Arrr, VRC.LOL

Every champion · every course

Turret aggro without th' guesswork

Champion class does nay change th' core rule. Set sail wit' what th' turret be shooting, then ask whether th' foe damaged a protected allied champion.

Arrr, all 173 champions Arrr, auto Attack On and Off Present 2026 structures
Summoner's Rift map showing the two bases and three lanes Top Mid Bot
Arrr, same aggro rule in all three lanesOuter, inner and inhibitor turrets protect each course into th' base.
Th' rule to rememberEntering turret range be nay th' trigger. Damaging a protected champion be.

A turret normally finishes wit' its present valid target. If th' foe damages ye or another protected ally while they be a valid target in range, th' turret can switch to them.

Arrr, interactive rule checker

What did th' foe do under yer turret?

Pick th' closest action. Th' captain's answer assumes th' foe be a valid target inside turret range and yer champion be protected by that turret.

Nay damage trigger Entering range alone does nay force a switch

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

Movement and displacement be nay th' same as th' foe damaging yer champion.

Arrr, target-switch sequence

Arrr, read these four checks in order

This sequence holds water fer melee, ranged, mage, tank, support, assassin, marksman and specialist champions.

  1. 1
    Present shotWhat be th' turret attacking now?

    A valid minion can hold th' shot. Th' turret does nay repeatedly choose a new target while its present one remains valid.

  2. 2
    Arrr, damage eventDid th' foe damage a protected champion?

    Include basic attacks, damaging tricks, pets, summons and ongoing damage. Th' source matters more booty than th' champion's class.

  3. 3
    Arrr, valid attackerCan th' turret target that attacker?

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

  4. 4
    Next aboard targetDid th' present target disappear?

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

Arrr, one setting, two input behaviours

Arrr, auto Attack On versus Off

Th' setting changes yer champion's idle input. It ne'er rewrites turret aggro.
Arrr, auto AttackOn

Yer champion may acquire a nigh th' ship foe while idle

With Auto Attack enabled, standing without another command can produce an automatic basic attack agin' a valid nigh th' ship foe. If that attack damages a protected champion, it can draw turret aggro.

  • Arrr, possible accidental retaliationBeing pulled under a turret and then idling can be perilous.
  • Arrr, manual commands still workRight-press, attack-move and tricks behave normally.
  • Nay special protectionOn does nay automatically make th' turret target ye; damage to a protected champion be still th' fit fer th' captain's eye event.
Arrr, auto AttackOff

Yer champion will nay set sail an idle basic attack automatically

With Auto Attack disabled, th' battle does nay begin a basic attack merely because yer champion be idle beside a valid target. This can reduce accidental champion damage after a pull or displacement.

  • More booty deliberate inputA basic attack normally needs yer attack command.
  • Tricks still deal damageArrr, a spell, pet, summon or burn can trigger turret aggro without a basic attack.
  • Nay turret immunityOff does nay stop th' turret switching after qualifying champion damage.
Arrr, off prevents idle automatic attacks Ye still control attacks and tricks Arrr, champion damage can still draw aggro

Th' attacks people forget

Delayed damage can change th' moment

Turning astern or disabling Auto Attack does nay cancel damage that has already been created by a rune, passive, gear, pet or spell.

Sorcery rune tale

Scorch be one delayed hit, nay a repeating burn

A damaging trick can prime Scorch. One second later, Scorch deals its bonus magic damage; th' rune then goes on its present 10-second cooldown. If that delayed hit damages a protected champion while ye be a valid target in turret range, it can create another champion-damage event.

Delay
Arrr, 1 second
Cooldown
Arrr, 10 seconds
Damage
Arrr, 20–40 by level
Arrr, already targeted?

Th' turret keeps its valid champion target until that target dies, leaves range or becomes untargetable. Scorch be nay required to maintain that lock.

Arrr, entered after casting?

If ye cast from safe harbour and then enter turret range afore delayed damage lands, th' later damage can be th' perilous trigger.

Arrr, other ongoing effects

Poison, burns, pets, summons and gear damage deserve th' same inspect. “I stopped attacking” does nay mean all damage stopped.

Arrr, area damage

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

Arrr, universal rule, different damage sources

Arrr, how it applies to every champion

Th' turret does nay maintain a separate aggro system fer each champion. What changes be how their damage reaches th' protected ally.

MeleeWalking belay be seaworthy; dealing damage be th' trigger

A melee champion can stand in range astern o' minions without an immediate switch. A basic attack or damaging trick agin' th' defender can draw aggro.

RangedRange does nay bypass protection

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

Arrr, burns and poisonArrr, delayed damage still belongs to a source

Ongoing damage can cause or refresh peril even after th' original control press. Do nay assume standing still means no damage event exists.

Arrr, pets and summonsArrr, controlled units can create champion aggro

Damage from a champion-owned pet or summon can make th' owning champion responsible fer th' protection response.

Arrr, dash, pull and knockbackMovement alone be nay champion damage

Being moved under a turret does nay itself mean th' moved champion attacked. Inspect th' trick's damage and what th' moved champion does next aboard.

Arrr, healing and shieldingNay damage means no champion-damage trigger

A purely non-damaging action does nay create this trigger by itself. Many utility tricks also deal damage, so read th' actual trick.

Three common aboard moments

See th' same rule from both sides

ADefendingAn foe walks up wit' a minion wave

Yer turret can keep clearing minions. Do nay assume th' foe be already targeted; watch th' turret beam or projectile afore committing.

BAttackingYe poke th' defender beneath their turret

Yer damage can make th' turret switch to ye. Move out afore repeated shots ramp up instead o' relying only on th' remaining minions.

CDisplacementA champion be pulled or knocked beneath th' turret

Th' movement creates position, nay promised turret aggro. If th' displaced champion retaliates wit' damage, th' protection trigger can then apply.

Each course, outside to inside

Arrr, destroy structures in this order

Top, Mid and Bot follow th' same course. Th' turret aggro rule remains consistent while th' structure-specific durability rules change.

1Arrr, outer turretFirst aboard course tower

Th' earliest structure and usual aboard laning-phase protection.

2Arrr, inner turretSecond course tower

Deeper protection after th' outer turret falls.

3Arrr, inhibitor turretArrr, base entrance

Protects that course's inhibitor.

4InhibitorCourse prize

Destroying it enables allied super minions in that course. Unfurl th' dedicated chart fer pressure and defence.

5Arrr, nexus turretsArrr, final defence

Protect th' Nexus wit' their own regeneration and respawn rules.

Present 2026 structure system

Plates continue beyond th' outer turret

Course turrets use segmented hull 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 hull when backdoor protection be nay active.

Bot course doubloons decision

Should Support step astern from a plate?

At times — decide afore th' plate falls
Th' accurate rule Plate doubloons be local and divided among eligible crewmates

Plainly: plate doubloons be divided equally among eligible allied champions. Nearby crewmates can qualify through proximity, while a recent turret assist can still qualify from farther astern.

Letting th' Bot carry receive a plate alone can concentrate that doubloons into th' crew's main income carry. However, Support doubloons still buys meaningful gear spikes, and staying nigh th' ship may be necessary to prevent a collapse, protect th' wave or finish th' plate safely.

Arrr, carry aloneArrr, 120gArrr, one eligible champion
Arrr, carry + SupportArrr, 60g eachArrr, two eligible champions
Funnel th' plateStep out when th' carry be seaworthy and th' extra doubloons matters

Do nay hit th' turret, leave th' local reward area afore th' plate falls, and avoid a recent turret assist that can still make ye eligible. “Twenty feet back aboard” be nay a reliable measurement.

Share th' plateStay when yer presence protects th' play

Share when enemies can engage, th' carry cannae finish alone, yer damage reaches th' plate sooner, or yer next aboard Support gear be itself an fit fer th' captain's eye crew power spike.

  1. 1Is th' foe crew visible?If nay, do nay abandon th' carry merely to optimise a small doubloons split.
  2. 2Can th' carry finish afore th' wave disappears?Staying fer damage can be worth more booty than attempting a perfect funnel and losing th' plate.
  3. 3Who reaches th' next aboard useful purchase?Carry income be most often th' priority, but a completed Support gear can change th' next aboard fight too.
  4. 4Did ye already assist?Recent turret damage can keep ye eligible at a wider distance. Decide early instead o' stepping astern at th' last aboard instant.

Arrr, defending a pushed wave

Farm under turret without donating th' course

Exact last aboard-hit damage changes wit' champion stats, gear and minion hull. Read th' bars rather than memorising one permanent attack count.

1Watch th' turret projectile

Prepare th' next aboard minion while th' present shot be travelling.

2Preserve th' cannon

Use an trick if yer basic attack will nay secure th' valuable siege minion safely.

3Respect th' foe angle

Every minion be nay worth walking into unavoidable control or burst.

4Use th' cleared wave

Ward, reset th' course th' wave or move wit' a teammate after th' immediate pressure ends.

Arrr, patch-aware references

Arrr, where these rules come from

Riot's present in-battle tooltips remain authoritative when a later patch changes a number.

Arrr, riot Patch 26.1Present plate, Overgrowth and turret durability rules Arrr, riot Patch 13.10Minions attacking a tower ignore champion call-fer-lend a hand signals Arrr, riot Patch 9.1Turret local-doubloons proximity and assist eligibility Arrr, scorch referenceOne-second delay, present damage and cooldown behaviour Arrr, League of Legends WikiPresent target priority and champion-damage aggro reference