TopMidBotArrr, 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.
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
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
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
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
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 attacksYe still control attacks and tricksArrr, 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.
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 championArrr, 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.
1Is th' foe crew visible?If nay, do nay abandon th' carry merely to optimise a small doubloons split.
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.
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.
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.