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Turrets & Structures Wild Rift ChangesWR

Turrets & StructuresPatch History

League of Legends: Wild RiftAlso in: Turrets & Structures in League of LegendsTurrets & Structures in League Classic

Turrets & Structures Current Status

Leaning up - 1 of Turrets & Structures's last 3 changes was a buff. Turrets & Structures has been changed in 23 Wild Rift patches. 8 buffs, 5 nerfs, 10 adjustments. Most recently adjusted in Patch 7.1 ().

Turrets & Structures Changes

Patch 7.1

change

Structures - Turret

  • Turrets now deal an additional 2% of target’s max Health as bonus damage, and their armor penetration has been increased from 30% → 50%. The maximum Overheat stacks have been reduced from 6 → 4.
  • Turrets now have a lower damage cap and deal less damage to squishy champions, while retaining their effectiveness against tanks. This makes tower tanking and early dives more viable options for squishier champions.

Patch 7.0

change

Structures - Turret

  • Passive - Proactive Defense
  • Added VFX for stacks.
  • Maximum stacks reduced from 5 to 4.
  • Bonus damage per stack changed from 40% to 50/115/200% (at level 1/2/3) (based on stacks).
  • New effect: Turret gains 20% bonus attack speed against a champion.
  • Outer Turret
  • Passive - Turret Plating
  • New effect: Turret deals 0/25/50% (at level 1/4/5) (based on nearby enemy champions) bonus damage against champions.
  • Inner Turret
  • Base attack damage reduced from 240 to 200.
  • Takedown gold reduced from 450 to 350.
  • Global gold reduced from 100 to 75.
  • Inhibitor Turret
  • Base attack damage reduced from 260 to 200.

Patch 6.2h

buff

Structures - Turret

  • Outer Turret
  • Armor increased from 50 to 60.
  • Magic resistance increased from 50 to 60.
  • Passive - Turret Plating
  • Resistances increased from 15/55/85/145/365 (at level 5/4/3/2/1) (based on plates) to 15/55/95/175/365 (at level 5/4/3/2/1) (based on plates).
  • Inner Turret
  • Armor increased from 7 to 15.
  • Magic resistance increased from 7 to 15.
  • Inhibitor Turret
  • Armor reduced from 50 to 30.
  • Magic resistance reduced from 50 to 30.

Turrets - Outer Turret

  • Armor and Magic Resist with turret plating: 15/55/85/145/265 → 15/55/95/175/265
  • Armor and Magic Resist without turret plating: 50 → 60

Turrets - Inner Turret

  • Base Armor and Base Magic Resist: 7 → 15

Turrets - Inhibitor Turret

  • Base Armor and Base Magic Resist: 50 → 30

Patch 6.2f

removed

Removed from the game

Bonus Gold for destroying the first Inner Turret Removed

Structures - Turret

  • Inner Turret
  • Passive - First Turret - Removed
  • Removed from the game.

Inner turret

  • Destroying the first inner turret on the Rift will no longer grant an additional 100 gold or the extra 25 gold for each teammate.

Patch 6.2a

buff

Inhibitor turrets are currently too easy to take down, so we’re increasing their durability to help them withstand heavy sieges

Structures - Turret

  • Inhibitor Turret
  • Armor increased from 30 to 50.
  • Magic resistance increased from 30 to 50.
  • Passive - Counter-Push [0–11:30 elapse]
  • New effect: This effect will trigger again when another Inner Turret is destroyed.

Inhibitor Turret

  • Armor: 30 → 50
  • Magic Resist: 30 → 50

Patch 6.2

change

Structures - Turret

  • Outer Turret
  • Armor increased from 25 to 50.
  • Magic resistance increased from 25 to 50.
  • Passive - Turret Plating
  • Plating duration reduced from 7:30 to 6:00.
  • Bonus resistances reduced from 25/85/145/205/265 (at level 5/4/3/2/1) (based on plates) to 15/55/85/145/365 (at level 5/4/3/2/1) (based on plates).
  • New passive: The Outer Turret in Mid lane attacks slower against minions, reducing attack speed from 0.83 to 0.74.
  • Inner Turret
  • Armor reduced from 15 to 7.
  • Magic resistance reduced from 15 to 7.
  • Takedown gold increased from 350 to 450.
  • Global gold increased from 75 to 100.
  • New Passive - Counter-Push [0–9:00 elapse]: If the Outer Turret is destroyed, this turret gains a shield equal to 50% health.
  • New Passive - First Turret: First Inner Turret destroyed grants 100 gold local gold and 25 gold global gold.
  • Inhibitor Turret
  • New Passive - Counter-Push [0–11:30 elapse]: If the Inner Turret is destroyed, this turret gains a shield equal to 50% health.
  • Nexus
  • Passive - Counter-Push
  • New: Nexus gains a shield equal to 100% maximum health. This will decay to 100/75/50/25/0%.
  • Old: When the team's first Inhibitor turret is destroyed within 18:00 elapse, Nexus gains a shield equal to 100% maximum health lasting 20 seconds.

Patch 6.1d

change

Structures - Turret

  • Passive - Early-Game Buffs
  • Outer Turret gains 300/250/200/150/100/50/0 bonus armor and magic resist.
  • Inner Turret gains 600/550/500/450/400/350/300/250/200/150/100/50/0 bonus armor and magic resist.
  • Editor's note: Changes do not appear to be applied.

Patch 6.1

nerf

Structures - Turret

  • Damage against Ixtali Scorpion reduced from 100% to 80%.

Patch 5.2

buff

Structures - Turret

  • Passive - Anti-Backdoor
  • Damage reduction increased from 66% to 75%.
  • Nexus Turret Damage reduction increased from 66% to 80%.
  • Passive - Proactive Defense
  • Maximum stacks increased from 4 to 5.
  • Inhibitor Turret
  • Health increased from 3000 to 3200.
  • Armor increased from 25 to 30.
  • Magic resistance increased from 25 to 30.
  • Nexus Turret
  • Health increased from 3500 to 4000.

Patch 4.4

change

In previous patches, there were some issues with damage from champions to structures. The first was that champions with hybrid damage could not deal damage with part of their Attack Damage or Ability Power to turrets. The second issue was from champions with Ability Power items dealing damage to structures. The amount of damage they could deal, especially in the later stages of the game, was much higher than Attack Damage champs. So, we’ve made adjustments to address these problems.

Champion damage against structures

  • AP ratio reduced from 50% AP to 40%.
  • Editor's Note: Patch notes error writes old behavior already changed in V4.0.

Structures - Turret

  • New effect: Basic attack projectile will no longer fizzle when the target exits attack range.

DAMAGE TO TURRETS ADJUSTMENT

  • [OLD] Basic damage from champion to structure = champion basic Attack Damage + ("bonus Attack Damage" and "50% Ability Power", choose the higher from the two) → [NEW] Basic damage from champion to structure = champion basic Attack Damage + Bonus Attack Damage + 40% Ability Power.

Patch 4.3

nerf

Nexus shield is performing as we expected, but it's prolonging too many games. So, we’ve adjusted the end time of the Nexus shield mechanic.

Structures - Turret

  • Nexus turret
  • Passive - Counter-Push:
  • Disable time reduced from 18:00 elapse to 16:00.

NEXUS SHIELD

  • End time of Nexus shield mechanism: 18 minutes → 16 minutes

Patch 4.2

buff

In order to prevent back doors or sudden death scenarios from ending the game, we have added a shield to protect the Nexus so that you can join team fights with peace of mind.

Structures - Turret

  • Growth now begins at 7:50 elapse, growing every 30 seconds up to 25 times.
  • Armor penetration increased from 30% to 50%.
  • Outer turret
  • Plating duration increased from 7:00 to 7:30.
  • Inner Turret
  • Health reduced from 3500 to 3000.
  • Armor reduced from 25 to 15.
  • Magic resistance reduced from 25 to 15.
  • Base attack damage increased from 204 to 240.
  • Attack damage growth increased from 6 per 30 seconds to 8.
  • Inhibitor Turret
  • Health reduced from 3500 to 3000.
  • Base attack damage increased from 204 to 260.
  • Attack damage growth increased from 6 per 30 seconds to 8.
  • Nexus Turret
  • Health reduced from 4000 to 3500.
  • Base attack damage increased from 250 to 280.
  • Attack damage growth increased from 0 per 30 seconds to 8.
  • New passive - Counter-Push: When the team's first Inhibitor turret is destroyed within 18:00 elapse, the Nexus gains a shield equal to 100% maximum health lasting 20 seconds.

NEXUS SHIELD

  • Within 18 minutes of the game, after the first Inhibitor Turret is destroyed, the Nexus will get a shield
  • Nexus Shield lasts for 20 seconds, and the shield amount is 100% of the Nexus’s health

NEXUS SHIELD - Pacing Adjustments

  • In addition to our previous pacing adjustments we’re also changing up some respawns so that you can have some extra time dueling your opponent in lane.
  • Plating duration: 7m → 7m 30s
  • Smite passive, minion penalty Smite duration: 7m → 7m 30s
  • The spawn time of the Evolved Blue Sentinel and the Evolved Red Brambleback: 7m → 7m 30s
  • 4m ~ 10m minion spawn interval time: 30s → 25s

NEXUS SHIELD - Respawn Time Adjustment

  • Game time within 3m: 0~12s → 4~15s
  • Game time 3-5m: 12~17s → 15~20s
  • Game time 5-7m: 17~22s → 20~24s
  • Game time 7-9m: 22~27s → 24~28s
  • Game time 9-11m: 27~32s → 28~33s
  • Game time 11-13m: 32~39s → 33~40s
  • Game time 13-15m: 39~45s → 40~46s
  • Game time 15-17m: 45~55s → 46~52s
  • Game time over 17m: 55s → 52s

TURRET AND NEXUS ADJUSTMENTS - Inner defense tower

  • Health: 3500 → 3000
  • Armor: 25 → 15
  • Magic resist: 25 → 15
  • Initial attack: 204 + 6/every 30s → 240 + 8/every 30s
  • Attack with armor penetration 30% → 50%

TURRET AND NEXUS ADJUSTMENTS - Highground defense tower

  • Health: 3500 → 3000
  • Initial attack: 204 + 6/every 30s → 260 + 8/every 30s
  • Attack with armor penetration 30% → 50%

TURRET AND NEXUS ADJUSTMENTS - Nexus

  • Health: 4000 → 3500
  • Attack: 250 → 280 + 8/every 30s
  • Attack with armor penetration 30% → 50%
  • Comprehensive change to turrets so that growth begins at 450s, growing every 30s, up to 25 times

Patch 4.1

buff

We’ve made some adjustments to inhibitors respawning and the countdown visual effects. Inhibitors will now no longer respawn after the 19 minute mark.

Inhibitor

  • Updated respawn VFX.
  • New effect: Inhibitors will not respawn past 19:00 elapse.

Patch 4.0a

buff

To limit turtling tactics in the later stages of the game and keep the overall length of games reasonable, we’re introducing the Base burning System. In the very late stages of the game, turrets will begin to burn, accelerating games to their conclusion.

Structures - Turret

  • New effect: At 25:00 elapse, the outermost turrets in each lane loses 25 armor and magic resistance, and loses 3% maximum health every 3 seconds. Inhibitor turrets stop losing health at 25% maximum health.
  • This effect is disabled in Practice mode.
  • Inhibitor turret
  • New effect: The Inhibitor turret can respawn after being destroyed, but cannot attack enemies.
  • Respawn timer
  • 4:00 respawn at 0:00–13:00 elapse.
  • 5:00 respawn at 13:00–18:00 elapse.
  • 6:00 respawn after 18:00 elapse.

BASE BURNING

  • At 25 minutes the outermost turret in each lane loses 25 magic resistance and 25 armor and starts to lose 3% max health every 3 seconds.
  • Inhibitor Turrets stop taking burning damage when their health drops below 25%.
  • Base burning has no effect on the Nexus.

INHIBITOR RESPAWN

  • Inhibitors respawn after destruction based on game time.
  • If an Inhibitor is destroyed within the first 13 minutes of the game, it respawns after 4 minutes.
  • If an Inhibitor is destroyed between 13-18 minutes, it respawns after 5 minutes.
  • If an Inhibitor is destroyed after 18 minutes, it respawns after 6 minutes.
  • Respawned Inhibitors cannot attack.

Patch 4.0

buff

Previously, any situation in which a champion gets both bonus Attack Damage and Ability Power results in them losing the value of the lower stat when hitting structures. This is because of a specific rule involved in structure damage calculation. We’re changing the way that offensive stats interact with structures so that hybrid builds and situations involving dual stats or bonuses no longer punish you for having both Attack Damage and Ability Power.

Champion damage against structures

  • New effect: Champion damage against structures now deals additional damage equal to (100% bonus AD + 50% AP) rather than the higher value between 100% bonus AD or 50% AP.
  • Unchanged: If 50% AP is greater than 100% bonus AD, the damage is converted into magic damage.

CHAMPION DAMAGE VS STRUCTURES - Champion Structure Damage Calculation

  • Deal base Attack Damage + (the higher value between 100% bonus Attack Damage and 50% Ability Power) → Deal base Attack Damage + 100% bonus Attack Damage + 50% Ability Power
  • [UNCHANGED] If 50% of Ability Power is greater than 100% bonus Attack Damage, attack is converted to magic damage

Patch 3.4c

nerf

This is an invisible mechanic that has been in the game since launch, intended to prevent sudden game ends. We feel this is artificially prolonging games while being difficult to play around due to its low profile. Rather than remove it in one go, we’re reducing its power to better understand its impact in games.

Structures - Turret

  • Passive - Counter Push
  • Damage reduction reduced from 30% to 15%.

TURRET CONTINUOUS FALL PROTECTION

  • When 2 turrets in the same lane fall within 45 seconds: The next structures gain 30% damage reduction for 30 seconds. (Stacks) → Gains 15% damage reduction for 30 seconds. (Stacks)

Patch 3.3b

change

We’ve seen a lot of feedback about turret plating and have heard how much you’ve enjoyed it, but also that you’ve been wanting to have some more time to interact with the plates. We’ve also heard about some of the difficulties around using the first Rift Herald to secure plates due to the tight timings involved. We’re going to be pushing back the time that turret plating falls off, to address both of these concerns at once.

Structures - Turret

  • Passive - Turret Plating
  • Duration increased from 0:00–6:30 elapse to 0:00–7:00.
  • Passive - Early-Game Buffs
  • Multiple champions resistances duration reduced from 0:00–6:30 elapse to 0:00–5:00.

Structures - Outer Turret

  • Attack damage increased from 182/182/332 (at level 1/5/5.5/6/6.5/7/7.5/8/8.5/9/9.5/10/10.5/11/11.5/12/12.5/13/13.5/14/14.5/15/15.5/16/16.5/17/17.5) (based on minutes) to 200/200/325 (at level 1/5/5.5/6/6.5/7/7.5/8/8.5/9/9.5/10/10.5/11/11.5/12/12.5/13/13.5/14/14.5/15/15.5/16/16.5/17/17.5) (based on minutes).
  • Passive - Early-Game Buffs
  • Mid & Baron lane Early resistances duration reduced from 0:00–3:00 elapse to 0:00–2:00.

TURRET PLATING

  • Turret Plating End Time:  6:30 →7:00

TURRET EARLY GAME PROTECTION

  • Mid Lane and Baron Lane Turrets: +50 Armor resist and Magic resist for the first 3 minutes →+50 Armor resist and Magic resist for the first 2 minutes

TURRET DAMAGE

  • Outer Turrets Attack Damage: 182 ~ 332 →200~325 (0~17.5 minutes)

TURRET ANTI-SIEGE MECHANISM EXPIRATION

  • 2 Champs: 10 armor/magic resist
  • 3 Champs: 50 armor/magic resist
  • 4 Champs:150 armor/magic resist
  • 5 Champs: 250 armor/magic resist

Patch 3.3

change

We’ve heard your feedback around wanting more focus on the laning phase and ability to play around individual leads, so we’re bringing in Turret Plates to increase the duration of the laning phase and allow for more opportunities to make skillful plays around a lead in a lane.

Structures - Turret

  • Passive - Early-Game Buffs
  • Multiple champions resistance duration increased from 0:00–3:00 elapse to 0:00–6:30.
  • Multiple champions resistance bonus increased from 10/250/300/350 (based on nearby enemy champions) to 10/50/150/250 (based on nearby enemy champions).

Structures - Outer Turret

  • Shared local gold increased from 175 gold to 200 gold.
  • Passive - Turret Plating
  • Turret Plating duration reduced from Permanent to 0:00–6:30 elapse.
  • Turret Plating increased from 3 plates to 5.
  • New Effect: Turret Plating grants 40/90/140/190/240 (at level 100%/120%/140%/160%/180%) (based on Health) AR/MR.
  • Passive - Early-Game Buffs
  • Mid & Baron lane Early resistances duration reduced from 0:00–4:00 elapse to 0:00–3:00.
  • Mid & Baron lane Early resistances reduced from 90 AR/MR to 50.
  • Removed: Dragon lane no longer gains Early resistances of 40 AR/MR.

Structures - Inner Turret

  • Shared local gold increased from 150 gold to 350 gold.
  • Passive - Turret Plating
  • Removed.

Structures - Inhibitor Turret

  • Shared local gold increased from 175 gold to 200 gold.
  • Passive - Turret Plating
  • Removed.

TURRET PLATING SYSTEM - Early Game Stats Bonus

  • From 0 to 4 min, Mid and Baron Lane Turrets gain 90 Armor and Magic resist → from 0 to 3 min, Mid and Baron Lane Turrets gain 50 Armor and Magic resist
  • From 0 to 4 min, Dragon Lane Turret gain 40 Armor and Magic resist for 4 minutes after game start → Removed

TURRET PLATING SYSTEM - Turret Plating

  • All turrets have plating → Only outer turrets have plating
  • Turret Plating Duration: Permanent → From 0 to 6:30 min
  • Plating number: 3 plating equally distributed per turret → 5 plating equally distributed per turret
  • Plating Gold (Local):
  • Outer Turret: 150 per plating → 150 per plating
  • Inner Turret: 125 per plating → 0
  • Inhibit Turret: 150 per plating → 0
  • Turret Destruction Gold:
  • Global Gold: 75 (Unchanged)
  • Local Gold:
  • Outer Turret: 175 → 200
  • Inner Turret: 150 → 350
  • Inhibitor Turret: 175 → 200
  • Plating Defense:
  • The outer turrets gain bonus armor/magic resist based on health status. When the health is no more than 100/80/60/40/20%, respectively the turret will gain 40/80/160/240 Armor/Magic resist

TURRET PLATING SYSTEM - Early Game Siege Protection

  • Turrets gain additional bonuses for multiple enemy champions near it within 3 minutes of game start → within 6:30 minutes of game start
  • 2 champions: 10 Armor and Magic resist → 10 Armor and Magic resist
  • 3 champions: 250 Armor and Magic resist → 50 Armor and Magic resist
  • 4 champions: 300 Armor and Magic resist → 150 Armor and Magic resist
  • 5 champions: 350 Armor and Magic resist → 250 Armor and Magic resist

Patch 3.1

change

We are redistributing turret gold rewards to favor the players actually taking the turret. This should reduce teams snowballing off events they did not participate in.

Structures - Turret

  • Outer turret
  • Local gold increased from 150 gold to 175 gold.
  • Global gold reduced from 100 gold to 75 gold.
  • Inner turret
  • Local gold increased from 125 gold to 150 gold.
  • Global gold reduced from 100 gold to 75 gold.
  • Inhibitor turret
  • Local gold increased from 150 gold to 175 gold.
  • Global gold reduced from 100 gold to 75 gold.

TURRET GOLD CHANGE - Turret Destruction

  • Local Gold:
  • Granted to the destroyer of the turret
  • Outer: 150 → 175
  • Inner: 125 → 150
  • Inhib: 150 → 175
  • Global Gold:
  • Granted to each member of the team
  • Outer: 100 → 75
  • Inner: 100 → 75
  • Inhib: 100 → 75

Patch 2.3a

change

We’re re-balancing outer tower gold distribution to be focused on local gold rather than global gold. Players should be rewarded more often for outperforming their opponents in lane, not for their teammates’ performance across the map.

Structures - Turret

  • Gold per turret plate increased from 100 gold to 150 gold.
  • Outer turret global gold reduced from 150 gold to 100 gold.

OUTER TOWER GOLD

  • Gold per plate: 100g → 150g
  • Global gold on destruction: 150g → 100g

Patch 2.2a

buff

In competitive play, we’re seeing a lot of early grouping, making the laning phase almost nonexistent in high-level matches. This is part of our effort to incrementally release systemic changes that maintain the laning phase for competitive games.

Structures - Turret

  • Passive - Early Game Buffs
  • Increased early resistances timer from 03:00 elapse to 04:00.
  • Increased champion proximity resistances timer from 03:00 elapse to 04:00.
  • Increased champion proximity resistances:
  • 2 champions: 10 armor and magic resistance.
  • 3 champions: from 100 armor and magic resistance to 250.
  • 4 champions: from 200 armor and magic resistance to 300.
  • 5 champions: from 300 armor and magic resistance to 350.

TURRETS

  • During the first 4 minutes (previously 3 minutes), Solo (Baron) Lane and Mid Lane outer turrets gain 90 bonus Armor and Magic Resist.
  • During the first 4 minutes (previously 3 minutes), all outer turrets gain additional defensive bonuses when multiple enemies are nearby:
  • 2 champions in total: 10 Armor and Magic Resist
  • 3 champions in total: 100 → 250 Armor and Magic Resist
  • 4 champions in total: 200 → 300 Armor and Magic Resist
  • 5 champions in total: 300 → 350 Armor and Magic Resist

Patch 2.1b

nerf

Though we think backdooring should be viable in some situations, late game backdooring is becoming too easy. We’re removing the mechanic where the turret defense backdoor bonus lessens in the late game.

Structures - Turret

  • Passive - Anti-Backdoor
  • : Damage reduction reduced from 75% to 66%.
  • Editor's Note: V5.2 patch notes verifies this change.
  • Removed: Backdoor bonus no longer reduces to 33% at 18:00 elapse. Now is always at 66%.
  • Passive - Early-Game Buffs
  • New:
  • Pre-03:00:
  • Solo (Baron) lane outer turret gains 90 bonus armor / magic resistance.
  • Mid lane outer turret gains 90 bonus armor / magic resistance.
  • Duo (Dragon) lane outer turret gains 40 bonus armor / magic resistance.
  • Pre-03:00, turrets gain additional defensive bonuses when multiple enemies are nearby:
  • 2 champions in total: 10 armor / magic resistance.
  • 3 champions in total: 100 armor / magic resistance.
  • 4 champions in total: 200 armor / magic resistance.
  • 5 champions in total: 300 armor / magic resistance.
  • Old:
  • Pre-03:00, all outer turrets gain 50 bonus armor / magic resistance.
  • Pre-03:00, turrets gain additional defensive bonuses when multiple enemies are nearby:
  • 3 champions in total: 40 armor / magic resistance.
  • 4 champions in total: 80 armor / magic resistance.
  • 5 champions in total: 120 armor / magic resistance.

BACKDOOR BONUS

  • “Backdoor bonus” tower damage reduction: 66%, then 33% at 18 minutes → 66% through the whole game

Patch 2.0

change

Towers now prioritize targeting super minions over siege minions. Gotta take down those supers first.

Structures - Turret

  • Turrets now prioritize targeting super minions over siege minions.

Patch 0.5

nerf

One feature that isn’t super visible in Wild Rift is the “Domino” effect, which is a structure defensive bonus that kicks in when two turrets in the same lane fall within 45 seconds of each other. The next structure in the same lane takes 66% reduced damage for 30 seconds, indicated by a golden glow. This effect is why the Nexus sometimes feels very tanky. As we’re still in beta, we’re still tuning our game pacing, and in this phase of Closed Beta, we’ll be reducing the effectiveness of the domino bonus.

Structures - Turret

  • Passive - Counter Push
  • Damage reduction reduced from 66% to 30%.
  • Editor's note: Old value was written at 50% instead of 66%, last documented in Alpha.

TURRETS

  • “Domino Bonus” damage reduction: 66% → 30%

More Wild Rift System Changes

Turrets & Structures Wild Rift FAQ

Frequently Asked Questions
When was Turrets & Structures last changed in Wild Rift?
Turrets & Structures was last adjusted in Wild Rift Patch 7.1, released April 7, 2026. That patch changed Structures - Turret (Turrets now deal an additional 2% of target’s max Health as bonus damage, and their armor penetration has been increased from 30% → 50%. The maximum Overheat stacks have been reduced from 6 → 4).
How many times has Turrets & Structures been buffed or nerfed in Wild Rift?
Turrets & Structures has been changed in 23 Wild Rift patches: 8 buffs, 5 nerfs, 10 adjustments.
Is Turrets & Structures getting buffed or nerfed in Wild Rift?
Leaning up - 1 of Turrets & Structures's last 3 changes was a buff. Turrets & Structures was last adjusted in Patch 7.1.
Was Turrets & Structures changed in Wild Rift Patch 7.2c?
No - Turrets & Structures was not changed in Patch 7.2c. Its most recent change was in Patch 7.1.