Minion  小兵

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Minions of League of Legends
英雄联盟的小兵

(by Riot Contracted Artist Marie Magny)
(由拳头合约艺术家玛丽·马尼创作)

Minions are units that comprise the main force sent by the Nexus. They spawn periodically from their Nexus and advance along a lane towards the enemy Nexus, automatically engaging any enemy unit or structure they encounter. They are controlled by artificial intelligence and only use basic attacks.
小兵是由水晶基地派出的主要部队。它们会定期从水晶基地生成,并沿着一条线路前进,直至敌方水晶基地,在遇到任何敌方单位或建筑时会自动发起攻击。它们由人工智能控制,只能使用基础攻击。

A group of spawned minions is called a wave. The game's pace fundamentally depends on minion waves.
生成的一组小兵被称为兵线。游戏的节奏从根本上取决于兵线。

Spawning location and routes[edit | edit source]
召唤位置和路线编辑 | 编辑源代码

These graphics show the points at which minions spawn right beside each Nexus, and the route they follow after being spawned, for each available map:
这些图形展示了小兵在每个水晶枢纽旁边生成的具体位置,以及生成后所遵循的路线,涵盖了每个可用地图:

The thick, short segments at each line's end represent the spawning point for each lane (the point at which minions appear on the map).
粗短线段位于每条线路末端,代表每条线路的生成点(小兵出现在地图上的位置)。
The thin, long segments represent the minions' regular route along each lane that they march along immediately after spawning.
这些细长线段代表小兵在生成后立即沿着每条线路行进的常规路线。

Gameplay - Summoner's Rift[edit | edit source]
游戏玩法 - 召唤师峡谷编辑 | 编辑源代码

Minion waves[edit | edit source]
小兵波次编辑 | 编辑源代码

Minions on Summoner's Rift
召唤师峡谷中的小兵

Minions start spawning from each Nexus at 1:05 and keep spawning in waves every 30 seconds for the rest of the match. Minions within a wave spawn 0.792 seconds apart from each other.
小兵从每个水晶基地在 1:05 开始生成,并在接下来的比赛中每 30 秒生成一波。同一波中的小兵之间间隔 0.792 秒生成。

Each minion wave comprises several types of minions, which spawn in this order:
每一波小兵由几种类型的小兵组成,按照以下顺序生成:

  1. An icon representing Super minion Super minions
    An icon representing Super minion 超级小兵
    • If a team's inhibitor is destroyed, one super minion spawns for the enemy team on the same lane as the destroyed inhibitor.
      如果一个队伍的防御塔被摧毁,敌队将在被摧毁的防御塔所在的路线上生成一个超级小兵。
    • If all of a team's inhibitors are destroyed, two super minions spawn on each lane for the enemy team instead.
      如果一个团队的所有防御塔被摧毁,敌方队伍的每条线路都会生成两个超级小兵。
  2. An icon representing Melee minion Melee minions
    An icon representing Melee minion 近战小兵
    • Three of them spawn in each wave.
      每一波中生成三个。
  3. An icon representing Siege minion Siege minions
    An icon representing Siege minion 攻城小兵
    • They do not spawn on waves in which An icon representing Super minion super minions are present.
      An icon representing Super minion 超级兵存在的兵线上不会生成这些单位。
    • They spawn between the melee and caster minions.
      它们生成在近战小兵和远程小兵之间。
    • The first one spawns with the fourth wave.
      第一个在第四波兵线时生成。
    • Then, for the first 15 minutes, one spawns every three waves.
      在前 15 分钟内,每三波兵线生成一个。
    • After the 15 minute mark, one spawns every two waves.
      15 分钟后,每两波兵线生成一个。
    • After the 25 minute mark, one spawns every wave.
      25 分钟后,每波会生成一个额外小兵。
  4. An icon representing Caster minion Caster minions
    An icon representing Caster minion 远程小兵
    • Three of them spawn in each wave.
      每波有三个小兵。

Behavior[edit | edit source]
行为编辑 | 编辑源代码

While minions have not acquired a target, they will strictly path linearly along a lane until they find a valid enemy unit. Upon finding one, they will move toward and attack it within their range. Minions respect unit collision as well as player-generated terrain.
在没有获得目标时,小兵将严格地沿着线性路径前进,直到找到一个有效的敌方单位。一旦找到目标,它们将在攻击范围内移动并攻击该目标。小兵会遵守单位碰撞规则以及玩家生成的地形。

The first wave's minions have modified behavior. Top and bottom lanes' minions are ghosted for 28 seconds, while middle lane minions are ghosted for 18 seconds. They will ignore enemy champions until a champion walks much closer to them or until meeting with the enemy wave. When the waves meet, minions will spread out their attacks on the three enemy melee minions regardless of distance. This special behavior exists so that, in every game, neither side gains a pushing advantage without champion interference since the first wave's melee minions are guaranteed to die at roughly the same time.
第一波小兵具有特殊的行为模式。上路和下路的小兵在 28 秒内处于幽灵状态,而中路小兵在 18 秒内处于幽灵状态。在敌方英雄走近或与敌方小兵波相遇之前,它们将忽略敌方英雄。当小兵波相遇时,无论距离远近,小兵将把攻击分散到敌方的三个近战小兵身上。这种特殊行为存在的目的是确保在每场比赛中,没有一方能在没有英雄干预的情况下获得推线优势,因为第一波的近战小兵注定会在大致相同的时间阵亡。

Nearby enemy minions will become aggressive toward, or "aggro", an enemy champion within their own variable acquisition range and under certain conditions. When activated by enemy champion actions, this aggression is formally referred to as a Call for Help signal in-game and throughout the wiki, and it is indicated by an icon of three concentrated lines above a minion's health bar (this icon indicates all non-playable units' aggro, including monsters, turrets, pets, etc.).
附近的敌方小兵会在特定条件下,对进入其 变量获取范围内的敌方英雄变得具有攻击性,或者说"仇恨"。当被敌方英雄的行动激活时,这种攻击性在游戏中和维基百科中被正式称为求援信号,并通过小兵血条上方的三条集中线图标来指示(该图标表示所有非玩家单位的仇恨,包括 野怪、 防御塔、 宠物等)。

Abilities' interaction with / minion Call for Help is noted under their respective "Details" section within a formatted table (which includes other fundamental ability properties).
能力与 / 小兵求援信号的交互情况,将在其各自的"详情"部分的格式化表格中标注(其中包括其他基本能力属性)。

Call for Help signals trigger when:
求援信号在以下情况下触发:

  • A champion stands in the minion's path, without any other targets within the minions' attack range and outside of a turret's range.
    一名英雄站在小兵的路径上,且范围内没有其他目标,并且在防御塔攻击范围之外。
  • A champion deals damage to an enemy champion with a basic attack, the majority of unit-targeted abilities, and a minority of abilities which are marked as being similar to those two. Minions will prioritize the closest champion in the case there are multiple sources.
    当一名英雄通过基础攻击、大多数单位目标技能以及少数标记为类似攻击的技能对敌方英雄造成伤害时,如果存在多个伤害来源,小兵将优先攻击最近的英雄。
    • Bar the first wave (which is noted above as an exception), Call for Help signals are also ignored while minions are already attacking an enemy turret.
      除了第一波小兵(上文已注明为例外情况),当小兵已经在攻击敌方防御塔时,支援信号将被忽略。

Priority[edit | edit source]
优先级编辑 | 编辑源代码

When minions find several enemy units, they choose their target using a priority system that follows this order:
当小兵遇到多个敌方单位时,它们将按照以下顺序选择攻击目标:

  1. Enemy champions attacking an allied champion.
    敌方英雄攻击友方英雄。
  2. Enemy minions attacking an allied champion.
    敌方小兵攻击友方英雄。
  3. Enemy minions attacking an allied minion.
    敌方小兵攻击友方小兵。
  4. Enemy turrets attacking an allied minion.
    敌方防御塔攻击友方小兵。
  5. Enemy champions attacking an allied minion.
    敌方英雄攻击友军小兵。
  6. The closest enemy minion.
    最近的敌方小兵。
  7. The closest enemy champion.
    最近的敌方英雄。

Once a minion has chosen a target, it only switches to a new target if that new target has a higher priority. The minion cannot acquire a new target that has the same priority as their current target (and thus continues attacking its current target).
一旦小兵选择了一个目标,只有在新目标的优先级更高时才会切换目标。小兵无法获取与当前目标优先级相同的新目标(因此会继续攻击当前目标)。

Acquisition range[edit | edit source]
获取范围编辑 | 编辑源

In general, valid targets must be within 500 units of the minion in order to be acquired.
通常,有效目标必须在小兵周围 500 单位范围内才能被锁定。

Allied champions being attacked by an enemy champion may be within 1000 range of the minion to trigger a Call for Help signal instead.
当友军英雄正在被敌方英雄攻击时,小兵可能会在小兵 1000 范围内触发援助信号。

Timing[edit | edit source]  时机编辑 | 编辑源

Minions reevaluate their target in between each attack windup every few seconds. For instance, if an enemy champion is attacking an allied champion and stops doing so, minions will not stop targeting that champion for a short time afterwards.
小兵会在每次攻击前摇之间的几秒钟内重新评估其攻击目标。例如,如果一个敌方英雄正在攻击一个友军英雄并停止攻击,小兵在短时间内仍会继续攻击该英雄。

Vision[edit | edit source]  视野编辑 | 编辑源代码

When the minion loses sight of its target, the minion switches to a new target or keeps advancing if there are no targets left within sight.
当小兵失去目标视线时,它会切换到新目标,或者如果视线范围内没有目标,则继续前进。

Death grace[edit | edit source]
死亡宽限期 | 编辑源代码

When a minion is below 0.35% of its maximum health and receives lethal damage from another minion, its health is set to 1. If it has not received damage from another source within the next 0.363 seconds, it will then proceed to die at the end of the delay.
当小兵的生命值低于最大生命值的 0.35%并受到另一个小兵的致命伤害时,其生命值会被设置为 1。如果在接下来的 0.363 秒内没有受到其他来源的伤害,它将在延迟结束后死亡。

This effect does not take place if the damage to the minion would exceed 190.
如果对小兵造成的伤害不超过 190,则该效果不会生效。

Stats mechanics[edit | edit source]
统计机制编辑 | 编辑源代码

  • Starting at 1:05 and every 90 seconds thereafter (regardless of which minion spawn), minions gain an "upgrade", gaining health, attack damage, and possibly certain buffs depending on the game state.
    从 1:05 开始,每 90 秒(无论哪种小兵生成),小兵都会获得一次"升级",增加生命值、攻击伤害,并可能根据游戏状态获得某些增益效果。
  • Against champions and structures, minions deal 55% damage.
    对敌方英雄和建筑,小兵造成 55%的伤害。
  • Against other minions, minions deal bonus physical damage equal to a percentage of their target's current health, varying based on the attacking minion.
    在对抗其他小兵时,小兵会造成等同于目标当前生命值一定百分比的额外物理伤害,具体伤害取决于攻击的小兵类型。
  • Minions have  325 / 350 / 375 / 400 / 425 (based on minutes) base movement speed (before caps).
    小兵的基础移动速度为 325 / 350 / 375 / 400 / 425(基于游戏时间),且不受速度上限的影响。
  • New spawning minions level up based on their team's average (integer) champion level (e.g. champion levels 15, 10, 18 = minion level 14). Minion levels interact with the minion pushing buff explained below.
    新生成的小兵将根据其团队平均(整数)英雄等级升级(例如英雄等级为 15、10、18,则小兵等级为 14)。小兵等级会影响下文解释的小兵推线增益。
  • Upon dying, a minion's experience bounty is split equally among the killer and all nearby enemy champions within 1500 units of its death location.
    当小兵死亡时,其经验奖励将平均分配给击杀者和死亡位置 1500 单位范围内的所有敌方英雄。

Buffs[edit | edit source]  增益效果编辑 | 编辑源代码

General[edit | edit source]
常规编辑 | 编辑源代码

  • Destroying an enemy inhibitor grants a small buff to allied minions in the lane where the inhibitor has been destroyed.
    摧毁敌方水晶兵营将为被摧毁水晶兵营所在的路线中的友军小兵提供一个小型增益效果。

Sidelane Speed[edit | edit source]
侧路加速编辑 | 编辑源代码

Exclusive to Summoner's Rift
仅在 召唤师峡谷可用

After the first wave and until 14:00 game time, all top and bottom lane (= side lane) minions gain a  movement speed buff for a set duration upon their spawn.
在第一波小兵之后,直到游戏时间 14:00,所有上路和下路(即侧路)的小兵在生成时获得一个持续特定时间的 移动速度增益。

Each spawned minion in the second minion wave of the game gains 111 bonus movement speed as an initial speed. Each subsequent wave reduces its spawned minions' initial speed by 4.5.
游戏中第二波小兵生成时,每个小兵都会获得 111 点额外移动速度作为初始速度。随后的每一波小兵,其生成小兵的初始速度都会降低 4.5 点。

The bonus is removed in four stages as the minion travels:
随着小兵行进,该加成会分四个阶段逐步移除:

  • The first, second, and third stages last 7 seconds; the fourth stage lasts 4 seconds. (Total: 25 seconds)
    前三个阶段各持续 7 秒;第四个阶段持续 4 秒。(总计:25 秒)
  • Upon a minion's time in each stage completing, reduce its movement speed by 15.
    当一个小兵完成每个阶段的时间后,将其移动速度降低 15%。
  • After the stages' collective time has elapsed, this buff is removed.
    当各个阶段的总时间已过,这个增益效果将被移除。

Minion Pushing[edit | edit source]
推线小兵编辑 | 编辑源代码

On Summoner's Rift
召唤师峡谷

The team with the higher average champion level gains the minion pushing buff. The buff increases the minion damage against enemy minions and reduces the damage they take from them.
平均英雄等级较高的队伍将获得小兵推进增益效果。该增益提高小兵对敌方小兵的伤害,并降低敌方小兵对该队小兵的伤害。

Bonus damage = (5% + (5% × Turret advantage of the lane)) × Team level advantage
额外伤害 = (5% + (5% × 防御塔优势)) × 队伍等级优势

Damage reduction = 1 + (Turret advantage of the lane × Team level advantage)
伤害减免 = 1 + (防御塔优势 × 队伍等级优势)

  • Team level advantage is the difference between the (decimal) average of the (integer) levels of the players in one team and the average of the levels of the other. This difference can be a decimal value, and is capped at 3.
    队伍等级优势是指一个队伍玩家的(整数)平均等级与另一个队伍玩家平均等级之间的差值。这个差值可以是小数,并且最大值被限制为 3。
  • Turret advantage is the difference between the number of turrets destroyed in one team on a specific lane and the number of turrets destroyed on the other team on that same lane. Note that Nexus turrets are not lane turrets. This difference cannot be below 0.
    炮塔优势是指在特定路线上,一支队伍摧毁的炮塔数量与对方摧毁的炮塔数量之间的差异。请注意,主堡炮塔不属于路线炮塔。这个差异不会低于 0。

Since there are three turrets on each lane, the maximum possible benefits on Summoner's Rift are:
由于每条路线上有三座炮塔,因此召唤师峡谷中可能获得的最大收益为:

Bonus damage = (5% + (5% × 3)) × 3 = 60%
额外伤害 = (5% + (5% × 3)) × 3 = 60%

Damage reduction = 1 + (3 × 3) = 10
伤害减免 = 1 + (3 × 3) = 10

This buff starts to apply at 3:30. Already-spawned minions will also receive the buff and these values will update for all minions when the level and turret advantages change.
这个增益效果从 3:30 开始生效。已经生成的小兵也将获得这个增益,并且当队伍平均英雄等级和防御塔优势发生变化时,这些数值将会更新。

On Howling Abyss
嚎哭深渊地图上

Minions in the team with higher average champion level receive a buff that reduces damage taken from enemy minions.
平均英雄等级较高的队伍的小兵将获得一个减少受到敌方小兵伤害的增益效果。

Damage reduction = Level advantage × Turret advantage
伤害减免 = 等级优势 × 防御塔优势

  • Team level advantage is the difference between the (decimal) average of the (integer) levels of the players in one team and the average of the levels of the other. This difference can be a decimal value, and is not capped.
    队伍等级优势是指一个团队中玩家(以小数表示)的平均等级与另一个团队玩家等级的平均值之间的差异。这个差异可以是小数值,并且没有上限。
  • Turret advantage is the difference between the number of inner and nexus turrets destroyed for each team.
    防御塔优势是指每个团队摧毁的内层防御塔和水晶防御塔数量之间的差异。

This buff starts to apply at 3:30. Already-spawned minions will also receive the buff and these values will update for all minions when the level and turret advantages change.
这个增益从 3 分 30 秒开始生效。已经生成的小兵也会获得这个增益,当等级和防御塔优势发生变化时,所有小兵的数值将会更新。

Neutral Buffs[edit | edit source]
中立增益编辑 | 编辑源代码

Minion interactions[edit | edit source]
侦察兵互动编辑 | 编辑源代码

The following game elements have special interactions or effects against minions:
以下游戏元素对小兵有特殊的交互或效果:

Capped damage[edit | edit source]
已封顶伤害编辑 | 编辑源代码

Champions[edit | edit source]
英雄编辑 | 编辑源代码

Items[edit | edit source]  物品编辑 | 编辑源代码

Modified damage[edit | edit source]
修改伤害编辑 | 编辑源代码

Champions[edit | edit source]
英雄编辑 | 编辑源代码

Items[edit | edit source]  物品编辑 | 编辑源代码

Other interactions[edit | edit source]
其他交互编辑 | 编辑源代码

Champions[edit | edit source]
英雄编辑 | 编辑源代码

Items[edit | edit source]  物品编辑 | 编辑源代码

Runes[edit | edit source]  符文编辑 | 编辑源

Summoner Spells[edit | edit source]
召唤师技能编辑 | 编辑源代码

Neutral Buffs[edit | edit source]
中立增益效果编辑 | 编辑来源

Creep Score[edit | edit source]
小兵得分编辑 | 编辑源代码

Creep Score, or CS, is the number of minions, monsters, and champion pets a champion has slain by dealing the killing blow to these units. Dealing this hit is known as last hitting and is considered one of the most important skills in League of Legends.
小兵得分(Creep Score),简称 CS,是指一名英雄通过对小兵、野怪和召唤生物造成最后一击而击杀的单位数量。对这些单位造成最后一击的行为称为尾部补刀,被认为是英雄联盟中最重要的技能之一。

Every minion is worth 1 CS.
每个小兵计为 1 个 CS(补兵)。

In the early- and mid-game, CS along with KDA can be used to measure a player's performance against their lane opponent.
在游戏早期和中期,CS(补兵)和 KDA 可以用来衡量玩家与对手在对线上的表现。

Wave Gold Value[edit | edit source]
波次金币价值编辑 | 编辑源代码

In Summoner's Rift, an undistributed wave consists of three An icon representing Melee minion melee minions, three An icon representing Caster minion caster minions and possibly a An icon representing Siege minion siege minion.
在召唤师峡谷,一个未分配的兵线由三个 An icon representing Melee minion 近战小兵、三个 An icon representing Caster minion 远程小兵以及可能的一个 An icon representing Siege minion 攻城小兵组成。

  • As of V25.04, a minion wave has an average gold value that varies from An icon representing Gold 125 and up to An icon representing Gold 195 at 25:00.
    在 V25.04 版本中,一波小兵的平均金币价值从 An icon representing Gold 125 到 An icon representing Gold 195 不等,具体发生在游戏 25:00 时。
Game time   游戏时间 Average gold per wave
每波小兵的平均金币
Calculations   计算方法 Average gold per CS   每个小兵的平均金币数
0:00 An icon representing Gold 125 (3 × An icon representing Blue Melee Minion 21) + (3 × An icon representing Blue Caster Minion 14) + (An icon representing Blue Siege Minion 60 ÷ 3) 19.8
15:00 An icon representing Gold 147 (3 × An icon representing Blue Melee Minion 21) + (3 × An icon representing Blue Caster Minion 14) + (An icon representing Blue Siege Minion 84 ÷ 2) 22.6
17:35 An icon representing Gold 150 (3 × An icon representing Blue Melee Minion 21) + (3 × An icon representing Blue Caster Minion 14) + (An icon representing Blue Siege Minion 90 ÷ 2) 23
25:00 An icon representing Gold 195 (3 × An icon representing Blue Melee Minion 21) + (3 × An icon representing Blue Caster Minion 14) + (An icon representing Blue Siege Minion 90) 27.6

Wave Strategy[edit | edit source]
波次策略编辑 | 编辑源代码

  • Without player interference, a lane's wave is neither advancing or retreating in any significant amount.
    如果没有玩家干预,一条线道的兵线既不会明显前进也不会后退。
  • A minion wave that catches up with its preceding wave starts pushing the lane towards enemy turret.
    一个追上前一波兵线的小兵波将会推进敌方防御塔的线道。
  • Big waves of minions can overwhelm a turret.
    大量的小兵可以压垮防御塔。
  • When a player interrupts an enemy minion wave, ensuring their minions deal more damage to the opponent's minions than they are receiving, the lane starts to push.
    当玩家打断敌方小兵波,确保自己的小兵对敌方小兵造成的伤害大于受到的伤害,线上就会开始推进。
    • In the simplest way, this is done by killing every minion in a wave without interference from your own minions. This changes where in the lane the minion waves clash.
      最简单的方式是在没有自己小兵干扰的情况下杀死一波小兵中的每个小兵。这会改变小兵波在线上相遇的位置。
    • On more sophisticated turning the player makes sure their side is making just slightly more damage thus allowing the wave to build up as the wave gets reinforcements before than the enemy wave.
      在更复杂的情况下,玩家确保自己的小兵稍微多造成一些伤害,从而在敌方小兵波之前让小兵波积累增援,推进线上。

Game Terminology[edit | edit source]
游戏术语编辑 | 编辑源代码

Some game terms related to minions:
一些与小兵相关的游戏术语:

  • Farming, or Last-hitting: Dealing the killing blow on minions in order to earn their An icon representing Gold gold bounty along with experience.
    补兵(Last-hitting):对小兵造成最后一击,以获得其 An icon representing Gold 金币奖励并获得经验。
  • Lane Momentum: The strength with which the minions in a lane advance without champion aid.
    兵线推进势头:小兵在没有英雄帮助的情况下推进一条线道的力量。
  • Pushing: Advancing allied minions along the lane.
    推线:推进己方小兵沿着线道前进。
  • Freezing: Preventing the advancement of allied and enemy minions along the lane.
    冻线:阻止友军和敌方小兵沿着线道前进。
  • "Winions": A wave of minions so big or so strong that it can destroy turrets, nexuses, or champions without champion aid.
    "超级小兵":一波如此庞大或强大的小兵,能够在没有英雄帮助的情况下摧毁防御塔、水晶或击杀敌方英雄。
  • Free Farming: Farming without being confronted by an enemy champion.
    自由发育:在没有敌方英雄干扰的情况下进行补兵。
  • Proxy Farming: Farming behind an enemy tower. The enemy champion has to remain in front of their turret to last-hit minions, since they would die to the turret due to freely advancing to it. However the "proxying" player is also in much more danger.
    代理补兵:在敌方防御塔后方补兵。敌方英雄必须留在防御塔前方尾刀小兵,因为如果前进会被防御塔击杀。然而,进行"代理补兵"的玩家也处于极大的危险之中。
  • Split Pushing: Attacking several objectives at the same time when at least one of the objectives is a lane turret.
    分推:当至少有一个目标是防御塔时,同时攻击多个目标的战术。

Minion Variants[edit | edit source]
小兵变体编辑 | 编辑源代码

Labels use the Order (blue team) and Chaos (red team) faction names.
标签使用秩序(蓝队)和混沌(红队)阵营名称。

These are all the Minions used after the second Summoner's Rift map update
这些是第二次召唤师峡谷地图更新后使用的所有小兵

Trivia[edit | edit source]  琐事编辑|编辑源代码

  • If the game plays out without champion interference, the minions in one of the teams will eventually win the game. The team that wins is random.
    如果游戏在没有英雄干预的情况下进行,最终某个队伍的小兵将赢得比赛。获胜的队伍是随机的。
  • When minions acquire 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.
    当小兵获得目标时,英雄可以多次从小兵那里吸引仇恨。小兵可以不断地对你施加仇恨,并且可以跟随你穿过野区。
  • By default, each player sees their allied minions and structures in Summoner's Rift in blue and the enemy minions and structures in red. This is just a visual effect, it has no practical effects in the game.
    默认情况下,每个玩家在召唤师峡谷中会看到己方小兵和建筑为蓝色,敌方小兵和建筑为红色。这只是视觉效果,对游戏没有实际影响。
  • Previously, midlane minions had reduced gold bounties, which lasted until 14:00 (until the wave at 13:35). The gold penalty was ultimately removed in V13.12.
    之前,中路小兵的金币奖励曾经被减少,这种情况持续到 14:00(直到 13:35 的小兵波)。最终,这个金币惩罚在 V13.12 版本中被移除。
    • Between V10.23 and V12.21, midlane siege minions were worth An icon representing Gold 10 less. Compared to other lanes, the total amount of gold from midlane minions was An icon representing Gold 80 less.
      在 V10.23 到 V12.21 版本间,中路防御塔攻城小兵的价值比其他小兵少 An icon representing Gold 10。与其他路相比,中路小兵的总金币数少了 An icon representing Gold 80。
    • Between V12.22 and V13.11, all midlane minions were worth An icon representing Gold 1 less (i.e., siege minions were in total worth An icon representing Gold 1 less instead of An icon representing Gold 10 less than their regular bounty as before). Compared to other lanes, the total amount of gold from midlane minions was An icon representing Gold 164 less.
      在 V12.22 到 V13.11 版本间,所有中路小兵的价值都少了 An icon representing Gold 1(即防御塔攻城小兵总价值比之前少 An icon representing Gold 1,而不是之前的 An icon representing Gold 10)。与其他路相比,中路小兵的总金币数少了 An icon representing Gold 164。
  • Blue Siege Minion in beta is a mobile ballista.
    测试版中的蓝色防御塔攻城小兵是一个移动的弩炮。
    • An unused Blue Siege Minion model found in the files during beta also became the actual Blue Siege Minion in their next version.
      在测试版文件中发现的一个未使用的蓝色防御塔攻城小兵模型,最终成为了下一个版本的实际蓝色防御塔攻城小兵。
  • Visually, Blue Super Minion's pilots use two control sticks similar to analog sticks on Siege Minions to control their mech while Red Super Minion's pilots control their mech with a red crystal sphere, suggesting that magic is used.
    从视觉上看,蓝色超级小兵的驾驶员使用类似防御塔小兵模式的两个操纵杆来控制机甲,而红色超级小兵的驾驶员则通过一个红色水晶球控制机甲,暗示着魔法的使用。

Patch History[edit | edit source]
补丁历史记录编辑 | 编辑源代码

V25.05
  • Bug Fix: Minions no longer fail to path toward respawned Nexus turrets.
    修复错误:小兵现在不会无法寻路到重生的水晶塔。
V25.S1.1
  • Damage to structures increased to 55% from 50%.
    对建筑物的伤害从 50%提升到 55%。
  • Damage to champions increased to 55% from 50%.
    对英雄造成的伤害从 50%提高到 55%。
  • Experience range increased to 1500 from 1400.
    经验获取范围从 1400 增加到 1500。
  • Undocumented: Base movement speed changed to  325 / 350 / 375 / 400 / 425 (based on minutes) from  325 / 350 / 375 / 400 / 425 (based on minutes).
    未记录:基础移动速度从 325 / 350 / 375 / 400 / 425(基于分钟)变更为 325 / 350 / 375 / 400 / 425(基于分钟)。
    • Now starts upgrading at minute 11:00 instead of 10:00.
      现在改为在 11:00 分开始升级,而不是 10:00 分。
  • Minions now deal bonus damage to each other.
    小兵现在互相造成额外伤害。
V14.22
  • Sidelane speed buff initial value reduced to  111 bonus movement speed on the second wave.
    边路速度增益初始值降低至 第二波时的 111 点额外移动速度。
    • Removed: Initial speed is no longer always 120 until the buff times out.
      已移除:初始速度不再一直保持为 120 直到增益超时。
    • New Effect: Initial value now decreases by 4.5 for every wave spawned thereafter.
      新效果:初始值随后每波生成时减少 4.5。
    • [Note: Internally, the buff begins at 120 bonus movement speed from 00:35 onward, after structures have activated. However, there is no minion wave spawning at that time (it would otherwise receive a bonus of 120), and the first minion wave spawned at 01:05 cannot gain any movement speed bonuses (it would otherwise receive a bonus of 115.5).]
      [注意:在内部机制中,增益从 00:35 开始生效时为 120 点额外移动速度,但此时尚未生成任何小兵波次(否则将获得 120 点加成)。第一波小兵在 01:05 生成时无法获得任何移动速度加成(否则将获得 115.5 点加成)。]
V13.12
  • Removed: Mid lane minions no longer give 1 less gold before 14:00.
V13.10
  • New Effect: After the first wave and before 14 minutes, side lane minions gain increased movement speed, matching the time it takes for two opposing minion waves to meet at the midpoint of top lane and bottom lane, with the time it takes for the middle lane. The desired distance coverage is achieved via a  movement speed buff that each minion in those lanes gains, which is removed in four stages:
    • The first, second, and third stages last 7 seconds; the fourth stage lasts 4 seconds.
    • Upon spawn, a minion in the sidelanes gains  120 bonus movement speed
    • After a minion's time in a stage has elapsed, its raw movement speed is reduced by 15.
    • After the fourth stage, the buff is removed and the minion's movement speed returns to its base value.
  • New Effect: Minions that are targeting towers now ignore "call for help" signals against enemy champions.
V12.22
  • New Effect: All minions spawned in the middle lane will now be worth An icon representing Gold 1 less before 14 minutes when last hit.
    • This affects siege minions which were previously worth An icon representing Gold 10 less.
  • Minion solo XP increased to 95% from 93%.
    • Minion shared XP unchanged.
V10.23
  • Siege minion
    • New Effect: Gold from mid lane siege minions are reduced by An icon representing Gold 10 for the first 14 minutes of the game.
    • New Effect: Mid lane siege minions gain 30% bonus attack speed while attacking turrets.
V9.23
  • Melee minion base XP increased to 65 from 64.
  • Minion solo XP increased to 93% from 92%.
  • Minion shared XP reduced to 116% from 120%.
V9.4
  • The first wave of top and bot lane minions are ghosted for 28 seconds, instead of 18, after spawning. Mid lane minions unchanged at 18 seconds of ghosting.
V8.23
  • General
    • Damage to turrets reduced to 50% from 60%.
    • Damage to champions reduced to 50% from 60%.
    • Bonus movement speed based on game-time increased to 25 / 50 / 75 / 100 (based on minutes) from 25 at 20:00.
  • Melee Minions
    • Health changed to 477 – 1300 (based on upgrades) from 473 – 1200 (based on minutes).
      • Maximum health (at 37:00) increased to 1300 from 1200.
    • Armor increased to 0 – 16 (based on upgrades) from 0 at all times.
      • Maximum armor (at 37:00) increased to 16 from 0.
    • Attack damage increased to 12 – 80 (based on upgrades) from 12 at all times.
      • Maximum attack damage (at 37:00) increased to 80 from 12.
    • An icon representing the Hand of Baron neutral buff Hand of Baron
      • Incoming champion damage reduction reduced to 70% from 75%.
      • Removed: 30% reduced damage from turrets.
  • Caster Minions
    • Health changed to 296 – 485 (based on upgrades) from 296 – 425 (based on minutes).
      • Time threshold to trigger health cap increased to 37 minutes from 27 minutes.
      • Maximum health increased to 485 from 425 (previous maximum at 27 minutes). Value at 27 minutes remains 425.
    • Attack damage changed to 24 – 120 (based on upgrades) from 22.5 (+1.5 / 90s).
      • Attack damage now has a maximum threshold instead of scaling infinitely.
      • Maximum attack damage implemented at 120.5 (at 37 minutes). Previous value at 37 minutes was 60.5.
    • An icon representing the Hand of Baron neutral buff Hand of Baron
      • Incoming champion damage reduction increased to 70% from 50%.
  • Cannon Minions
    • Health changed to 912 – ∞ (based on upgrades) from 900 (+ (50 / 60 (based on wave)) / 90s).
      • Maximum health implemented at 2900 at 37 minutes. Previous value at 37 minutes was 2300.
    • Time threshold to spawn every 2 waves reduced to 15 minutes from 20.
    • Time threshold to spawn every wave reduced to 25 minutes from 35.
    • Incoming turret damage modulator changed to 8 / 10 / 12 (based on turret) (based on turret) shots-to-die from 8 shots-to-die from all turrets.
  • Super Minions
    • Base attack damage reduced to 225 from 306.
    • Base attack speed increased to 0.85 from 0.694.
    • Removed: Aura that grants nearby minions +70% damage.
    • Super minions now show up on the minimap through fog of war.
V8.8
  • Summoner's Rift:
    • Siege minion
      • Capped gold increased to An icon representing Gold 90 from An icon representing Gold 87.
    • Super minion
      • Capped gold increased to An icon representing Gold 90 from An icon representing Gold 87.
V8.7
  • Summoner's Rift:
    • Melee minions
      • Base gold reward increased to An icon representing Gold 21 from An icon representing Gold 20.
      • Gold reward growth reduced to An icon representing Gold 0 from An icon representing Gold 0.125.
    • Caster minions
      • Base gold reward reduced to An icon representing Gold 14 from An icon representing Gold 17.
      • Gold reward growth reduced to An icon representing Gold 0 from An icon representing Gold 0.125.
    • Siege minions
      • Base gold reward increased to An icon representing Gold 60 from An icon representing Gold 45.
      • Gold reward growth increased to An icon representing Gold 3 from An icon representing Gold 0.35.
      • New Effect: Gold reward is now capped at An icon representing Gold 87.
      • Base health increased to 900 from 828.
      • Health growth changed to 50 from 23.
      • Health growth at wave 16 increased to 60 from 32.
    • Super minion
      • Base gold reward increased to An icon representing Gold 60 from An icon representing Gold 45.
      • Gold reward growth increased to An icon representing Gold 3 from An icon representing Gold 0.35.
      • New Effect: Gold reward is now capped at An icon representing Gold 87.
V8.5
  • Melee minion turret damage per shot increased to 45% of maximum health from 43%.
V8.4
  • Removed: Basic attacks dealing 5 bonus physical damage to minions.
V8.2
  • New Effect: Targeted champion abilities, item actives and summoner spells now draw nearby minion aggro when targeting an enemy champion.
  • Minions now have an inventory with cosmetic items that explains game mechanics and buffs.
V7.23
  • Minion reduced damage to turrets reduced to 40% from 50%.
  • New Effect: After 20 minutes, minions gain +25 movement speed. This change will be enabled several days into the patch so we can more accurately track its impact.
V7.22
  • Minions now start spawning at 1:05 from 1:15.
  • Champion attacks now deal 5 bonus damage to minions.
V6.22
  • Melee and caster minion health growth over time increased by ~60%
  • Melee minions no longer gain attack damage as the game progresses.
  • Ranged minions now gain ~100% attack damage as the game progresses
  • Turret bullets now deal a fixed percent of minion max health:
    • Melee minions ~45% health per bullet
    • Caster minions ~70% health per bullet
    • Siege minions ~14% health per bullet
    • Super minions ~5% health per bullet
V5.23
  • New Buff - Pushing Advantage
    • Team level advantage = Average level of your team − average level of the enemy team. The value can be decimal but cannot be higher than 3.
    • If you have a team level advantage:
      • Your minions deal bonus damage to enemy minions equal to 5% + 5% per turret advantage in their lane, all multiplied by your team's level advantage.
      • Your minions take reduced damage from enemy minions equal to 1 + 1 per turret advantage in that lane, with the turret advantage bonus multiplied by the team's level advantage.
V5.22
  • Melee minion
    • Initial gold increased to 20 from 18.5.
    • Gold growth reduced to 0.125 per minute from 0.17.
  • Caster minion
    • Initial gold increased to 17 from 13.8.
    • Gold growth reduced to 0.125 per minute from 0.17.
  • Siege minion
    • Initial gold increased to 45 from 36.8.
    • Gold growth reduced to 0.35 per minute from 0.425.
V5.8
  • Visual and Gameplay Updates on Howling Abyss map (to match Summoner's Rift).
    • Minions no longer gain magic resistance over time.
    • Minion health gain over time increased to compensate the loss of resistances.
    • Siege minions no longer have base armor.
    • Super minions now grant nearby allies minions bonus damage and resistances.
V4.21
  • Melee minion gold reward 19 ⇒ 20.
  • ranged minion gold reward 14 ⇒ 15.
V4.20
  • Minions no longer gain armor or magic resistance over time.
  • Siege minions no longer have base armor.
  • Siege minions now start spawning every two waves at 20 minutes.
  • Siege minions now start spawning every wave at 35 minutes.
  • All minion health gain over time has been increased to be roughly as durable as when they had resistances.
V4.19
  • Visual Update on Summoner's Rift map.
V3.14
  • Lane minions are no longer worth more experience based on game time.
V3.5
  • Siege Minions now take 70% damage from Turrets, increased from 50% damage.
  • Siege Minions now deal 150% damage to Turrets, reduced from 200% damage
  • Super Minions now take 70% damage from Turrets, increased from 50% damage
V1.0.0.152
  • Melee minion base gold value reduced to 20 from 22.
  • Caster minions base gold value reduced to 15 from 16.
  • Siege minions
    • Base gold value increased to 40 from 27.
    • Scaling gold value based on time increased to 1 from 0.5.
V1.0.0.138
  • Minion shared experience increased to 120% from 116%.
    • Melee minion
      • Shared XP increased to 76.8 from 74.24.
    • Caster minion
      • Shared XP increased to 38.4 from 37.12.
    • Siege / Super minion
      • Shared XP increased to 120 from 116.
V1.0.0.130
  • Damage from lane minions to champions reduced by about 15%.
  • Undocumented: Minion shared experience increased to 116% from 110%.
    • Melee minion
      • Shared XP increased to 74.24 from 70.4.
    • Caster minion
      • Shared XP increased to 37.12 from 35.2.
    • Siege / Super minion
      • Shared XP increased to 116 from 110.
V1.0.0.127
  • Personal score on Dominion: minion kill reward increased to 2 points from 1.
V1.0.0.122
  • Fixed a bug where minions were not properly displaying stat growth over time.
V1.0.0.113
  • New effect: Shared minion kill experience now grants 110% experience, shared equally between nearby allied champions.
    • Melee minion
      • Shared XP increased to 70.4 from 64.
    • Caster minion
      • Shared XP increased to 35.2 from 32.
    • Siege / Super minion
      • Shared XP increased to 110 from 100.
March 9th Hotfix
  • Siege minions now spawn every 2 waves after 35 minutes instead of 20.
  • Siege minions and super minions now reduce turret damage by 50%, down from 65%.
  • Minions now deal 50% more damage to turrets, down from 60%.
  • Super minions now reduce turret damage by 50% (down from 65%).
V1.0.0.112
  • Minions now deal 60% more damage to turrets, up from 40%.
  • Melee minion magic resist now increases by 1.25 per 3 minutes, up from 0.5.
  • Caster minion armor now increases by 1.25 per 3 minutes, up from 0.5.
  • Siege minions:
    • Armor and magic resist now increase by 3 per 3 minutes, up from 0.5.
    • After 20 minutes, siege minions now spawn every 2 waves, up from every 3 waves.
  • Siege minions and super minions now reduce turret damage by 65%, up from 50%.
  • Fixed a tooltip bug with siege minions and super minions.
  • Super minions now reduce turret damage by 65% (up from 50%).
V1.0.0.108
  • Removed mana from all inhibitor minions.
V1.0.0.106
  • Twisted Treeline super minions:
    • Health increased to 1200 from 1000.
    • Base damage increased by 30.
V1.0.0.104
  • Undocumented: Solo minion kill experience reduced to 92% of the base value (shared experience unchanged).
    • Melee minion
      • Solo XP reduced to 58.88 from 64.
    • Caster minion
      • Solo XP reduced to 29.44 from 32.
    • Siege / Super minion
      • Solo XP reduced to 92 from 100.
V1.0.0.100
  • Fixed a bug that caused purple Siege minions to deal and receive normal damage from towers.
V1.0.0.87
  • Gold from minion kills increased by 3 for all minions.
V1.0.0.61
  • Melee minions:
    • Gain 2 additional armor every 3 minutes.
    • Gain 0.5 additional magic resist every 3 minutes.
    • Gold bounty increased to 22 from 20 on Summoner's Rift and to 26 from 24 on Twisted Treeline.
  • Caster minions:
    • Gain 0.5 additional armor every 3 minutes.
    • Gain 2 additional magic resist every 3 minutes.
    • Gold bounty increased to 16 from 14 on Summoner's Rift and to 19 from 17 on Twisted Treeline.
  • Siege minions:
    • Gain 2 additional armor every 3 minutes.
    • Gain 2 additional magic resist every 3 minutes.
    • Gold bounty increased to 27 from 25 on Summoner's Rift and to 19 from 17 on Twisted Treeline.
  • Super minion gold bounty increased to 27 from 25 on Summoner's Rift and to 32 from 30 on Twisted Treeline.
V1.0.0.52
  • Improved minion turning when they appear from fog of war.
  • Twisted Treeline:
    • Melee minion gold per kill increased to 24 from 22.
    • Super minions:
      • Health increased by 200.
      • Damage increased by 20.
    • Fixed minion pathfinding.
V0.9.22.16
  • Minion kills now display the correct values.
  • Super minion movement speed aura removed.
  • Minions no longer clear the player's bounty.
V0.9.22.15
  • Super minions and siege minions now have new portraits.
  • Siege minion health boost per 3 minutes increased to 27 from 25.
  • Super minion magic resist reduced to -30 from 0.
  • Minion corpses now fade out when they disappear instead of popping.
V0.8.22.115
  • Super minions:
    • Base health reduced to 1500 from 2000.
    • Health scaling increased to reach the current values at 30 minutes (exceeding it past that mark).
    • Base damage reduced to 180 from 250.
    • Damage scaling increased to reach the current values at 30 minutes (exceeding it past that mark).
V0.8.21.110
  • Super minions:
    • Health scaling increased to 150 from 100 every 180 game seconds.
    • Added a 30% multiplicative movement speed boost aura with a 800 radius that affects both minions and champions.
June 19, 2009 Patch
  • Minions no longer have health or mana regeneration. This will help the game run faster.
  • Siege minions:
    • Health increased to 700 from 600.
    • Spawn rate increased to every 3 waves from ever 4 waves.
  • Fixed a bug with ghost minions. They will no longer be present when you reconnect.
June 12, 2009 Patch
  • Siege minions:
    • Red and blue siege minions now have Turret Shield (receives 50% reduced damage from turrets).
    • Red and blue siege minions now deal 100% bonus damage to turrets.
June 6, 2009 Patch
  • Fixed an issue where minions were not giving players full credit for kills in the announcements.
  • Damage minions deal to champions increased to 70% from 60%.
May 29, 2009 Patch
  • Inhibitor bonuses:
    • Melee minion bonus damage increased to 10 from 8.
    • Caster minion bonus damage increased to 18 from 15.
    • Siege minion bonus damage increased to 25 from 20.
  • Added a new passive to mech minions
    • Turret Shield: damage taken from turrets is reduced by 50%.
May 23, 2009 Patch
  • Brightened the new mech minions and siege minions.
  • Corrected the collision sizes of the new mech minions and siege minions.
May 15, 2009 Patch
  • Removed aura from rider minions.
  • Basic minion gold yield growth reduced by 50%.
  • Added new rider minion and super minion models.
May 1, 2009 Patch
  • Destroying an inhibitor no longer causes the enemy team to gain less experience and gold from minion kills.
  • Duration between minion upgrades increased to 200 from 180.
  • Damage minions deal to champions increased to 60% from 50%.
  • Minion gold bounty now caps after 30 minutes (10 upgrades).
  • New melee and caster minions for both blue and red teams.
April 25, 2009 Patch
  • Super Minions:
    • Armor reduced to 40 from 50.
    • Critical strike chance reduced to 0 from 10.
    • Health reduced to 2500 from 4000.
    • Damage increased to 250 from 150.
Alpha Week 7
  • Minions should no longer be able to get killing streaks.
Alpha Week 6
  • Archer minion health increased to 280 from 260.
  • Melee minion health increased to 445 from 425.
  • Minions no longer give half gold and experience when you have lost an inhibitor.
Alpha Week 5
  • Minion health bars are now brighter.
Alpha Week 4
  • Melee minion gold bounty increased to 26 from 22.
  • Caster minion gold bounty reduced to 18 from 22.
  • Minions now spawn after 1 minute instead of 1 minute and 40 seconds.
  • Minions now spawn from the Nexus instead of inhibitors.
Alpha Week 2
  • Minions can no longer be denied.
  • Reduced the selection radius of archers and riders (caster and siege minions)