Melee Minion

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Melee Minion
Melee MinionSquare.png
Bounty
Gold Gain19.8 (+0.2/90 sec)
Experience Gain64
Statistics

Health
455 (+15 at 3 mins and +0.2 for...)

Movespeed
325

Attack Dmg
12 (+0.5/90 sec)

Attack Spd
1.250

Range
110

Armor
0

Magic Resist
0
Timers
Initial1:15
Respawn0:30

Description

The Melee 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. Three melee minions spawn with each minion wave. All minions follow the same Behavior Set and walk in a line until they encounter a target.

Every 90 seconds (4th wave) the minion waves will grow stronger, with every type of minion gaining different stats. Minions deal 50% increased damage to Turrets and deal about 40% reduced damage to enemy champions.

Buffs

Increase speed to match 90% of average movement speed of nearby champions, capped at 500 movement speed
Gain resistance to slow effects
Non-super minions have 75% damage reduction versus area of effect, damage over time, and persistent effects
  • Melee Minions additionaly receive extra effects from the Hand of Baron buff:
Gain +50% movement speed when within 800 units of enemy minions or turrets
Increased size
+75 attack range
+75% damage reduction versus champions and minions
+30% damage reduction versus turrets (similar to cannon minions)

Patch History

V5.8

Modernizing minions to be in line with recent changes we've made on Summoner's Rift.

MINION RESISTANCES : Minions no longer gain resistances over time. Cannon minions no longer have base armor.
MINION HEALTH : Minion health gain over time has been increased to keep minions roughly as durable as when they had resistances.
LONG LIVE PURPLE : Minion, inhibitor and nexus models have been replaced with reskinned assets from the updated Summoner's Rift. We've kept the blue-purple color scheme since red doesn't fit Howling Abyss's thematics.


V4.21
Not the most exciting patch note, but we're making some standardized changes to streamline and clarify how minions / turrets scale in the game. If you like clarity, these will be exciting. We like clarity.

MELEE MINION GOLD REWARD : [19] 20


V4.20
Not the most exciting patch note, but we're making some standardized changes to streamline and clarify how minions / turrets scale in the game. If you like clarity, these will be exciting. We like clarity.

  • Minions no longer gain armor or magic resistance over time.
  • All minion health gain over time has been increased to be roughly as durable as when they had resistances.


V4.19

  • Visual Update on Summoner's Rift map.


V3.14
Minions becoming worth more experience over time creates a severe experience discrepancy between champions who can farm and split push late game compared to champions who are forced to siege or participate in objective control. We're removing this discrepancy because it causes the former to spike in levels and gives an unfair advantage. Since this could potentially create some snowballing consequences, we'll be keeping a close eye on this and could make further changes if necessary.

  • Lane minions are no longer worth more experience based on game time.


V1.0.0.152
Ambient gold gain increased to 16 per 10 seconds from 13 per 10 seconds - gold gained from farming lane minions and jungle monsters have been slightly reduced to compensate.

  • Base gold value reduced to 20 from 22.


V1.0.0.112 March 9th Hotfix

  • Minions now deal 50% damage to turrets, down from 60% (previous to last patch on live was 40%)


V1.0.0.112

  • Melee minion magic resist now increases by 1.25 every 3 minutes (up from 0.5).