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Κυριακή 29 Ιουνίου 2014
League Of Legend For Begginers the basics:minions
League Of Legend For Begginers
The basics:minions
Minions are
expendable allied units that are generated automatically to charge into battle
with the purpose of attacking enemy units in the lanes they are assigned.
The blue and purple team minions spawn every
30 seconds from the Nexus in order to support the champions.
Minions begin spawning 1 minute 30 seconds after the game has begun. Every 3
minutes the minion waves will grow stronger, with every type of minion gaining
different stats. Minions deal 50% increased damage to turrets and deal
about 15% reduced damage to enemy champions.
Note:
Minions should not be confused with monsters,
which are neutral unless attacked and reside in the jungle.
Minions are
expendable allied units that are generated automatically to charge into battle
with the purpose of attacking enemy units in the lanes they are assigned.
The blue and purple team minions spawn every
30 seconds from the Nexus in order to support the champions.
Minions begin spawning 1 minute 30 seconds after the game has begun. Every 3
minutes the minion waves will grow stronger, with every type of minion gaining
different stats. Minions deal 50% increased damage to turrets and deal
about 15% reduced damage to enemy champions.
Note:
Minions should not be confused with monsters,
which are neutral unless attacked and reside in the jungle.
Types
There are five types of
minions that are currently in the game.
Melee
Caster
Caster minions attack enemies from a range
of 600 with bolts of energy that are the same color as their team's. They deal
more damage per attack and have un noticably more DPS than their melee
counterparts but are otherwise inferior.
Siege
One Siege minion spawns in every third wave,
in each lane. It attacks enemies from a range of 450 with cannon balls. They
receive 30% less damage from turrets. Siege minions have more health and deal
more damage than the regular wave minions.
Anti-turret
cannon
A siege minion that is promoted turns in to a Anti-turret
cannon (ATC) thus gaining increased attack speed,armor, magic resistance, health and its kills donate the
gold to its promoter. ATC's are the best and strongest among the regular
minions.
Super
A Super minion is spawned in each wave to a lane in which the enemy inhibitor is destroyed. They will
continue spawning until the inhibitor respawns, which takes four minutes. It
replaces the wave's siege minion and, similarly to it, it
takes 30% less damage from turrets. They deal more damage and have more health
than any other minion, but have the lowest armor and magic resistance.
Behavior
Minions and turrets will
only deviate from their standard behavior to come to the aid of an ally under
duress. Whenever any unit is under attack, it generates a ‘call for help’.
Minions and turrets have slightly different reactions to a call for help.
Under normal circumstances,
a minion’s behavior is simple. Minions follow their attack route until they
reach an enemy to engage. Every few seconds, they will scan the area around
them for the highest priority target. When a minion receives a call for help from
an ally, it will evaluate its current target in relation to the target
designated by the call. It will switch its attack to the new target if and only
if the new target is of a higher priority than their current target. Minions
prioritize targets in the following order:
1. An enemy champion
designated by a call for help from an allied champion. (Enemy champion
attacking an Allied champion)
2. An enemy minion designated
by a call for help from an allied champion. (Enemy minion attacking an Allied
champion)
3. An enemy minion designated
by a call for help from an allied minion. (Enemy minion attacking an Allied
minion)
4. An enemy turret designated
by a call for help from an allied minion. (Enemy turret attacking an Allied
minion)
5. An enemy champion
designated by a call for help from an allied minion. (Enemy champion attacking
an Allied minion)
6. The closest enemy minion.
7. The closest enemy champion.
Because they are
continuously reevaluating their target, minions will lose interest in an enemy
champion if that champion breaks off an engagement with them, provided that
there is any other target left for them to choose within range.
Minions will only
reevaluate their target every few seconds. This means that if a champion
initiates an attack against an enemy champion, the attacking champion will
continue to be viewed as the most threatening target for a short time after
they have broken off the attack. This is true even if one of their allied
champions has joined the fight, since minions always prioritize their current
target over a new target of equal priority. If a targeted champion leaves the
minions' sight, the minions will automatically reevaluate their target and will
carry on walking or attacking something else.
Lane
Management and Last Hitting Tips
Although experience is
given any time a champion is in a certain range of a minion that dies, a
champion may only receive the gold if that champion delivered the killing blow.
Landing the final autoattack on minions is referred to as last hitting in the
League of Legends community. It is the best way to pick up the minion's bounty
without pushing the lane much. Constantly autoattacking minions always pushes
the lane, which leaves the champion more vulnerable to attacks from junglers.
Champions can also use their abilities to last hit, however, having an ability
on cooldown or even having to spend a resource (e.g. Mana) always puts you into
a disadvantage. When choosing to use an ability to last hit, this should always
be taken into account. As killing minions (creep score or CS) is generally the
only way to gain gold in lane beyond gold over time (because kills and assists
are not guaranteed), it is considered very important.
Freezing a lane is
essentially stopping the enemy minions from pushing the lane any further than
it already is. It is generally used in combination with zoning to keep enemy
champions from experience and minions and allow a jungler to gank. Keep in mind
that freezing a lane will leave a greater amount of enemy minions than allied
minions and can mean a significant amount of extra damage in any all-ins or
sustained trades. The first condition for this tactic to work, the enemy
minions must already be pushing. Generally, one can leave a few extra enemy
minions (about half a minion wave or three is good, preferably ranged minions).
You may have to tank a few minion hits to keep the lane from pushing in between
minion waves.
Notes
§
If
the champions do not interfere in the battle, one team of minions will
eventually win the game. Which team will win is completely random, depending on
which team focuses the enemy minions better.
§
When
minions scan for a target, it is possible for a champion to pick up aggro
multiple times from a minion. Minions can constantly pick up aggro from you and
can follow you through the jungle.
(source:http://leagueoflegends.wikia.com/wiki/Minion)
This is how different types of minions look like :
melee minion and caster blue and purple minions
Siege minions blue and purple
Super blue minion
Super purple minion
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