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(→‎Minion Types: Updated Siege Minion Spawning.)
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* Melee Minions - Three Melee Minions spawn per wave. They have moderate health and slow attack speed. They attack at melee range.
 
* Melee Minions - Three Melee Minions spawn per wave. They have moderate health and slow attack speed. They attack at melee range.
 
* Ranged Minions - One Ranged Minion spawns per wave. They have high attack speed but low health and can attack from range.
 
* Ranged Minions - One Ranged Minion spawns per wave. They have high attack speed but low health and can attack from range.
* Siege Minions - One Siege Minion spawns every three waves. They have increased health but very low attack speed. They are most effective at tanking structure damage. They can attack from range.
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* Siege Minions - Initially, one Siege Minion spawns every three waves. After 10 minutes, one Siege Minion spawns every two waves. After 20 minutes, one Siege Minion spawns every three waves. They have increased health but very low attack speed. They are most effective at tanking structure damage. They can attack from range.
 
* Super Minions - One spawns per wave once an inhibitor is deactivated. Once two inhibitors or more are down, Two spawn per wave. They have very high health and deal major damage but have slow attack speed. They attack at melee range and are larger than other minions.
 
* Super Minions - One spawns per wave once an inhibitor is deactivated. Once two inhibitors or more are down, Two spawn per wave. They have very high health and deal major damage but have slow attack speed. They attack at melee range and are larger than other minions.
   

Revision as of 22:58, 16 November 2016

Minions

Minions are AI characters that move down the three lanes from each team's base to the enemies core. They attack opposing minions, heroes and structures along the way. Killing minions drop Amber that can be used to level up your CXP to purchase new Cards.

Minion Types

  • Melee Minions - Three Melee Minions spawn per wave. They have moderate health and slow attack speed. They attack at melee range.
  • Ranged Minions - One Ranged Minion spawns per wave. They have high attack speed but low health and can attack from range.
  • Siege Minions - Initially, one Siege Minion spawns every three waves. After 10 minutes, one Siege Minion spawns every two waves. After 20 minutes, one Siege Minion spawns every three waves. They have increased health but very low attack speed. They are most effective at tanking structure damage. They can attack from range.
  • Super Minions - One spawns per wave once an inhibitor is deactivated. Once two inhibitors or more are down, Two spawn per wave. They have very high health and deal major damage but have slow attack speed. They attack at melee range and are larger than other minions.

Minion Stats

Attribute Melee Ranged Siege Super
HP 470 250 375 840
Attack Rating 15.2 15.2 15.2 50
Attack Speed 1.5 0.8 3 1.5
XP Dropped 18 18 18 18
Amber Dropped (Last Hit) 160 160 160 160
Attack Range 300 1000 1200 300

Spawning

Minions spawn every 30 seconds from small structures positioned around the core in groups of 3 melee minions and 1 ranged. After an inhibitor is deactivated a Super Minion spawns with the wave. An extra Super Minion spawns after a second inhibitor is deactivated or it is past 40 minutes. They walk along their respective lanes, attacking any enemy unit or structure in their way, until they die.

They will first prioritize attacking enemy minions, then enemy structures, and finally enemy heroes - however they immediately aggro onto enemy heroes that are attacking allied heroes. Therefore attacking an enemy hero can be a useful way to draw away minion fire from an allied structure or other, more vulnerable hero. The first wave of the game spawns at 15 seconds into the game.

Last Hitting

Getting the killing blow on a minion is known as 'last hitting'. When a hero last hits, they get 5.5 times more CXP than usual, and it goes straight to the Hero, no matter how far away the Hero was from the minion. Last hitting is a very important tactic, especially during the laning phase as it accelerates your CXP gain.