions.
- Super Minions deal 12.5% damage against other structures (inhibitors and nexuses).
Buffs
Hand of Baron
- Increase speed to match 92.5% of average movement speed of nearby champions, capped at 500 movement speed
- Gain resistance to slow effects
- Super Minions additionaly receive extra effects from the Hand of Baron buff:
- Gain +50% movement speed when within 500 units of enemy minions or turrets
- +25% attack speed
- +15% size
Patch History
We're changing some underlying minion and turret rules to make early game laning less punishing in the worst cases. We want more matchups to feel playable in the very early game, as optimal play can create situations where the disadvantaged lane has no winning moves, simply waiting to get tower dove on the third wave while hiding under a tower that doesn't protect strongly enough.
First up, Minion waves will now clear each other out more quickly. A small decrease in early game HP and a significant increase in damage to other lane minions means minions will die faster and the average size of a minion wave that reaches a turret will be smaller. The changes in damage should make last-hitting minions and their overall damage to champions and turrets feel similar to before.
We're maintaining the health total of minions at around the 6-minute mark, as this is when some champions start to unlock one-spell destruction of caster minions but otherwise we're scaling them longer into the late game. About 10% of Summoner's Rift games reach the 38 minute mark, so having minions scale beyond that point, mostly in terms of health, ensures they're still able to tank for you on your push into the enemy base. But because we don't want them to steal the show, this minion scaling is still capped, especially in the case of cannon and super minions, who now stop scaling at 90 minutes instead of up to 7 days (not including the Flyquest minion that scales in our hearts forever).
Minion Stats
- Super minion HP scaling stops: 150 minute ⇒ 90 minutes
- Super minion AD: 230 + 5 per 1.5 minutes ⇒ 215 + 5 per 1.5 minutes
- Super minion AD scaling stops: 300 minutes ⇒ 90 minutes
- Minion XP range: 1400 ⇒ 1500
- Minion-turret and minion-champion damage: 50% ⇒ 55%
- Ambient gold start time: 1:50 ⇒ 1:40. Functionally everyone has 20.4 more gold.
V8.23
Minion health, AD, and movement speed scaling increased. Cannon minions spawn faster earlier in the game.
Baron buff is meant to enable game-ending pushes, but it's become near-mandatory for a team to close out a match. We're making minion waves more effective at supporting sieges on their own so teams with huge advantages don't have to wait on Baron's respawn timer to end the game.
Global Minion Changes
| MOVEMENT SPEED BONUS : | [+25 at 20 minutes] | |
| ⇒ | +25/50/75/100 at 10/15/20/25 minutes |
Super Minions
| MAX AD : | [Scales infinitely (431 at 37:00)] | |
| ⇒ | Still scales infinitely (350 at 37:00) |
V8.7
Melee minions and cannons worth more gold. Caster minions worth less gold.
Cannons are natural focal points for the game: little mini-objectives to fight over. We're making them worth a bit more gold—and a bit harder to kill—to up the ante.
Keeping super minion gold equal to siege minions.
V5.8
Modernizing minions to be in line with recent changes we've made on Summoner's Rift.
- Visual Update on Summoner's Rift map.
V3.5
In Season 3, we made a few changes that made turrets feel less like a safe haven for defenders – especially in the early parts of the game. Specifically, with turrets attacking minions in a set order and some champions itemizing for health earlier on, it’s become easier for teams to push aggressively and even dive turrets with low risk. These changes should give defending players more of a fighting chance when under their own turret.
- Super Minions now take 70% damage from Turrets, increased from 50% damage
- Cannon and super minions now resist 50% again (reverted from 65%)
- Cannon minions and super minions now reduce turret damage by 65% (up from 50%)
- Fixed a tooltip bug "This unit receive..." with cannon minions and super minions
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