What is Wave Management?
45sRelatable hook about top lane struggles grabs attention of League players.
▶ Play ClipThis video explains wave management in League of Legends, focusing on top lane. It covers wave positions, crashes, freezing, proxying, tower diving, and responses to these scenarios, with practical tips for gaining advantages.
Minion waves start mirrored and meet in the middle. By observing your own waves, you can predict enemy wave positions.
Wave position determines which side pushes due to reinforcement timing. Waves near enemy tower push faster.
A good crash stacks minions to focus tower before enemy wave arrives; a bad crash lets enemy wave intercept, causing lost CS and EXP.
Use level advantages, observe your waves, and walk the wave to tower to ensure a good crash.
Recall, proxy, or tower dive. Recall on cannon waves for safety; proxying forces enemy to choose; tower diving denies enemy gold and EXP.
Hold enemy wave from tower to zone opponent from CS and EXP. Maintain three caster minions to sustain freeze.
Against proxy: last hit under tower or counter-proxy. Against dive: ward, track jungler, or recall with TP. Against freeze: soak EXP, ask jungler, roam, or bait abilities to break freeze.
Cheater recall: stack third wave, recall for item advantage, then freeze. Proxying after second wave is strong due to Rogue Quest interaction.
Mastering wave management in top lane involves understanding crash types, freezing, proxying, and responding to enemy strategies. Practice and experience are key to applying these concepts effectively.
"Title accurately describes the video's comprehensive guide to top lane wave management."
What is a good crash?
A stacked wave that focuses the tower before the enemy wave arrives.
02:33
What is a bad crash?
A wave that does not reach the tower and is intercepted by the enemy wave, causing lost CS and EXP.
02:44
What is proxying?
Sitting behind the enemy tower to take minions, forcing the enemy laner to choose between last hitting or stopping you.
06:04
What is freezing?
Holding the enemy wave from crashing into your tower to zone the opponent from CS and EXP.
08:39
How many caster minions should you hold to maintain a freeze?
Three caster minions.
09:36
What is the EXP range for dying minions?
1,500 units.
09:14
What is a cheater recall?
Stacking the third wave, crashing it, recalling for an item advantage, then freezing the bounce.
15:09
What is the general recall timer for proxying?
After clearing the cannon wave.
07:21
How can you reset minion aggro to help position a freeze?
By entering an unwarded brush.
09:42
What is the optimal way to fast push a wave?
Target caster minions first as they have less HP and deal more damage.
17:49
Wave Position Dictates Push
Fundamental concept that wave position determines which side pushes due to reinforcement timing.
01:35Good vs Bad Crash
Critical distinction that affects CS, EXP, and safety; a good crash enables recalls or dives.
02:33Proxying Benefits
Forces enemy to choose between CS and stopping you, creating pressure and potential tower damage.
06:04Freezing and Zoning
Creates a safe farming position while denying enemy CS and EXP, building a lead.
08:39First Three Waves Strategy
Cheater recall and proxying set up early advantages that can snowball the lane.
14:55[00:02] When a person hears the word wave, they
[00:04] might think of waves of the ocean.
[00:07] Or maybe a hand wave.
[00:10] Perhaps they'll imagine sound waves.
[00:13] The average League of Legends player
[00:14] probably thinks about gold,
[00:17] EXP,
[00:19] or pain.
[00:21] If you have no knowledge of wave
[00:22] management, you might have been in
[00:24] scenarios like being frozen on by a
[00:25] Darius while playing Nasus close to your
[00:27] own front wave, losing EXP and gold with
[00:29] no help in sight before you started
[00:30] contemplating why on earth are you
[00:32] playing in top lane?
[00:34] I'll ask another question. Have you ever
[00:35] been tower dived and ever questioned
[00:37] why? If your answers are yes, then let's
[00:40] talk about wave management.
[00:44] We will discuss these topics with a main
[00:46] focus on wave management in top lane,
[00:48] but we'll occasionally dip into the
[00:50] general laning stuff. There's a lot of
[00:52] what if scenarios when it comes to
[00:54] laning and wave management, so I can't
[00:56] cover everything, but I'll obviously try
[00:58] to cover as much as possible. And we're
[01:00] going to start with this very obvious
[01:02] but useful concept. With no intervention
[01:04] from champions, the minion waves in
[01:06] Summoner's Rift at start are mirrored.
[01:08] They meet smack bang in the middle along
[01:10] the dotted line on the mini map. Why do
[01:12] we start with this concept? Well, when
[01:14] you play in Summoner's Rift, you
[01:16] obviously aren't going to have vision of
[01:17] the entire map, but by looking at your
[01:19] own minion waves, you can try and
[01:21] visualize where the enemy waves are
[01:23] going to be. So, in this specific
[01:25] scenario, by looking at my second wave,
[01:28] I know the enemy second wave will reach
[01:29] the fights before mine does, which leads
[01:32] to the first topic, wave positions.
[01:35] The position of the waves fighting can
[01:36] dictate which wave will push. In this
[01:39] case, we have no champions hitting the
[01:41] wave and the same amount and type of
[01:43] minions, but because the wave is
[01:45] positioned to red side, they will get
[01:47] their wave reinforcements first, which
[01:49] constitutes to a push. In real
[01:51] Summoner's Rift games, you won't always
[01:53] have the same amount of minions clashing
[01:55] due to champions pushing and CSing, but
[01:57] you get the idea. If the waves are
[01:59] positioned by the enemy tower, the enemy
[02:01] wave will get their reinforcements
[02:02] faster and the enemy tower might also be
[02:05] in range, which means your wave dies
[02:07] faster, resulting in a fast push. If the
[02:09] waves aren't as close to the enemy
[02:11] tower, then you'll just get a slow push.
[02:14] What ultimately matters is knowing that
[02:16] the wave will push to you. With no
[02:18] interference, the wave will eventually
[02:20] crash, which means it hits the tower. It
[02:22] will then proceed to bounce, which means
[02:24] it will push the upper wave because of
[02:25] reinforcements, blah blah blah blah
[02:27] blah. This cycle of crashing and
[02:29] bouncing will continue given no
[02:31] interference. There's also a difference
[02:33] between a good and a bad crash. A good
[02:36] crash is when the wave is stacked, which
[02:38] means it has a lot of minions, and it
[02:40] focuses the tower before the enemy wave
[02:42] arrives. A bad crash, on the other hand,
[02:44] has the wave not reach the tower and the
[02:46] enemy wave intercepts it in time. So,
[02:49] why is this bad? Well, the crashing wave
[02:51] will focus the enemy wave, and if you
[02:53] aren't in range, you won't be able to
[02:55] last hit the minions. If you stay and
[02:57] try to push the wave afterwards, you'll
[02:58] be susceptible to ganks. Whereas if you
[03:01] recall, you will lose the EXP. Not
[03:04] exactly a cash money move.
[03:07] If the enemy champion is there, they
[03:09] might also freeze, but more on that
[03:11] soon. To avoid bad crashes, play with
[03:13] your level advantages if you have them
[03:15] to ensure you have priority over the
[03:17] wave. Look at your own waves to see when
[03:19] the enemy waves come to know when to
[03:21] push. In this scenario, I delayed the
[03:23] push to ensure my wave doesn't reach the
[03:25] tower and I can get the third wave in as
[03:28] well. Don't forget to walk your wave to
[03:30] the tower, otherwise the enemy might
[03:31] hold it and allow their wave to
[03:33] intercept. If you do find yourself in a
[03:35] bad crash, you can either try to push
[03:37] the wave in, stay in range of EXP and
[03:40] wait for the bounce, or just play for
[03:41] the 2v1 because you're better. I'm not.
[03:46] You can also just call your jungler for
[03:47] a counter gank if they're top side and
[03:49] you know you're getting ganked. In the
[03:51] worst case scenario where their jungler
[03:52] has path top and yours hasn't, you will
[03:55] need to take the loss and recall. You
[03:57] will lose a bit of EXP inevitably, but
[04:00] the wave will bounce back and push to
[04:01] you.
[04:02] Now, if you manage to get a good crash
[04:04] in, you have a couple of options to go
[04:06] with. The first is just recalling. If
[04:09] your lane opponent doesn't have good
[04:11] wave clear, you can go for recall. By
[04:13] the time you come back to lane, the wave
[04:14] will have bounced but not reach your
[04:16] tower. At this point, you can try and
[04:18] kill your enemy laner with your new
[04:19] items and ideally a jungle gank if they
[04:21] don't have TP. This will force their TP
[04:24] though if they have it, so you'll be
[04:25] less likely to kill them as they would
[04:27] have healed and have new items like you.
[04:30] Outside of good crashes, a general
[04:31] recall timer is recalling on cannon
[04:34] waves as these are harder to clear early
[04:36] for opponents, which means you can catch
[04:37] the wave by the time you come back if
[04:39] they've tried to crash it. Recalling
[04:41] after kills is also a very important
[04:44] option. For example, when the wave is in
[04:46] the center but pushing to you, you can
[04:48] recall it to catch it when or before it
[04:50] crashes into your tower. Be aware that
[04:52] you might need to chip down the wave if
[04:54] it's too big before you back. Two three
[04:56] minions more than your wave is generally
[04:58] enough. If your wave is close to
[05:00] crashing, then it's often worth pushing
[05:02] it for the bounce after, especially if
[05:04] they don't have TP as they will lose EXP
[05:06] from the minions dying to tower. Avoid
[05:08] greeting for multiple tower plates
[05:10] though if your laner is up a few seconds
[05:12] before you've crashed, even more so if
[05:14] they have TP. They can stop your back
[05:16] and maybe even set up a tower dive if
[05:18] you don't have TP. If there's crystal
[05:20] builder, you can just hit it once and
[05:21] recall.
[05:22] In other cases, you might need to take a
[05:24] loss like when the enemy jungler is
[05:26] ganking soon or your wave is pushing
[05:28] from your tower and they have TP. You
[05:30] will be in up soon. If you stick around
[05:32] and try to crash the wave, you will
[05:33] usually be punished. In this specific
[05:36] clip though, Garen doesn't have TP, the
[05:38] enemy jungler is bot, the next wave is
[05:41] not cannon, and his death timer is not
[05:43] short. So, I choose to crash the wave.
[05:47] Death timers, junglers, cannon waves,
[05:49] TP, and even boots can influence the
[05:51] correct choice.
[05:53] Keep these factors in mind though
[05:54] whenever you decide to crash or recall
[05:56] and try to recognize wave states.
[05:58] Experience is your best mentor here.
[06:01] Another option after a good crash is
[06:04] proxying.
[06:05] Proxying is when you sit behind one of
[06:07] the enemy laner's towers and take the
[06:09] minions. It's something that should only
[06:11] really be done if you have inbuilt wave
[06:13] clear like Garen with his E spin or
[06:15] Sion's Q. Bot lane cinder items and tier
[06:18] my items like Ravenous Hydra and
[06:20] Stridebreaker also supplement this.
[06:23] You also need to be somewhat aware where
[06:24] the jungler and mid laner are so you
[06:26] don't get ganked and give them a kill.
[06:29] So, what are the benefits to proxying?
[06:31] Well, the enemy laner has to decide
[06:32] whether to last hit minions or stop you.
[06:35] If they try to hold the wave ahead of
[06:36] their tower but have no wave clear or
[06:38] sustain, they'll burn through their HP
[06:40] and mana and eventually they have to
[06:41] recall. Meanwhile, if they try to last
[06:44] hit by tower, the tower takes damage,
[06:46] which can give you plate gold if you're
[06:47] nearby.
[06:48] If they try to chase and fight you when
[06:50] they have minions at their tower, then
[06:52] they'll lose the gold and potentially
[06:54] the EXP if they are out of range. The
[06:56] final nail in the coffin is that they'll
[06:58] lose raw quest EXP if they go behind
[07:00] their tower at around this boundary. If
[07:03] you find yourself getting ganked, you
[07:05] can recall, leave, or execute. Executing
[07:08] is fine early on as the death timers are
[07:10] shorter. By the time you recall or
[07:12] revive, you can generally reach the wave
[07:14] before it crashes. The same scenario as
[07:16] recalling normally. A quick note that a
[07:19] general recall timer for proxying is
[07:21] after you clear cannon wave.
[07:23] Now, the general third option after a
[07:25] good crash is the most lethal. It's
[07:27] tower diving.
[07:29] Tower diving is when you kill your
[07:30] opponent under the tower. Having a
[07:32] jungler assist if they're pathing
[07:34] towards you helps a lot. Champions with
[07:37] large amounts of CC or champions that
[07:39] can reset the tower aggro are very good
[07:41] for tower diving. For example, Elise is
[07:43] very good at tower diving because her
[07:45] spider form E can reset the tower aggro.
[07:47] But also her human form stun does not
[07:49] deal damage, so even if you land it, you
[07:52] don't take tower aggro.
[07:54] Renekton and Nidalee are also a very
[07:55] good champion combo. Renekton lands his
[07:57] stun and Nidalee just throws the spear
[07:59] afterwards. Regardless, anyone can tower
[08:02] dive with enough damage. When you kill
[08:04] your opponent under tower with a wave,
[08:06] they lose the minion gold and EXP that
[08:08] their wave or the tower kills. This is
[08:11] huge for creating an advantage. Unless
[08:14] you have a bounty, killing each other is
[08:16] still a net plus as well.
[08:22] You can, of course, tower dive with a
[08:23] single wave, but stacked waves are
[08:25] better as they lose more EXP and gold.
[08:28] Now, whenever the wave bounces to you in
[08:30] all of these scenarios, you can follow
[08:32] through with something called freezing.
[08:35] Not this kind though, but this kind.
[08:39] Freezing is when you hold the enemy wave
[08:41] from crashing into your tower either by
[08:43] holding the wave or the enemy laner not
[08:45] clearing the previous wave in time.
[08:47] Freezing holds multiple benefits. You
[08:49] aren't in an exposed spot, so you are
[08:51] not easily gankable barring the closest
[08:53] brushes, while your opponent is exposed
[08:55] if they walk up. If you're a lot
[08:57] stronger than your lane opponent, you
[08:58] can also zone them from the wave. He's
[09:00] just standing there.
[09:02] Menacingly.
[09:04] Zoning is when you stand in front of the
[09:06] waves and stop your lane opponent from
[09:08] last hitting the minions and, if you
[09:10] can, stop them from getting in EXP
[09:12] range. EXP range for dying minions is
[09:14] 1,500 units, so roughly here. Creating a
[09:18] level difference between you and your
[09:19] opponent is one way of creating a lead
[09:21] in top lane. This is because the stats
[09:23] you get from leveling up are roughly
[09:25] equivalent to 600 gold. This can
[09:27] definitely give you the edge in fights.
[09:29] Now, whenever you're freezing, you have
[09:31] to cut down the wave in order to hold
[09:32] its position without taking too much
[09:34] damage. A general rule of thumb is
[09:36] holding three caster minions at these
[09:38] positions once your wave is dead.
[09:40] Remember that you can reset minion aggro
[09:42] by entering unwarded brushes. This can
[09:45] definitely help in positioning the
[09:46] freeze.
[09:47] So, we just talked about all these
[09:49] scenarios that you can follow through
[09:50] with after a good crash, but in some
[09:53] scenarios, you'll just crash one wave
[09:55] with no cannon, so what can you do here?
[09:57] The first thing is fast pushing the wave
[09:59] 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.
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