[0:02] When a person hears the word wave, they [0:04] might think of waves of the ocean. [0:07] Or maybe a hand wave. [0:10] Perhaps they'll imagine sound waves. [0:13] The average League of Legends player [0:14] probably thinks about gold, [0:17] EXP, [0:19] or pain. [0:21] If you have no knowledge of wave [0:22] management, you might have been in [0:24] scenarios like being frozen on by a [0:25] Darius while playing Nasus close to your [0:27] own front wave, losing EXP and gold with [0:29] no help in sight before you started [0:30] contemplating why on earth are you [0:32] playing in top lane? [0:34] I'll ask another question. Have you ever [0:35] been tower dived and ever questioned [0:37] why? If your answers are yes, then let's [0:40] talk about wave management. [0:44] We will discuss these topics with a main [0:46] focus on wave management in top lane, [0:48] but we'll occasionally dip into the [0:50] general laning stuff. There's a lot of [0:52] what if scenarios when it comes to [0:54] laning and wave management, so I can't [0:56] cover everything, but I'll obviously try [0:58] to cover as much as possible. And we're [1:00] going to start with this very obvious [1:02] but useful concept. With no intervention [1:04] from champions, the minion waves in [1:06] Summoner's Rift at start are mirrored. [1:08] They meet smack bang in the middle along [1:10] the dotted line on the mini map. Why do [1:12] we start with this concept? Well, when [1:14] you play in Summoner's Rift, you [1:16] obviously aren't going to have vision of [1:17] the entire map, but by looking at your [1:19] own minion waves, you can try and [1:21] visualize where the enemy waves are [1:23] going to be. So, in this specific [1:25] scenario, by looking at my second wave, [1:28] I know the enemy second wave will reach [1:29] the fights before mine does, which leads [1:32] to the first topic, wave positions. [1:35] The position of the waves fighting can [1:36] dictate which wave will push. In this [1:39] case, we have no champions hitting the [1:41] wave and the same amount and type of [1:43] minions, but because the wave is [1:45] positioned to red side, they will get [1:47] their wave reinforcements first, which [1:49] constitutes to a push. In real [1:51] Summoner's Rift games, you won't always [1:53] have the same amount of minions clashing [1:55] due to champions pushing and CSing, but [1:57] you get the idea. If the waves are [1:59] positioned by the enemy tower, the enemy [2:01] wave will get their reinforcements [2:02] faster and the enemy tower might also be [2:05] in range, which means your wave dies [2:07] faster, resulting in a fast push. If the [2:09] waves aren't as close to the enemy [2:11] tower, then you'll just get a slow push. [2:14] What ultimately matters is knowing that [2:16] the wave will push to you. With no [2:18] interference, the wave will eventually [2:20] crash, which means it hits the tower. It [2:22] will then proceed to bounce, which means [2:24] it will push the upper wave because of [2:25] reinforcements, blah blah blah blah [2:27] blah. This cycle of crashing and [2:29] bouncing will continue given no [2:31] interference. There's also a difference [2:33] between a good and a bad crash. A good [2:36] crash is when the wave is stacked, which [2:38] means it has a lot of minions, and it [2:40] focuses the tower before the enemy wave [2:42] arrives. A bad crash, on the other hand, [2:44] has the wave not reach the tower and the [2:46] enemy wave intercepts it in time. So, [2:49] why is this bad? Well, the crashing wave [2:51] will focus the enemy wave, and if you [2:53] aren't in range, you won't be able to [2:55] last hit the minions. If you stay and [2:57] try to push the wave afterwards, you'll [2:58] be susceptible to ganks. Whereas if you [3:01] recall, you will lose the EXP. Not [3:04] exactly a cash money move. [3:07] If the enemy champion is there, they [3:09] might also freeze, but more on that [3:11] soon. To avoid bad crashes, play with [3:13] your level advantages if you have them [3:15] to ensure you have priority over the [3:17] wave. Look at your own waves to see when [3:19] the enemy waves come to know when to [3:21] push. In this scenario, I delayed the [3:23] push to ensure my wave doesn't reach the [3:25] tower and I can get the third wave in as [3:28] well. Don't forget to walk your wave to [3:30] the tower, otherwise the enemy might [3:31] hold it and allow their wave to [3:33] intercept. If you do find yourself in a [3:35] bad crash, you can either try to push [3:37] the wave in, stay in range of EXP and [3:40] wait for the bounce, or just play for [3:41] the 2v1 because you're better. I'm not. [3:46] You can also just call your jungler for [3:47] a counter gank if they're top side and [3:49] you know you're getting ganked. In the [3:51] worst case scenario where their jungler [3:52] has path top and yours hasn't, you will [3:55] need to take the loss and recall. You [3:57] will lose a bit of EXP inevitably, but [4:00] the wave will bounce back and push to [4:01] you. [4:02] Now, if you manage to get a good crash [4:04] in, you have a couple of options to go [4:06] with. The first is just recalling. If [4:09] your lane opponent doesn't have good [4:11] wave clear, you can go for recall. By [4:13] the time you come back to lane, the wave [4:14] will have bounced but not reach your [4:16] tower. At this point, you can try and [4:18] kill your enemy laner with your new [4:19] items and ideally a jungle gank if they [4:21] don't have TP. This will force their TP [4:24] though if they have it, so you'll be [4:25] less likely to kill them as they would [4:27] have healed and have new items like you. [4:30] Outside of good crashes, a general [4:31] recall timer is recalling on cannon [4:34] waves as these are harder to clear early [4:36] for opponents, which means you can catch [4:37] the wave by the time you come back if [4:39] they've tried to crash it. Recalling [4:41] after kills is also a very important [4:44] option. For example, when the wave is in [4:46] the center but pushing to you, you can [4:48] recall it to catch it when or before it [4:50] crashes into your tower. Be aware that [4:52] you might need to chip down the wave if [4:54] it's too big before you back. Two three [4:56] minions more than your wave is generally [4:58] enough. If your wave is close to [5:00] crashing, then it's often worth pushing [5:02] it for the bounce after, especially if [5:04] they don't have TP as they will lose EXP [5:06] from the minions dying to tower. Avoid [5:08] greeting for multiple tower plates [5:10] though if your laner is up a few seconds [5:12] before you've crashed, even more so if [5:14] they have TP. They can stop your back [5:16] and maybe even set up a tower dive if [5:18] you don't have TP. If there's crystal [5:20] builder, you can just hit it once and [5:21] recall. [5:22] In other cases, you might need to take a [5:24] loss like when the enemy jungler is [5:26] ganking soon or your wave is pushing [5:28] from your tower and they have TP. You [5:30] will be in up soon. If you stick around [5:32] and try to crash the wave, you will [5:33] usually be punished. In this specific [5:36] clip though, Garen doesn't have TP, the [5:38] enemy jungler is bot, the next wave is [5:41] not cannon, and his death timer is not [5:43] short. So, I choose to crash the wave. [5:47] Death timers, junglers, cannon waves, [5:49] TP, and even boots can influence the [5:51] correct choice. [5:53] Keep these factors in mind though [5:54] whenever you decide to crash or recall [5:56] and try to recognize wave states. [5:58] Experience is your best mentor here. [6:01] Another option after a good crash is [6:04] proxying. [6:05] Proxying is when you sit behind one of [6:07] the enemy laner's towers and take the [6:09] minions. It's something that should only [6:11] really be done if you have inbuilt wave [6:13] clear like Garen with his E spin or [6:15] Sion's Q. Bot lane cinder items and tier [6:18] my items like Ravenous Hydra and [6:20] Stridebreaker also supplement this. [6:23] You also need to be somewhat aware where [6:24] the jungler and mid laner are so you [6:26] don't get ganked and give them a kill. [6:29] So, what are the benefits to proxying? [6:31] Well, the enemy laner has to decide [6:32] whether to last hit minions or stop you. [6:35] If they try to hold the wave ahead of [6:36] their tower but have no wave clear or [6:38] sustain, they'll burn through their HP [6:40] and mana and eventually they have to [6:41] recall. Meanwhile, if they try to last [6:44] hit by tower, the tower takes damage, [6:46] which can give you plate gold if you're [6:47] nearby. [6:48] If they try to chase and fight you when [6:50] they have minions at their tower, then [6:52] they'll lose the gold and potentially [6:54] the EXP if they are out of range. The [6:56] final nail in the coffin is that they'll [6:58] lose raw quest EXP if they go behind [7:00] their tower at around this boundary. If [7:03] you find yourself getting ganked, you [7:05] can recall, leave, or execute. Executing [7:08] is fine early on as the death timers are [7:10] shorter. By the time you recall or [7:12] revive, you can generally reach the wave [7:14] before it crashes. The same scenario as [7:16] recalling normally. A quick note that a [7:19] general recall timer for proxying is [7:21] after you clear cannon wave. [7:23] Now, the general third option after a [7:25] good crash is the most lethal. It's [7:27] tower diving. [7:29] Tower diving is when you kill your [7:30] opponent under the tower. Having a [7:32] jungler assist if they're pathing [7:34] towards you helps a lot. Champions with [7:37] large amounts of CC or champions that [7:39] can reset the tower aggro are very good [7:41] for tower diving. For example, Elise is [7:43] very good at tower diving because her [7:45] spider form E can reset the tower aggro. [7:47] But also her human form stun does not [7:49] deal damage, so even if you land it, you [7:52] don't take tower aggro. [7:54] Renekton and Nidalee are also a very [7:55] good champion combo. Renekton lands his [7:57] stun and Nidalee just throws the spear [7:59] afterwards. Regardless, anyone can tower [8:02] dive with enough damage. When you kill [8:04] your opponent under tower with a wave, [8:06] they lose the minion gold and EXP that [8:08] their wave or the tower kills. This is [8:11] huge for creating an advantage. Unless [8:14] you have a bounty, killing each other is [8:16] still a net plus as well. [8:22] You can, of course, tower dive with a [8:23] single wave, but stacked waves are [8:25] better as they lose more EXP and gold. [8:28] Now, whenever the wave bounces to you in [8:30] all of these scenarios, you can follow [8:32] through with something called freezing. [8:35] Not this kind though, but this kind. [8:39] Freezing is when you hold the enemy wave [8:41] from crashing into your tower either by [8:43] holding the wave or the enemy laner not [8:45] clearing the previous wave in time. [8:47] Freezing holds multiple benefits. You [8:49] aren't in an exposed spot, so you are [8:51] not easily gankable barring the closest [8:53] brushes, while your opponent is exposed [8:55] if they walk up. If you're a lot [8:57] stronger than your lane opponent, you [8:58] can also zone them from the wave. He's [9:00] just standing there. [9:02] Menacingly. [9:04] Zoning is when you stand in front of the [9:06] waves and stop your lane opponent from [9:08] last hitting the minions and, if you [9:10] can, stop them from getting in EXP [9:12] range. EXP range for dying minions is [9:14] 1,500 units, so roughly here. Creating a [9:18] level difference between you and your [9:19] opponent is one way of creating a lead [9:21] in top lane. This is because the stats [9:23] you get from leveling up are roughly [9:25] equivalent to 600 gold. This can [9:27] definitely give you the edge in fights. [9:29] Now, whenever you're freezing, you have [9:31] to cut down the wave in order to hold [9:32] its position without taking too much [9:34] damage. A general rule of thumb is [9:36] holding three caster minions at these [9:38] positions once your wave is dead. [9:40] Remember that you can reset minion aggro [9:42] by entering unwarded brushes. This can [9:45] definitely help in positioning the [9:46] freeze. [9:47] So, we just talked about all these [9:49] scenarios that you can follow through [9:50] with after a good crash, but in some [9:53] scenarios, you'll just crash one wave [9:55] with no cannon, so what can you do here? [9:57] The first thing is fast pushing the wave [9:59] and ensuring the crash. Outside of just [10:01] waiting for the next wave, you can [10:03] typically go for a deep jungle ward to [10:05] get vision. If the enemy jungler is low [10:07] and or your jungler is nearby, you could [10:09] invade them. The other choice is going [10:11] for the honey fruit plants which spawns [10:13] at 6 to 6 and 1/2 minutes. These grant [10:15] health and mana or fury, so you can take [10:18] an aggressive trade before getting the [10:19] fruit or just take it to deny from your [10:21] enemy. [10:22] So far, we've discussed tower diving, [10:24] freezing, and proxying. But, with the [10:26] nature of top lane, you're going to be [10:28] on the other side at times. So, how do [10:30] you respond to these scenarios? Let's [10:32] start with proxies. In the average [10:35] scenario, you'll be last hitting under [10:37] tower, chasing champions you know you [10:39] won't kill will lose you EXP and gold. [10:41] But, if you have a combat summoner and [10:43] or you know your damage, you can [10:45] definitely give it a go. More so if your [10:47] jungler is pathing towards you. [10:49] If your champion can proxy though, you [10:51] can hit them with one of these. [10:56] Yep. You can just proxy all day proxy. [10:59] Generally, the best choice if both [11:01] junglers are pathing away from top side. [11:03] You kind of just handshake on waves. As [11:06] for tower diving, you have a couple of [11:07] ways to deal with it. The first is just [11:09] literally hand sitting them. Outplay [11:12] them. [11:15] An easy choice for some. Another choice [11:18] would be to ward in good spots and [11:19] tracking the enemy jungler. Warding [11:21] Krugs and these bushes as well as just [11:24] taking notes where the jungler is will [11:25] stop you from getting ganked so far. If [11:27] you know you're about to be tower dived, [11:28] you can back off and lose minions, which [11:30] is better than just dying generally. If [11:33] you have TP, then you can just recall [11:34] and TP back if you're low on HP. Don't [11:37] do this if you're going to end up in a 1 [11:39] v 4 though. [11:41] In the scenario where the jungler is [11:42] also diving behind you and you're much [11:44] stronger, you can hold the wave and stop [11:46] it from crashing. Good junglers will [11:48] stop your wave from intercepting, so [11:49] this can be a good response. Meanwhile, [11:52] during freezes, you have plenty of [11:54] options to choose. So, let's blitz [11:56] through them. The first is just soaking [11:58] EXP. In some cases, you have to take the [12:00] loss especially if you know your jungler [12:02] isn't top and theirs is. If your jungler [12:04] is top though, you can ask them to push [12:06] the wave, ask them for a lane gank, or [12:08] counter gank if you know the enemy [12:10] jungler will gank you. If you're capable [12:12] of ganking on a champion like Camille [12:14] for example, you can roam mid or fake [12:16] roam mid. Basically, just walk into [12:18] river and stay out of vision. Players [12:21] that don't call your bluff will break [12:22] the freeze, so you can just walk back [12:24] top. If you aren't a ganking champion [12:26] though, that's fine. Staying out of [12:28] vision for extended periods may make [12:30] your enemy assume you're backing, so [12:32] they might break the freeze anyways. You [12:34] need to ensure that they have no vision [12:35] of you though. [12:36] If your champion is capable of proxying, [12:38] you can also proxy. They'll be forced to [12:40] respond as you aren't losing minions [12:42] anymore. Just be wary of the enemy [12:44] jungler and a roaming mid laner. [12:46] Ideally, you don't want to get into [12:47] freezes to begin with. Time your hard [12:50] pushes, aka when you rapidly clear the [12:52] wave. Hard push when your wave is [12:54] stacked and when the latest waves have [12:55] met to ensure crashes. One last option [12:58] for breaking freezes overlaps with our [13:00] next topic, wave manipulation, which [13:03] involves a bit of mind control. [13:06] Essentially, if your enemy laner has AoE [13:08] abilities like Darius' Q, you can bait [13:11] them into using them to break the [13:12] freeze. The other mind control ability [13:15] involves single target abilities and [13:17] autos. If you're in range of minions and [13:20] the enemy laner uses one of these two [13:21] things, they will draw minion aggro. So, [13:24] if your minions start hitting them, they [13:26] are no longer hitting the enemy wave. [13:28] The enemy wave will then proceed to push [13:30] into your side, which you can then [13:31] freeze to farm in a safe spot. This [13:34] trick can be used on the other side as [13:36] well. When you auto a champion, you can [13:39] draw minion aggro and pull the wave, [13:41] which can allow you to access minions [13:42] from a safe distance, specifically [13:44] casters and cannon. Proceed to stack and [13:47] push waves for level ups and or crash [13:49] the wave. You can also induce pushes by [13:52] holding the wave away from the center of [13:54] the lane if you aren't afraid of the [13:55] enemy laner. This can be done on the [13:57] first wave to counter the mid EXP cheese [13:59] strat. The enemy wave will focus one [14:01] minion of your wave and they'll lose out [14:03] on the EXP. [14:05] If you find that you've missed time the [14:06] push but the enemy laner isn't around, [14:08] you can just block the enemy wave by [14:10] walking past the tower to ensure the [14:12] crash. Our last trick is quite niche, [14:15] but I'm going to mention it anyways. In [14:17] the rare scenario where you want your [14:19] enemy laner to walk up further from the [14:21] tower but not expose yourself to ganks, [14:24] you can auto a melee minion before it [14:26] hits your wave and drag it to the [14:27] center. This will bring the wave closer [14:29] to the center and your enemy laner if [14:31] they walk up. This is niche for a reason [14:34] though. It's much easier to do this on [14:35] blue side. You do it when you're playing [14:37] hyper aggressive champions but you can't [14:39] tower dive. It's not something you [14:40] should do on the first three waves [14:42] either because cheater recalling is [14:43] better. But more importantly, proxying [14:46] is an even better option due to the [14:47] Rogue Quest interaction. And just to [14:49] reiterate, it's not something to really [14:51] ponder. I've included this in case [14:53] somebody asks. [14:55] Our final topic of this video is going [14:57] to be on the first three waves. How you [14:58] play the first three can influence the [15:00] rest of your lane. Though, we are going [15:02] to focus on some specific wave [15:04] scenarios, so no talk on level up timers [15:06] and such. The first thing is cheater [15:09] recalling. If you have dominance over [15:11] your lane opponent due to the match up [15:13] or playing well, you can stack up a [15:14] third wave crash. Typically, you last [15:17] hit the second wave, then fast push and [15:19] crash the third wave. This gives you [15:21] time to recall and come back with an [15:23] item advantage. You can then freeze the [15:25] bounce and look for a kill with maybe a [15:27] jungle gank if your jungler is pathing [15:29] top. This is especially good against [15:31] those without TP. I'm going to list this [15:34] again just to make it a bit easier. Play [15:36] for dominance and for level ups. Last [15:39] hit the second wave, then hard push the [15:41] third / cannon wave to ensure it crashes [15:43] and so they can't tank it before the [15:45] fourth wave arrives. Then you recall, [15:47] buy an item, run back to lane, and try [15:49] to freeze the wave. Cheater recalling [15:51] allows you to full heal and get an item [15:53] advantage over your opponent. [15:55] The other scenario is proxying where you [15:58] crash the second wave or third wave if [16:00] you know the enemy jungler is pathing [16:01] bot side. You need to make sure the [16:03] enemy champion can't straight up murder [16:04] you and you need wave clear of course. [16:06] Proxying is the better option out of [16:08] these two scenarios just because of the [16:09] Rogue Quest interaction. [16:11] It's not the only choice after a second [16:14] wave crash though. If you're playing an [16:16] aggressive early game champion and the [16:17] enemy jungler is pathing bots, you can [16:19] just let it bounce and force the enemy [16:21] laner to walk up for farm before looking [16:23] for a kill. There's also currently a [16:26] cheese strategy where you can leech EXP [16:28] from one minion mid, then run top for [16:30] level two off the first wave. Don't [16:32] forget, I've taught you how to counter [16:34] this. Depending on the match ups you're [16:36] playing, you won't always be able to [16:37] execute these things. For example, level [16:39] two proxying is pretty hard to do and [16:42] sometimes you might just end up fist [16:43] fighting level one. Just keep these [16:45] things in mind in case you see a chance [16:47] to do them. [16:48] Now, let's talk about some notes on wave [16:50] management before we finish up. [16:53] Wave management is generally for the [16:54] early game since most champions can wave [16:56] clear easily later on. In a very [16:58] specific case though in the mid to late [17:00] game where you don't have TP up and an [17:02] objective is coming up, you can kill all [17:04] the minions except for the melees to [17:06] slow push a wave. This creates a pushing [17:08] wave and pressure someone has to answer [17:10] while you 5 v 5 team fight or delay. On [17:13] the topic of TP, TP aka teleport is [17:15] essentially a crutch in the early game. [17:18] If you find yourself getting chunked or [17:19] die before they crash the wave, you can [17:21] TP back and not lose as much. Another [17:24] thing is that ranged top wave management [17:26] also differs from melee wave management [17:27] a fair amount and this guide has mainly [17:30] focused on melee wave management. League [17:33] is also a constantly evolving game. You [17:35] tend to get changes for each season. For [17:38] example, in season 15, we had cannon on [17:40] fourth wave so you could not get the [17:41] cheater recall off. But, in season 16, [17:44] you have it on third wave, so you can [17:46] cheater recall. [17:47] To add on to the minion talk, you'll [17:49] find the optimal way of fast pushing a [17:51] wave is to target the caster minions [17:53] first. They have less HP and they'll do [17:55] more damage than melee minions. So, if [17:57] you're in a rush, you follow through [17:58] with this. [18:00] For further reading or I should say [18:01] watching, check out the godfather [18:03] {slash} doctor of fundamentals, Alois. [18:06] He has the best educational top lane [18:08] content by far. It is no question to [18:10] debate. [18:11] Lastly, I want to say that this video is [18:13] far from perfect. This video is based on [18:16] my own knowledge as a top laner and from [18:18] watching other people play. Regardless, [18:20] I hope it helps you out. [18:22] Thanks for watching and have a good one. [18:24] See you later.