Units

Minion waves spawn automatically every 45 seconds from each Nexus and march down the mid-lane toward the enemy base. They emerge in front of the Nexus (at x=920 for blue, x=4580 for red) so collision doesn't trap them inside their own building.

Wave Composition

Each wave contains 6 minions per team: 3 melee in front, 3 casters behind. They emerge from the spawn queue one at a time at a 1.2s gate stagger.

BLUE WAVE (marching right →)
    [Caster] [Caster] [Caster] ···· [Melee] [Melee] [Melee] →→→ enemy base
Melees release first, then a 2-slot gap, then casters. Once they leave the gate, collision pushes them apart naturally so they don't pile up.
RED WAVE (marching left ←)
enemy base ←←← [Melee] [Melee] [Melee] ···· [Caster] [Caster] [Caster]
PropertyValue
Spawn intervalEvery 45 seconds
First waveAt match clock 25s
Gate stagger1.2s between releases
Minions per wave6 (3 melee + 3 casters)
Lanes (Alpha)Mid-lane only
PathfindingFixed waypoints along mid-lane (y=2000), x: 800 → 2200 → 2750 → 3300 → 4700

Melee Minions — Goblin Warriors

Goblin Warrior (Both Teams)

HP100
Damage10
Range100
Speed3.5 u/t
Collisionr=20
Gold (LH)21
XP30

Front line of the wave. Short range — must close to melee distance to attack. Engages by stopping the moment the target enters its 100-unit attack range, so it never collides with what it's hitting.

Caster Minions — Goblin Shamans

Goblin Shaman (Both Teams)

HP50
Damage18
Range200
Speed3.5 u/t
Collisionr=20
Gold (LH)14
XP20

Follow behind the warriors. Fragile but hit harder and at longer range. Priority last-hit targets — die fast and yield less gold.

Minion AI

Minions follow fixed waypoints along the mid-lane. When an enemy enters range, they stop moving and begin attacking. Aggro priority (highest to lowest):

  1. Structures — Towers and Castles. Minions always prefer attacking buildings.
  2. Enemy Minions — Attack nearby enemy minions when no structures are in range.
  3. Enemy Heroes — Only attack heroes if no other target is available.
Minions will stop chasing heroes and resume their march if the hero moves out of range. They do not pursue.