
Controlling where the minion wave sits is how strong players create kills, deny CS, and take towers without ever winning a straight fight.
Freezing: keeping the wave still near your tower. You hold the minions just outside tower range by only last-hitting, so the enemy has to walk far forward to farm — into your jungler.
Slow pushing: letting your wave build up so it crashes into the enemy tower with force, giving you time to recall, roam, or take an objective while the wave does work.
Fast pushing (shoving): clearing the wave as fast as possible to crash it under tower, freeing you to recall or roam — but giving up control afterward.
Key takeaways
To set up a freeze, let the enemy wave build slightly larger than yours just outside your tower, then only last-hit. The larger enemy wave keeps the minions pushing gently toward you, holding the line in place.
A freeze denies the enemy laner CS and XP because farming forces them deep, where you and your jungler can punish them. It is the strongest tool a winning laner has.
Key takeaways
Tempo is the lead in 'time' you gain when your wave is handled and theirs is not. If you crash a big wave into their tower, they must stay to defend it — while you recall, buy, and arrive at the next objective first.
Great players don't just win lane; they convert wave control into dragons, towers, and roams. The wave is a clock you set in your favor.
Key takeaways