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Every champion · every lane

Turret aggro without the guesswork

Champion class does not change the core rule. Start with what the turret is shooting, then ask whether the enemy damaged a protected allied champion.

All 173 champions Auto Attack On and Off Current 2026 structures
Summoner's Rift map showing the two bases and three lanes Top Mid Bot
Same aggro rule in all three lanesOuter, inner and inhibitor turrets protect each route into the base.
The rule to rememberEntering turret range is not the trigger. Damaging a protected champion is.

A turret normally finishes with its current valid target. If the enemy damages you or another protected ally while they are a valid target in range, the turret can switch to them.

Interactive rule checker

What did the enemy do under your turret?

Choose the closest action. The answer assumes the enemy is a valid target inside turret range and your champion is protected by that turret.

No damage trigger Entering range alone does not force a switch

The turret may keep shooting its current minion. It will choose again when that target dies, leaves range or becomes invalid.

Movement and displacement are not the same as the enemy damaging your champion.

Target-switch sequence

Read these four checks in order

This sequence works for melee, ranged, mage, tank, support, assassin, marksman and specialist champions.

  1. 1
    Current shotWhat is the turret attacking now?

    A valid minion can hold the shot. The turret does not repeatedly choose a new target while its current one remains valid.

  2. 2
    Damage eventDid the enemy damage a protected champion?

    Include basic attacks, damaging abilities, pets, summons and ongoing damage. The source matters more than the champion's class.

  3. 3
    Valid attackerCan the turret target that attacker?

    The attacker must be a valid target in range. Untargetability, leaving range or other state changes can prevent or end turret fire.

  4. 4
    Next targetDid the current target disappear?

    When a target dies, leaves or becomes invalid, the turret selects again. Remaining minions may still be chosen before a champion.

One setting, two input behaviours

Auto Attack On versus Off

The setting changes your champion's idle input. It never rewrites turret aggro.
Auto AttackOn

Your champion may acquire a nearby enemy while idle

With Auto Attack enabled, standing without another command can produce an automatic basic attack against a valid nearby enemy. If that attack damages a protected champion, it can draw turret aggro.

  • Possible accidental retaliationBeing pulled under a turret and then idling can be risky.
  • Manual commands still workRight-click, attack-move and abilities behave normally.
  • No special protectionOn does not automatically make the turret target you; damage to a protected champion is still the important event.
Auto AttackOff

Your champion will not start an idle basic attack automatically

With Auto Attack disabled, the game does not begin a basic attack merely because your champion is idle beside a valid target. This can reduce accidental champion damage after a pull or displacement.

  • More deliberate inputA basic attack normally needs your attack command.
  • Abilities still deal damageA spell, pet, summon or burn can trigger turret aggro without a basic attack.
  • Not turret immunityOff does not stop the turret switching after qualifying champion damage.
Off prevents idle automatic attacks You still control attacks and abilities Champion damage can still draw aggro

The attacks people forget

Delayed damage can change the moment

Turning away or disabling Auto Attack does not cancel damage that has already been created by a rune, passive, item, pet or spell.

Sorcery rune example

Scorch is one delayed hit, not a repeating burn

A damaging ability can prime Scorch. One second later, Scorch deals its bonus magic damage; the rune then goes on its current 10-second cooldown. If that delayed hit damages a protected champion while you are a valid target in turret range, it can create another champion-damage event.

Delay
1 second
Cooldown
10 seconds
Damage
20–40 by level
Already targeted?

The turret keeps its valid champion target until that target dies, leaves range or becomes untargetable. Scorch is not required to maintain that lock.

Entered after casting?

If you cast from safety and then enter turret range before delayed damage lands, the later damage can be the dangerous trigger.

Other ongoing effects

Poison, burns, pets, summons and item damage deserve the same check. “I stopped attacking” does not mean all damage stopped.

Area damage

A spell aimed at the wave can still draw turret aggro if its area also damages the protected champion.

Universal rule, different damage sources

How it applies to every champion

The turret does not maintain a separate aggro system for each champion. What changes is how their damage reaches the protected ally.

MeleeWalking close is safe; dealing damage is the trigger

A melee champion can stand in range behind minions without an immediate switch. A basic attack or damaging ability against the defender can draw aggro.

RangedRange does not bypass protection

A projectile that damages the protected champion can trigger the switch while its attacker remains a valid target inside turret range.

Burns and poisonDelayed damage still belongs to a source

Ongoing damage can cause or refresh danger even after the original button press. Do not assume standing still means no damage event exists.

Pets and summonsControlled units can create champion aggro

Damage from a champion-owned pet or summon can make the owning champion responsible for the protection response.

Dash, pull and knockbackMovement alone is not champion damage

Being moved under a turret does not itself mean the moved champion attacked. Check the ability's damage and what the moved champion does next.

Healing and shieldingNo damage means no champion-damage trigger

A purely non-damaging action does not create this trigger by itself. Many utility abilities also deal damage, so read the actual ability.

Three common moments

See the same rule from both sides

ADefendingAn enemy walks up with a minion wave

Your turret can keep clearing minions. Do not assume the enemy is already targeted; watch the turret beam or projectile before committing.

BAttackingYou poke the defender beneath their turret

Your damage can make the turret switch to you. Move out before repeated shots ramp up instead of relying only on the remaining minions.

CDisplacementA champion is pulled or knocked beneath the turret

The movement creates position, not guaranteed turret aggro. If the displaced champion retaliates with damage, the protection trigger can then apply.

Each lane, outside to inside

Destroy structures in this order

Top, Mid and Bot follow the same route. The turret aggro rule remains consistent while the structure-specific durability rules change.

1Outer turretFirst lane tower

The earliest structure and usual laning-phase protection.

2Inner turretSecond lane tower

Deeper protection after the outer turret falls.

3Inhibitor turretBase entrance

Protects that lane's inhibitor.

4InhibitorLane objective

Destroying it enables allied super minions in that lane. Open the dedicated guide for pressure and defence.

5Nexus turretsFinal defence

Protect the Nexus with their own regeneration and respawn rules.

Current 2026 structure system

Plates continue beyond the outer turret

Lane turrets use segmented health rewards. Inner and inhibitor turrets also have plates, and outer-turret plates no longer simply disappear at 14 minutes. Crystalline Overgrowth periodically lets a champion attack remove additional turret health when backdoor protection is not active.

Bot lane gold decision

Should Support step away from a plate?

Sometimes — decide before the plate falls
The accurate rule Plate gold is local and divided among eligible allies

Plainly: plate gold is divided equally among eligible allied champions. Nearby allies can qualify through proximity, while a recent turret assist can still qualify from farther away.

Letting the Bot carry receive a plate alone can concentrate that gold into the team's main income carry. However, Support gold still buys meaningful item spikes, and staying nearby may be necessary to prevent a collapse, protect the wave or finish the plate safely.

Carry alone120gOne eligible champion
Carry + Support60g eachTwo eligible champions
Funnel the plateStep out when the carry is safe and the extra gold matters

Do not hit the turret, leave the local reward area before the plate falls, and avoid a recent turret assist that can still make you eligible. “Twenty feet back” is not a reliable measurement.

Share the plateStay when your presence protects the play

Share when enemies can engage, the carry cannot finish alone, your damage reaches the plate sooner, or your next Support item is itself an important team power spike.

  1. 1Is the enemy team visible?If not, do not abandon the carry merely to optimise a small gold split.
  2. 2Can the carry finish before the wave disappears?Staying for damage can be worth more than attempting a perfect funnel and losing the plate.
  3. 3Who reaches the next useful purchase?Carry income is usually the priority, but a completed Support item can change the next fight too.
  4. 4Did you already assist?Recent turret damage can keep you eligible at a wider distance. Decide early instead of stepping away at the last instant.

Defending a pushed wave

Farm under turret without donating the lane

Exact last-hit damage changes with champion stats, items and minion health. Read the bars rather than memorising one permanent attack count.

1Watch the turret projectile

Prepare the next minion while the current shot is travelling.

2Preserve the cannon

Use an ability if your basic attack will not secure the valuable siege minion safely.

3Respect the enemy angle

Every minion is not worth walking into unavoidable control or burst.

4Use the cleared wave

Ward, reset the wave or move with a teammate after the immediate pressure ends.

Patch-aware references

Where these rules come from

Riot's current in-game tooltips remain authoritative when a later patch changes a number.

Riot Patch 26.1Current plate, Overgrowth and turret durability rules Riot Patch 13.10Minions attacking a tower ignore champion call-for-help signals Riot Patch 9.1Turret local-gold proximity and assist eligibility Scorch referenceOne-second delay, current damage and cooldown behaviour League of Legends WikiCurrent target priority and champion-damage aggro reference