8 min read
"I keep getting shoved under tower and dying." "I have the same CS as my opponent but I'm somehow behind."
The cause is almost never your mechanics — it's wave management.
How you manipulate the minion wave is the most reproducibly trainable edge in the laning phase, and the one beginners are taught least about.
This guide covers the three wave actions — freeze, slow push, and crash — and, more importantly, when to use each.
Having more minions than your opponent is a troop advantage in lane.
More troops shove the enemy under tower, which denies their CS and buys you time for plates and roams.
Mindlessly auto-attacking every minion keeps the wave permanently in the middle of the lane — the most gankable spot — and forces you to throw away CS every time you recall.
Wave management boils down to choosing when to push, when to hold, and when to give it up.
A freeze keeps the wave parked just outside your tower with the enemy holding three to four extra minions.
The method is simple: last-hit only, never push the wave back. Extra auto-attacks thin the enemy minions, break the balance, and the wave starts moving again.
Freeze when your matchup is stronger, you're low, or you want to dodge ganks. The opponent has to step up into your half to farm, so you farm safely while starving them of CS.
A slow push means killing only the enemy minions a little at a time so your own wave gradually snowballs.
When that big wave finally hits the enemy tower, recall, roam, or contest an objective — you do all of it without giving up CS.
The classic beginner mistake is a half-push followed by an immediate recall, which hands the opponent free CS and plates. If you're going to back, either build a big wave first or hard-crash to reset — commit to one.
A crash means slamming the whole wave into the enemy tower so it melts and the lane resets.
Crashing right before a recall ties the opponent to clearing minions, so the lane barely moves while you're away — minimizing the tempo cost of backing.
Before a dragon or herald, crashing to clean the lane first lets you join the objective without losing CS.
The cannon minion arrives once every three waves early, then every two waves later, and is worth far more gold than a regular minion.
Plan recalls and roams around "what do I do on the wave the next cannon arrives," and you'll make fewer mistakes. A big wave that includes a cannon is an especially strong starting point for a slow push.
Good and bad wave management eventually shows up as CS difference over time.
For the underlying CS benchmarks, see beginner stat targets by rank, and for how to read CS difference, see how to read match stats.
Export a game with LoL2LLM and ask the AI this to surface your wave-mistake pattern:
From my early CS difference and death timings, point out the moments I overpushed and got ganked, and the moments I should have been freezing instead.
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