This thread will detail how, when and why do minions and jungle creeps gain in power. This has been tested in several custom games with repeatable results
Minions
Minions have an "Upgrade Cycle" that activates every 3 minutes. Despite spawning only at 1:30 the cycle already begins at 0:00. Meaning that after 3 minion waves a minion's power and gold worth is already higher than the first 3 waves.
There are three constant minions in the game: The Melee, the Caster and the Siege. Along with the constnat minion types there is also the Super Minion.
Note: The game rounds down.
The stats for each Minion type are:
Melee
Health: 445 (+20 per cycle)
Attack Damage: 12
Armor: 0 (+2 per cycle)
Magic Resistance: 0 (+1.25 per cycle)
Attack Speed: 1.250
Gold Given: 22.5g (+.5g per cycle)
Spawn Time: 30 seconds
EXP Gain: 59 (+4.6 per cycle)
Caster
Health: 280 (+15 per cycle)
Attack Damage: 25
Armor: 0 (+1.25 per cycle)
Magic Resistance: 0 (+2 per cycle)
Attack Speed: 0.670
Gold Given: 16.5g (+.5g per cycle)
Spawn Time: 30 seconds
EXP Gain: 29 (+2.8 per cycle)
Siege
Health: 700 (+27 per cycle)
Attack Damage: 40
Armor: 15 (+3 per cycle)
Magic Resistance: 0 (+3 per cycle)
Attack Speed: 1.000
Gold Given: 27g (+1g per cycle)
Spawn Time: 90 seconds
EXP Gain: 92 (+6.4 per cycle)
Super Minion
Health: 1500 (+200 per cycle)
Attack Damage: 190
Armor: 30
Magic Resistance: -30
Attack Speed: 1.250
Gold Given: To be added
Spawn Time: 30 seconds
EXP Gain: To be added
Simply put the cycle applies every 2 Siege minions, one wave after the second Siege wave, and applies noticeable gold changes every 4 Siege minions. Most of the information is known however the Wikia, and several other locations, had conflicting data.
Jungle Creeps
All Jungle Creeps have an effect attached to them where upon Respawning they gain 50 maximum Health. This applies to the Ancient Golem, Elder Lizard, Dragon and Baron Nashor along with all Jungle Creeps. When trying to test for a limit I only managed to reach +750 health before the custom game had to stop so a defined limit is not known for now.
Other than the Respawning effect the most important creeps on Summoner's Rift have other effects giving them extra Health.
Important Jungle Creep Stats:
Lizard Elder and Ancient Golem
Health: 1450 + ((175 x (Highest Champion Level - 1)) + (Number of times respawned x 50))
Attack Damage: 110
Armor: 24
Magic Resistance: 0
Attack Speed: 0.625(Lizard)/0.613(Golem)
Gold Given: 60g
Spawns at: 1:54
Respawn Timer: 5 minutes
Dragon
Health: 3250 + ((220 x (Highest Champion Level - 1)) + (Number of times respawned x 50))
Attack Damage: 190
Armor: 21
Magic Resistance: 30
Attack Speed: 0.658
Gold Given: 190g (Global)
Spawns at: 2:30
Respawn Time: 6 minutes
Baron Nashor
Health: 9926 + ((125 x Minutes past 15th minute) + (Number of times respawned x 50))
Attack Damage: 600
Armor: 100
Magic Resistance: 70
Attack Speed: 0.208
Gold Given: 300g (Global)
Spawns at: 15:00
Respawn Time: 7 minutes
The "Highest Champion Level" applies itself across the map. Example: If an Ancient Golem has respawned once and the highest level of a champion present is 11 the Golem's health will be:
1450 + (175 x 10) + (50 x 1) = 3250 Health
A lot of this information is either missing from most sources or has never been properly tested and I simply wanted to share my findings with everyone on the forums.
Edited by AaronLake, 03 May 2011 - 05:05 PM.

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