Breaking the freeze by yourself is the best way due to it requiring no assistance at all, and it allows your jungler to focus more on their duties. Usually done in the later parts of the game, slow pushing is a method that creates large waves capable of destroying towers or getting them extremely low. These waves can push themselves and draw enemy attention.
This method requires a good amount of time as they slowly gather and push towards the tower. Compared to freezing your lane, slow pushing is very easy. It is all about letting your wave slowly kill the other so your next wave can come to lane and form a larger wave.
When left unattended by the enemy, these waves can be monstrous. Depending on where the minion wave is, you may need a larger minion advantage. If the minion wave is hitting on your side on the lane, then you will need a lower minion advantage to achieve a slow push, maybe 2 to 3 minions max.
Setting up a slow push in your lane will allow you to roam around the map to other lanes, as the pushing wave will push itself as it gets larger. Slow pushes are also great for pressuring objectives all over the map. Setting up a slow push in any lane will cause the enemy team to leave to clear the wave while you are pressuring objectives. If they do not clear the pushing wave, then you can return to it and continue pressuring the towers. Slow pushing is best used in the middle and late game stages.
Doing it in the early game can cause problems in lane and you could lose out on a lot of resources, so avoid doing it early. Slow pushed waves can take down towers on their own and allow you to achieve things around the map. These large waves draw the attention of the enemy away from objectives, so you will have an advantage when contesting them for objectives. To set up a fast push, you need to kill the first three minions as fast as possible using your auto attack and your abilities.
If the wave contains a cannon minion, then you must kill them as fast as possible also. The larger your minion wave, the stronger and faster the fast push becomes.
This wave manipulation technique is great when you want to accomplish something quickly. Fast pushing is great to do when you would like to kill your laner when their hiding under the tower. Fast pushes are great for setting up a dive and achieving a quick kill. Minions attack based on their priority system, so if the enemy attacks you back, then the minions will attack them and do some damage to help out.
The minions also help to tank tower shot damage while you set up your attack. This method works great against low wave clear champions. When the enemy recalls back to base, you need to fast push the lane once their gone.
Make sure you have time to push the wave, back, and return to lane in time for it to bounce back. If the wave is too large to clear in time, trim the wave so your minions can freeze it, or start a slow push. Freezing should also only be reserved during the laning phase up until the early stages of the mid game. An important part about League of Legends Wave Management is knowing about minion aggro. Aggro refers to the focus that the unit is attacking. Minions usually attack the nearest unit they see and disengage when the target moves too far or moves out of sight.
Minions will also immediately aggro the first unit to attack their allied champions, with priority against enemy champions. When freezing the lane, players want the minions to have distributed aggro on the minions with the champions only watching from the side. When the champion takes aggro, make sure to move towards a bush quickly or run away but never take them to the turret otherwise that will break the freeze too.
The best place to set up a freeze is just outside the turret range of your nearest turret. Anywhere further can easily be broken because the enemy champion can easily go into the wave and deal damage to break the freeze. The reason why you want to position the wave outside turret aggro is because it puts the enemy champion in an impossible position that will most likely get them killed.
Players should sit behind the enemy caster minions. This is to discourage the enemy champion from walking to deal damage to the wave as an attempt to break the freeze.
The most important part about League of Legends wave management in terms of freezing is maintaining a certain number of minions at all times. For example, you should leave at least 4 enemy minions before the next wave comes in. This is to balance the amount of damage being done to each side since you also contribute to the damage.
Once both waves have crashed, all you have to do is make sure to last hit minions or kill off additional minions just in case they are dealing too much damage to your wave. If the wave gets messed up and your wave ends up dying, just tank them again and repeat the process.
Walking right towards an enemy champion defending a freeze is a risky endeavor since it might cause you to die as you walk up. Unfortunately, letting a freeze go unanswered will cause you to bleed out on gold and experience and render you useless for a good portion of the game.
If you must risk your life to break a freeze, you might as well do it properly. On the other hand, you can ask the mid lane or jungler to help you break the freeze.
To break the freeze, you need to deal significant damage to the wave or kill at least 2 enemy minions. The enemy champion can attempt to correct the break during this time so make sure to pester them until they give up or the break is complete.
AoE abilities are super effective at breaking a freeze so just drop a bomb at the enemy wave. Observe all the League of Legends wave management strategies at the proper timings. Avoid these League of Legends Beginner mistakes. Freezing is all about balancing your minion wave against the enemy.
If the enemy kills off two casters, you should kill off the same number on the enemy side. If an objective such as dragon, rift herald or baron are coming up, look at the enemy movements. If they are rotating that way, freezing can be a good option. This is only true if you can guarantee the wave will stay on your side of the map and not crash into your tower. Fixing the wave for returning to lane after an objective can help you snowball your gold lead from minions.
However, if you cannot keep the wave frozen, shoving the wave is the best option. In doing this, it will deny gold and experience as they roam towards an objective. It also guarantees the wave to bounce back into you once finishing the objective. This punishes the enemy and rewards you at the same time. A slow push is a buildup of more minions on your side of the map. This can typically be a result of a freeze breaking.
As the minions bounce back, last hitting the enemy minions will cause two to three minion waves to build up. This will eventually push a massive wave into the enemy tower. Slow pushing allows for more damage output should your enemy decide to attack you or if the enemy jungler comes.
Your opponents will have to deal with the minion wave you have built up alongside the damage you have. This creates a riskier two versus one or three versus two scenarios for the enemy team. Slow pushing also allows you to go back to base to buy items. You can also roam to the enemy jungle to track enemy movements and get objective control.
Minions will be aggressive onto the enemy tower once they crash in. They will minimally damage the enemy minions and allow a free push back once you return. This will get you farther ahead, force your opponent to stay in lane longer. It may also cause them to take a disadvantageous base for items.
If your enemy forces you to break a freeze, you can instead let the wave bounce. Then, you can look to push the wave slowly if your opponent s are playing reserved. This lets the wave naturally push towards them.
This will negate their opportunity to try and attack you unless they fight you and your minions. If the wave is near your tower and starting to push the other direction, build up a slow push with a wave or two. Then, fast push the next wave and force your opponents into a suboptimal situation. They must play back and wait for the minions to crash or fight you in a wave of minions.
Fighting in a wave will damage your opponent upon attacking. You are also freed to attack your opponent during this time since there are less minions to damage you. If your opponent takes the trade, then your minions will punish them. If they do not take the trade, you get free damage. Utilizing a slow push with a fast push can help you gain massive control over your enemies. It limits their scope of attack and can allow you to play more freely inside the game.
This allows you to play around your win conditions such as items and levels. By fast pushing, you kill the enemy minion wave as quick as possible. A simple concept in theory.
Knowing when to fast push while also knowing when to freeze or slow push also comes into play. Killing all the enemy minions quickly can result in many advantages for you and your team.
Singed is one of the best fast-pushing champions in the game through utilizing his poison trail. Clearing waves quickly gives you more time to roam around the map. If you are a mid-lane player and enjoy assassins, this can help you get off better roams. However, top laners and bottom laners can make use of this strategy. It forces your opponent to stay in lane or they lose the gold and experience from minions.
Lower ELO players typically think they need to follow their laner at all costs. However, they typically cannot follow them, resulting in a lost wave and experience. For instance, shoving the lane as Talon against a Syndra early game is very easy with your W and Q auto attack reset.
An early game Syndra cannot match this. She must use much of her mana to clear waves and cannot consistently do this due to high early mana costs and high cooldowns. By shoving in waves, Talon is free to roam around the map to make plays on every member of the enemy team.
She will ultimately have to watch her team die if her teammates do not respect the roam. If she follows as her team dies, she may be the next victim. Syndra may find herself in a three versus one situation against the enemy. If Syndra dies, she also loses the mid-lane wave Talon shoved in. She may also lose the next wave if Talon goes back to lane and shoves it into her tower.
This puts her at a major gold experience deficit.
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