Game Play Guide - Last Hitting
Understanding Minions
Introduction
This guide will provide you the mechanics and strategy behind 'last hitting', one of the most important mechanics of the game to learn for nearly any non-support and non-jungle champion. The gold advantage of last hitting is immense, and you will notice a commonality amongst top tier Platinum players and those in lower ELO: The average last hits based on Game clock are staggering. If you think last hitting is just about hitting the creep when it's about to die, you are sadly mistaken – there is much more to know. If you are playing AD or AP Carry and you can’t get 100 minion kills by 10 minutes and 220 minion kills by 20 minutes then you need to read this guide!
Change Log:
11/24/2012 - added videos and additional fixes to the guide to make it up to date.
Understanding your opposition – “Know yo’ Minions!”
Neutrals! Get to know them - here is some basic information:
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% more damage to turrets than they do to champions and other 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.
Melee Minion: Charge directly against the enemy. Three spawn each wave. Melee minions have more health than Caster Minion.
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 Minion: Attacks enemies from a range. Three spawn each wave. Fires bolts of energy that are the same color as their teams.
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 Minion: Perfect to take down turrets (Takes 50% less damage from towers.). One spawns every three waves until 35 minutes in game, at which point one spawns every two waves. Siege minions have more health than melee minions.
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: One is spawned each wave in place of the Siege Minion once the enemy lane inhibitor is down (also takes 50% less damage from towers). Two spawn per wave in each lane when all enemy inhibitors are destroyed. Much stronger than any available type of minion.
Health: 1500 (+200 per cycle)
Attack Damage: 190
Armor: 30
Magic Resistance: -30
Attack Speed: 1.250
Gold Given: Not sure – need to find it
Spawn Time: 30 seconds
EXP Gain: Not sure
How do Minion’s Know what to Aggro?
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:
- An enemy champion designated by a call for help from an allied champion.
- An enemy minion designated by a call for help from an allied champion.
- An enemy minion designated by a call for help from an allied minion.
- An enemy turret designated by a call for help from an allied minion.
- An enemy champion designated by a call for help from an allied minion.
- The closest enemy minion.
- The closest enemy champion.
Note: Single-target spells such as Annie's Disintegrate or Kassadin's Null Sphere will not generate a call for help. 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.
How Much Gold Are Minions Worth & How Many Are There?
I've created this spreadsheet which takes in account the increase in gold per cycle on minions. Test yourself; how many minions can you get by the 10 minute mark in the game? Most of the pro players will be at a 85-95% Minion kill count. The difference between the actual percentage and 100% should account for being zoned, ganked and having to return to tower.
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Take a look at the spreadsheet, you will also notice how much gold you will have by killing minions. If you are 100 creep score over your opponent, you will be approximately 2,500 gold richer than them. You can now see why Minion Killing is vital to pro-game play.
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Posted 2/19/2012 2:42:49 PMGreat guide, thanks for writing it!
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Posted 11/24/2012 8:10:02 PMYou're welcome :)
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
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Posted 2/19/2012 5:52:54 AMHi which Champion has the slowest Animation/ i the hardest to lasthit just with attacks ?
and can it be that you made a mistake in your sheet. In the sheet a circle lats 1:30 min but in your guide says they last 3:00 min. Btw this guid is awsome :)
Edit: I made my own Excel table based on yours and converted it into a PDF you can do whatever you want with them:
PDF: http://ubuntuone.com/0qQIIvKXXcK1oZuBHxRQMV
Excel:http://ubuntuone.com/4rmWQEMZkyVPNM5hGknSTy
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Posted 2/21/2012 3:21:41 AMThanks for the spreadsheet! And no, you migth be mistaking cannon minions for cycles. There are two cannon minions per cycle, check the "Per Melee Gold" column to see cycles.
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Posted 2/19/2012 1:12:08 AMI think you should mention Anivia when referring to champs with long attack animations/trouble last hitting. If you can last hit with Anivia, you can last hit with anyone.
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Posted 11/24/2012 8:11:45 PMyou are right - added
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
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Posted 2/18/2012 6:21:55 PMGreat guide, thanks for providing this! :)
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Posted 2/17/2012 11:03:50 AMI had been meaning to do a spreadsheet like that for months but always got lazy. This is awesome
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Posted 2/13/2012 12:19:30 PMAwesome guide I really found this helpful.
Just wanted to point out some mistakes.
(It should be "If you're AD" right?)
If your AD attacking then Melee creeps at full health:
If your AD attacking Melee creeps a little more than half health:
If your AD attacking Caster minions at full health:
Otherwise thanks a bunch.
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Posted 2/14/2012 11:47:51 PMFixed :)
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
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Posted 3/29/2012 5:59:04 PMStill looks like it says "your" instead of "you're".
:)
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Posted 4/22/2012 9:48:38 AMYeah, definitely not fixed.
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Posted 5/12/2012 7:28:17 PMlol ^
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Posted 2/12/2012 8:23:09 AMAmazing guide. The spreadsheet is also a great help. Great job, guys!
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Posted 2/11/2012 12:41:01 PMthis is such a good guide, much better than those in CLG, tsm guides