
Baron Nashor
Banner of Command
Teleport
Fortify
Macro guide
How to close a League Classic game
A lead is not a win. Turret Health since 26.16, the cannon-wave clock, which tower opens which objective, Baron as a commitment, inhibitors and super minions, siege items, Homeguard at 15:00, backdoors versus Fortify, elixirs and the clocks that end a stall.
- Updated
- 2026-09-23
In this guide11 chapters
- 01A Classic lead converts only through structures
- 02Count the towers before the kills: 3,500 / 3,750 / 4,000 / 2,750
- 03Push with the cannon wave, not against it
- 04Take the tower that opens an objective, not the nearest one
- 05Decide before it spawns whether you are a Baron team or a tower team
- 06Spend the Baron minutes on an inhibitor, not on a fight
- 07Banner, Ohmwrecker or Shurelya's: buy the one that fixes your siege
- 08From 15:00 Homeguard and Teleport let the winner be in two places
- 09Backdoor on purpose, and know who carries Fortify
- 10At full build, drink the elixirs for the decisive push
- 11Know the clocks that end a stall
Chapter 01
A Classic lead converts only through structures
Riot's 26.16 notes say Classic "is generally more snowbally than Season 2026 and that's intentional" and that comebacks should happen "without adding systems like Objective Bounties". There are no plates, no objective bounties and no Herald, so a kill lead turns into a win only through the turrets, inhibitors and nexus you take with it. Meanwhile passive gold pays every player 10.5 gold per 5 seconds from 1:30, 11.5 from minute 15 and 13 from minute 25, and death timers lengthen after 25:00. A lead that is not spent on the map shrinks on its own.

The map to cross
Three lanes, no plates

Baron
The closer

Dragon
2,810 base Health
Chapter 02
Count the towers before the kills: 3,500 / 3,750 / 4,000 / 2,750
Since 26.16 an outer turret has 3,500 Health, an inner turret 3,750, an inhibitor turret 4,000 and each nexus turret 2,750; every turret hits for 168 Attack Damage except the nexus pair at 126, with 40 Armor and 40 Magic Resist and 750 range. Champions damage turrets for 100% of total Attack Damage plus 20% of Ability Power, down from 40%. Riot buffed them because "player feedback has been overwhelming that turrets feel too squishy". Decide whether your team takes towers with basic attacks at all: an Ability Power-heavy team must plan on minions and Baron doing that work.
- 01

Outer
3,500 Health
- 02

Inner
3,750 Health
- 03

Inhibitor turret
4,000 Health
- 04

Nexus turrets
2 × 2,750 Health
Chapter 03
Push with the cannon wave, not against it
Waves leave the base every 30 seconds. The cannon minion comes from 2:05 with every third wave, with every second wave from 15:00 and with every wave from 25:00, and minions gain 20 Movement Speed at 15:00 and again at 25:00. A push that reaches a 3,500-Health turret with champions and six ordinary minions is a push in which champions do the turret's damage themselves; one that arrives with the cannon lets the wave tank and hit. Time the recall and the walk so the cannon wave and the team reach the tower together.

Promote
Makes a minion the siege

Banner of Command
Empowers the cannon

Baron
Backs the whole wave
Chapter 04
Take the tower that opens an objective, not the nearest one
Without objective bounties a turret is worth its own gold plus the map it exposes, so decide on map value: the bottom outer turret opens the Dragon side, the top outer turret opens the Baron side, and neither objective's respawn cycle is a number this mode prints. A mid outer turret opens both rivers but gives the enemy the shortest walk back. After a won fight, name the turret whose loss sets up the next objective before the team scatters to farm.

Dragon side
Bottom outer turret first

Baron side
Top outer turret first
Chapter 05
Decide before it spawns whether you are a Baron team or a tower team
Baron Nashor has 8,800 base Health, 460 Attack Damage, 120 Armor and 70 Magic Resist. Wrath of the Ancients shreds the Armor and Magic Resist of everyone near it, Voracious Corrosion marks the target it hits so that it deals heavily reduced damage to Baron, and Resistant Skin makes Baron immune to disabling effects and resistance shreds, so crowd control and Black Cleaver stacks do nothing to it. Exalted with Baron Nashor grants bonus Attack Damage, Ability Power and Health and Mana regeneration per 5 seconds, also exalts nearby allied minions with more damage and resilience, and is lost on death. How long Baron takes to come back is a Classic number the client keeps to itself, so plan the next attempt off vision and death timers. A team that cannot clear it safely should use its threat instead: make the enemy face-check the pit while inhibitor turrets fall on the other side of the map.

Baron Nashor
8,800 Health · 120 Armor · 70 MR

Vision Ward
125g · own the pit

Oracle's Elixir
400g · clear their wards

Smite
490 + 30 per level true damage
Chapter 06
Spend the Baron minutes on an inhibitor, not on a fight
The buff is lost on death and exalts the minions walking with you; an inhibitor stays down until it respawns. Push two lanes with Teleport set up on a ward, take the inhibitor in the lane the enemy cannot babysit and back out before the buff runs out. Super minions then spawn one per wave in that lane while one or two inhibitors are down and two per wave in every lane when all three are down. That standing pressure, not the buff itself, is what ends a stalled game.
- 01

1 · Teleport to a ward
- 02

2 · Banner the cannon
- 03

3 · Ohmwrecker the dive
- 04

4 · Leave before the buff ends
Chapter 07
Banner, Ohmwrecker or Shurelya's: buy the one that fixes your siege
Banner of Command costs 2,360, gives nearby minions 15% more damage and nearby allies 10 Health regeneration per 5, and every 180 seconds empowers a siege or super minion with bonus Health, 40 Armor, 50% Attack Speed and 75 range while paying you the gold it earns; it is the item for a wave-based siege. Ohmwrecker costs 2,835 and stops nearby enemy turrets from attacking for 2.5 seconds every 120 seconds, once per 7.5 seconds per turret; it is the item for a dive under the tower. Shurelya's Reverie costs 2,100 and gives nearby allies 40% Movement Speed for 3 seconds every 60 seconds; it is the item for forcing or leaving a fight. Zz'Rot Portal, back since 26.19, costs 2,700; its active opens a Void Gate for 150 seconds on a 150-second cooldown, and the gate cannot go near turrets. Every 4 seconds it sends a Voidspawn down the nearest lane, which pushes a lane nobody on your team is standing in. A sieging team buys the first, a diving team the second; no team needs all four.

Banner of Command
2,360g · siege

Ohmwrecker
2,835g · dive

Shurelya's Reverie
2,100g · engage or leave
Chapter 08
From 15:00 Homeguard and Teleport let the winner be in two places
Homeguard activates at 15 minutes since 26.16 and grants increased Movement Speed while out of combat; Riot kept it "to help winning teams cross the map and continue sieging". Classic Teleport travels to an allied minion, turret or ward after a channel, and Boots of Mobility give 105 Movement Speed after 5 seconds out of combat. Together they turn one won fight into two structures. The losing side gets the same Homeguard, so the winner has to be the side that arrives with a wave rather than the side that arrives first.

Teleport
Minion, turret or ward

Boots of Mobility
1,000g · 105 out of combat

Boots of Swiftness
1,000g

Shurelya's
40% for 3 s
Chapter 09
Backdoor on purpose, and know who carries Fortify
A lone turret has 40 Armor and 40 Magic Resist in front of its Health. That makes a split push backed by Teleport a real win condition, and it makes Fortify the real answer, because it makes every allied turret invulnerable and faster-firing for its duration. Before committing a backdoor, know whether an enemy took Fortify and when it was last used; before defending one, know who on your team can Teleport to the wave that is about to hit the nexus turrets.

Attacker
Teleport to a ward

Defender
Fortify · turrets invulnerable
Chapter 10
At full build, drink the elixirs for the decisive push
Elixir of Fortitude costs 350 and grants Health and 15 Attack Damage for 180 seconds. Elixir of Agility costs 250 and grants Attack Speed and 15% Critical Strike Chance for 180 seconds. Elixir of Brilliance costs 250 and grants Ability Power and 10% Cooldown Reduction for 180 seconds. Drink them when the cannon wave is crossing the river, not when leaving the fountain, because the three minutes do not pause for the walk.

Fortitude
350g · 15 AD · 180 s

Agility
250g · 15% Crit · 180 s

Brilliance
250g · 10% CDR · 180 s

Oracle's
400g · up to 4 min
Chapter 11
Know the clocks that end a stall
Death timers run from 10 seconds at level 1 to 50 seconds at level 18 and lengthen after 25:00, so a late ace is a nexus and an early ace is a turret. The client carries vote timers at 12:00 and 15:00 whose labels it does not print. The two objective clocks are the ones nobody can hold you to: the Classic timer panel names its own Baron and Dragon lines and the client ships neither, while the numbers sitting next to them belong to Summoner's Rift. After 25:00, treat a single pick as the signal to walk to the nexus turrets rather than to a third inhibitor, because the enemy is dead for the better part of a minute and the Nexus has 5,500 Health behind two 2,750 turrets.
- Turrets: 3,500 / 3,750 / 4,000 / 2 × 2,750 Health; Ability Power counts for 20%.
- Push with the cannon wave; Baron minutes go into an inhibitor.
- Homeguard from 15:00, Teleport to wards, Fortify against backdoors.
- Elixirs for the last push; late death timers close the game.

Baron
Cycle unpublished

Dragon
Cycle unpublished too

Revive
A dead carry may not stay dead
Continue in the reference
