Summoner's Rift: map and structures
The layout of Summoner's Rift: lanes, river, jungle, turrets, inhibitors, the nexus and the minion waves that push between them.
Summoner's Rift is the map of ranked and normal games: two teams of five, two bases in opposite corners, and a square of lanes, jungle and river between them. You win by destroying the enemy nexus. The interactive map shows every structure and camp on it.
Sides
Blue side starts in the bottom-left corner, red side in the top-right. The map is close to mirrored, so the two sides play almost the same, but camera angle and the position of some objectives make each side favour slightly different plans.
Lanes, river and jungle
- Top lane runs up the left edge and along the top.
- Mid lane cuts straight across the centre, the shortest of the three.
- Bottom lane runs along the bottom and up the right edge.
- The river crosses the map diagonally from top-left to bottom-right, splitting it into two halves. The dragon pit sits in the bottom half of the river, the Baron pit in the top half.
- The jungle fills the spaces between the lanes: four quadrants of neutral monster camps, two on each side of the river.
Structures
Turret
Inhibitor
Nexus
| Structure | Per team | What it does |
|---|---|---|
| Outer turret | 3, one per lane | The first defence in each lane. It carries armour plates that pay gold to whoever breaks them. |
| Inner turret | 3 | The second turret in each lane, closer to the base. |
| Inhibitor turret | 3 | Guards the inhibitor at the mouth of the base in each lane. |
| Inhibitor | 3 | While it is down, the enemy spawns super minions in that lane. It rebuilds itself after a while. |
| Nexus turrets | 2 | Stand in front of the nexus. |
| Nexus | 1 | Spawns your minion waves. Destroy the enemy's and the game is over. |
Structures must fall in order: a lane's outer turret before its inner turret, and so on. The nexus turrets and the nexus can only be attacked once at least one inhibitor is down.
Turret behaviour
- A turret shoots minions in range until an enemy champion attacks one of its allied champions nearby. Then it switches to that champion.
- Its shots against the same champion grow stronger with each hit, so standing under an enemy turret for long is costly.
- Minions take the first turret shots, which is why you push into a turret behind your own wave.
Minion waves
Each nexus sends a wave down every lane at regular intervals: melee minions, caster minions, and every few waves a larger siege minion (the cannon). An inhibitor kill adds a super minion, which hits hard and shrugs off damage. Minions give gold to whoever lands the killing blow and experience to every nearby enemy champion. See gold and experience.
Base and fountain
Each team's corner holds the fountain, where champions respawn, heal quickly and use the shop. Recalling sends you there after a short channel; an enemy hit interrupts it.
Read next
- Jungle camps and epic monstersEvery neutral monster on Summoner's Rift, from the buff camps to the dragons, Voidgrubs, Rift Herald and Baron Nashor, and what each one gives.
- Vision and wardingHow vision works on the Rift: brush, wards, trinkets, control wards and sweepers, and where vision matters most.
- Roles and positionsThe five positions on Summoner's Rift, what each one is responsible for, and how the 2026 role quests reward playing them.
Written by LaneDojo · not endorsed by Riot Games