- Turret range 750
- Aggro switch within 1,400
- Outer turret 9,000 HP
- Plates stay all game
Every dive is you versus the turret.
It has a range, a target list, a rule for switching to you and shots that hit harder each time. Know all four and a dive stops being a coin flip.
Radar drawn to scale by BoostPirate from LoLTheory's turret numbers (750 range, 1,400 switch radius, 400 Flash). Riot doesn't publish turret aggro values in its patch notes — check the live game.
A tower dive is a fight under the enemy's turret: you go in to kill a laner who thought they were safe, and the turret shoots whoever it chooses. Done right, a dive wins a kill, a Flash, a plate and the lane in ten seconds. Done wrong, it hands the enemy a two-for-one and a turret that never even lost health. The difference is almost never mechanics. It's knowing what the turret will do — who it targets, when it switches, how hard it hits — and checking a few things before you commit. This guide puts those rules together for patch 26.22, including the 2026 turret changes.
- Know the radius: 750 to be shot, 1,400 for the turret to switch to you when you hit a champion it protects.
- Shots ramp up: the same champion shouldn't take more than two or three in a row — pass the aggro.
- Bring your wave: minions draw the turret's fire and turn off its damage reduction.
- Count Flash and the jungler: a dive into Flash and an unseen jungler is how two-for-ones happen.
- 2026 turrets are tougher: outer turrets have 9,000 health and plates stay all game — a dive doesn't have to kill the turret to pay.
How turrets choose targets
A turret attacks the closest unit in the highest-priority group within its 750-unit range. Champions sit at the bottom of that list: by default the turret shoots minions first and champions last. Then there's the override that makes every dive work or fail — the turret switches to an enemy champion who damages an allied champion within about 1,400 units of it, unless it's already shooting a champion (LoLTheory's breakdown, updated 7 November 2026; the community Fandom wiki gives the same 1,400 figure).
- Damage counts, not effects: per LoLTheory, a hit that's blocked, dodged or deals zero damage still switches the turret, and so does damage from your pet. A slow or a shield that deals no damage doesn't.
- You can't drop aggro by hitting a minion: once the turret is on you, you have to leave its 750 range, become untargetable or otherwise break away.
- 1,400 is almost twice 750: hitting a champion who stands near their turret can switch the turret to you before you've stepped inside its range — and then you walk into the shots.
The same rule protects you on defence: if an enemy damages you near your own turret, it turns on them. That's why baiting a dive under your turret works, and why the trading guide says to trade away from enemy turrets.
Shots get stronger: why one diver can't stay
A turret's shots on the same champion ramp up. LoLTheory (updated 7 November 2026) lists the second consecutive shot at +50% damage, the third at +100% and the fourth and every one after at +150%, resetting 5 seconds after the last shot on a champion — and the ramp doesn't reset when the turret switches targets, so the stacks follow the turret, not the diver. Older wiki versions list a smaller ramp, so treat the exact percentages as approximate and test them in the Practice Tool; the shape is what matters.
The shape says: a single champion standing in turret range gets hit harder every second. LoLTheory puts turret attack damage at roughly 180 to 350 depending on the minute, and three or four stacked shots kill most squishy champions early. So a dive is planned as a relay, not a charge:
This is also why a lane-plus-jungler dive works better than a solo dive: with two divers, nobody has to eat more than two shots in a row.
Reinforced Armor: bring your wave
A turret with no enemy minions near it is very hard to hurt. LoLTheory describes the effect as Reinforced Armor: it cuts damage to the turret by 80% — true damage included — while no enemy minions or summoned Herald are nearby, switches off as soon as one arrives and comes back 3 seconds after the last one dies or leaves. Your minions also do the obvious job: the turret shoots them first, so every second it spends on a cannon is a second it isn't shooting you.
Riot's 2026 rules reward the same thing. Patch 26.1 raised minion damage to turrets to 60% (cannon minions 84%), made turrets take 20% more damage from melee champions, and added Crystalline Overgrowth, which builds up on a turret over time and pays out bonus damage when it's attacked with your minions nearby (GameRiv's December 2025 explainer of the change). In short:
- Dive with a wave, not after it. A slow-pushed wave of a dozen minions buys you several free seconds under turret.
- Time the dive to the cannon. A cannon wave hits the turret hardest and soaks shots longest.
- No wave, no dive — unless the kill is certain inside one shot.
Turrets in 2026: the numbers that changed
Patch 26.1 rebuilt Summoner's Rift's turrets, and every change matters for dives. As of patch 26.22 (no turret changes since, per Riot's notes):
Two consequences. First, a dive doesn't need to take the turret to pay: plates no longer fall off at 14:00, so the plates you knock off during a dive are worth the same at minute 20 as at minute 8 (minus the per-minute decay on outer plates from 11:00). Second, early-game damage reduction is gone from top and mid — the old Fortification was removed from those turrets in 2025 (official wiki) — so early dives are as much about the turret's shots as about its health.
Dive or don't: the pre-dive check
Run through this grid before anyone steps into range. It's BoostPirate's checklist, built on the rules above:
LoLTheory adds a rule of thumb for health: a squishy target under roughly 60% is divable with a partner, under roughly 40% alone with crowd control and sustain. Treat that as a starting point and adjust for the target's escape and your damage.
Three kinds of dives
Your laner pushes the wave in, the jungler arrives from the side or behind, and the two pass turret aggro between them. Best at levels 3–6 against a laner without Flash.
Two enemies under turret means two targets and two escapes. Agree on one target before you go — and who tanks.
Unleashed Teleport (from 10:00) can land on a ward or minion behind the turret, cutting off the escape. Your top laner's Teleport is a dive tool, not only a lane return.
Whichever you run, call it before it happens. A dive where one player commits and the other hesitates is the textbook way to lose two champions to one turret. The ganking guide covers the jungler's approach paths, and the pings guide shows how to call a dive in a second.
What a failed dive costs
A dive is a big bet, so know the stake. Early in the game the death timer is short — 10 to 16 seconds at levels 1–6 on the official wiki's formula — but everything else about dying under a turret is expensive:
- Each death
- 300 g to them
- First blood
- +100 g
- Waves lost while dead
- gold and XP
- Their plates
- safe for now
- The kill
- 300 g + assist
- Plates while they're dead
- up to 120 g each
- Their wave dies to the turret
- their XP lost
- Their Flash or ultimate
- gone for the next play
The asymmetry is the lesson. A good dive pays a kill plus plates plus tempo; a bad one pays the enemy for two kills and leaves them richer than before. That's why the checklist leans towards "no go" whenever two or more checks are red.
How to survive a dive
Being dived is part of laning too. The same rules work in your favour:
- Stand where the turret helps.
Close to the turret but not behind it: divers have to come through its range to reach you, and every hit on you switches it to them.
- Watch who has aggro.
When the turret turns on the tank, the tank will leave. Hit the diver who is about to inherit the aggro, not the one walking out.
- Flash at the right time.
Flash is 400 units — about half the turret's range. Flash towards your base and away from the second diver, not on the first hit.
- Ping early.
A ping when your lane opponent disappears and the jungler isn't on your ward buys your jungler or mid time to come.
- Deny the wave.
A small enemy wave can't support a dive. Last-hit their wave under turret and they can't bring the turret's damage reduction down.
Champions that bend the turret rules
A few abilities change the turret itself, and you should know them on both sides of a dive. LoLTheory lists Bard's ultimate putting a turret in stasis for 2.5 seconds and Volibear's ultimate disabling the nearest turret for its duration. Untargetability — from items or abilities — also breaks turret aggro, because the turret can't keep shooting what it can't target. Champions with shields, high health or a reliable escape make the best "first divers"; assassins without crowd control usually get one combo before the shots add up, so they want a partner who can take aggro first.
Diving mistakes
- Dive with your minion wave inside the turret's range.
- Let the tankiest diver take the first shots, then leave range.
- Check their Flash, their escape and their jungler first.
- Call the target and who tanks before anyone goes in.
- Take the plates afterwards — they stay all game.
- Stay in range for a fourth shot in a row.
- Dive after your wave has died to the turret.
- Hit a champion near their turret without planning to finish the dive.
- Follow a teammate's half-committed dive on your own.
- Forget that 1,400 is almost twice 750.
Dives close out what the rest of laning builds: trades bring the target low, wave management builds the wave that soaks the shots, and roams bring the second diver.
Keep losing dives — or being dived? 1-on-1 coaching with a Master+ coach goes through the replays shot by shot. If you'd rather climb in the meantime, our verified boosters play Solo/Duo boosts on your roles.
- Riot — Patch 26.1 notes (turret health, resistances, decay, permanent plates, plate gold, melee +20%, minion and cannon damage to turrets, Crystalline Overgrowth, First Blood) · Patch 26.22 notes (3 Nov 2026: no turret changes)
- LoLTheory — Tower diving in LoL: how turret aggro actually works (6 May 2026, updated 7 November 2026: 750 range, 1,400 switch, warming-up ramp, Reinforced Armor, Flash 400, Bard and Volibear, health rule of thumb) · League of Legends Fandom wiki — Turret (target priority and 1,400 switch; older ramp values; history to V14.19)
- Official League of Legends wiki — Fortification (removed from top and mid in V25.05) · Death (respawn times) · Teleport (Unleashed after 10:00) (read 8 November 2026) · GameRiv — 2026 turret changes (22 Dec 2025, Crystalline Overgrowth)
- The radar, relay and checklist are BoostPirate's coaching advice. Turret aggro values aren't in Riot's patch notes; we checked them against two references on 8 November 2026 — test in the Practice Tool after patch 26.23 (18 November 2026).
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