- Minion aggro within ~500 units
- Minions: 60% damage to champions
- Level 2: 280 XP
- Electrocute: 3 hits in 3 s
A trade is a score, not a fight.
You hit, they hit back, the minions pick a side — and whoever walks away with more health, mana and cooldowns won it. Here's one example trade, scored the way this guide teaches.
- WindowThey step up for a last hit, use a key ability or lose their wave. That's when they can't answer cleanly.
- HitYour full short combo — or the start of an all-in if your keystone and level say you win it.
- ExitWalk out before their reply, their minions and their turret get a say. Leaving is part of the trade.
- ResetBack to farming. Count their cooldowns while yours come back — the next window opens there.
Example trade drawn by BoostPirate to show the idea — not game data. The aggro radius and the 60% minion damage are from the official League of Legends wiki (read 8 November 2026).
Most lanes are decided long before anyone dies. The laner who wins the small exchanges — two autos and a spell here, a dodged skillshot there — has more health, so they can stand closer to the wave, take more last hits, push first and get to the plates, the roams and the first drake. That exchange is a trade, and trading well is the single most useful laning skill in League of Legends. This guide explains how to judge a trade, when to start one, why minions decide more trades than champions do, and how keystones, attack resets, summoner spells and turrets change the maths on patch 26.22.
- Trade on their last hit: an enemy reaching for a minion is standing still and can't dodge.
- Minions are the third player: damage a champion near their wave and every enemy minion within ~500 units turns on you.
- Short vs extended: short trades favour burst keystones; extended trades favour Conqueror and the champion with more sustain.
- Level 2 is a trade window: a solo laner gets there with one melee minion of wave 2; the first laner to it should hit.
- Score it properly: health, mana, cooldowns, summoner spells and wave position all count — a "won" trade that loses the wave isn't won.
What a trade is, and how to score one
A trade is any exchange of damage between laners that doesn't end in a kill. You give some health to take more of theirs. The point isn't the damage itself — it's what the damage lets you do next. A laner on 40% health has to stand further back, gives up last hits near your side of the wave and can't contest the plates. That's why good players talk about "winning trades" even in games where nobody dies before 15 minutes.
Score a trade on five things, not one. A trade that costs you Flash, all your mana or a cannon minion often isn't a win, even if the health bars look good:
Net health after potions and regeneration. Remember Doran's items and runes heal over the next seconds too.
Winning one trade on your last mana means losing the next one. Mana-less champions can trade more often.
If your main spell is down for the next ten seconds and theirs isn't, the window is theirs. Count it.
Flash is a 300-second cooldown. A trade that burns theirs and not yours opens a gank or dive for minutes.
Did you miss a cannon, or push the wave into their turret? The wave state decides who can trade again.
BoostPirate's rule of thumb: if you can't say which of the five you won, you probably traded for nothing. The good news is that the skill compounds — once you score trades this way, you start choosing them instead of falling into them.
Short trades and extended trades
Every champion's kit leans one way. Some put most of their damage into one burst and then have nothing for several seconds; others deal little up front but grow stronger every second of a fight. That gives two basic trade shapes:
- Your burst is front-loaded — one combo, one keystone proc.
- You leave before their sustained damage or their minions add up.
- Best into an opponent who wins long fights but can't punish a quick hit.
- Your damage and healing ramp up the longer the fight lasts.
- Fight where minions can't interfere: away from their wave, or after it dies.
- Best into a burst champion who has used their combo and has to wait.
The trick is reading which one you're in. If you're the short trader, every second you stay after your combo is a gift to the other side. If you're the extended trader, your job is to survive the first combo and then refuse to let them leave — a slow, a stun or simply walking with them. Many matchups flip with items and levels, which is why the matchups guide asks you to note when each side spikes.
Minion aggro: the hidden third player
Minions don't pick targets at random. The official wiki lays out their rules, and they matter more in an early trade than either champion's damage. A champion that damages an enemy champion with a basic attack — and with most unit-targeted abilities — draws aggro from the enemy minions nearby. Targets generally have to be within 500 units of the minion, and if several champions qualify the minions pick the closest. Their priority list, highest first:
- An enemy champion attacking an allied champion← that's you, mid-trade
- An enemy minion attacking an allied champion
- An enemy minion attacking an allied minion
- An enemy turret attacking an allied minion
- The closest enemy minion
- The closest enemy champion
Minions only switch to a higher-priority target, and they re-check between attacks, so they can keep hitting you "for a short time afterwards" (official wiki). Against champions and structures, minions deal 60% damage — less than they deal to each other, but six of them hitting you for two or three seconds is often the biggest chunk of a level-1 trade, exactly like the striped bar in the hero.
Three practical rules follow:
- Trade when their wave is smaller than yours. Fewer enemy minions means less aggro damage, and your bigger wave keeps pressure on their side.
- Trade from outside their wave. Step in from the side or behind your own minions so the closest enemy minions are more than about 500 units away.
- Let them take the aggro. If they hit you first, every one of your minions within range turns on them — that's the moment to fight back.
One 2026 change is worth knowing: in patch 26.10 Riot removed the old trigger where a champion attacking minions was added to the minion priority list. Hitting their minions to last-hit no longer pulls the wave onto you — only damaging their champion does.
When to trade: five windows
Good trades start in a moment when the other laner has to choose between answering you and doing something else. These are the five windows our coaches look for first:
An enemy walking up to last-hit a minion has to stand in range and commit an attack. Hit them as the animation starts.
Their dash, shield or main damage spell just went on cooldown — on the wave or on you. You have until it comes back.
You hit level 2 or 6 a few seconds before them. One extra ability or an ultimate wins most even trades.
Players will walk into bad positions to save a cannon minion. Be there when they do.
Their wave just died or is about to. No minion aggro on you, plenty on them if they answer.
The flip side is just as useful: when you're the one who needs a last hit, stand so they can't reach you without walking into your minions — and let them take that aggro.
Level 2, 3 and 6: racing for the extra spell
The biggest trades of the early lane happen on level-ups, because a new ability rank or a second ability is a bigger jump than any item. The numbers are fixed: level 2 needs 280 XP, and a full first wave of three melee and three caster minions gives a solo laner 279 XP — one short. The first melee minion of wave 2 gets you there. A duo lane shares XP, each champion getting 65% of a minion's XP, so bot lane needs three melee minions of wave 2.
Level 3 needs 380 XP more (660 in total) and level 6 2,400 in total. The habit is simple: watch the enemy's XP bar as well as yours, take the last hit that levels you, and trade the moment the new ability appears. If they reach the level first, step back for the few seconds it takes you to catch up. The laning phase guide has the full XP table.
Keystones: how your rune choice shapes trades
Your keystone is a trade plan. Each one rewards a different pattern, and the official wiki lists exactly what triggers them:
Two details decide trades more often than people expect. Grasp of the Undying charges simply by being in combat, so a melee laner who keeps poking the enemy every few seconds gets a free empowered hit, a heal and permanent health each time. And Electrocute needs three separate hits inside three seconds — an auto, an ability and another auto is the classic short-trade pattern. Phase Rush, a common pick for trading in earlier years, was removed in patch 26.9; the runes guide covers its replacements.
Auto-attack resets and spacing
A basic attack has a wind-up and then a cooldown before the next one. Some abilities reset that timer to zero, so you get an extra auto almost instantly — the official wiki's examples include Leona's Shield of Daybreak, Shyvana's Emberstrike, Volibear's Thundering Smash and Twisted Fate's Pick a Card. Weaving an auto, the reset ability and a second auto turns a two-hit trade into three hits in the same time, which is often exactly the third Electrocute or Press the Attack stack you need.
Spacing is the other half. Melee champions need to walk into range to trade; ranged champions want to hit from the edge of theirs. These are base attack ranges from Riot's Data Dragon 16.22.1 (750 is a turret's range, for scale):
As a ranged champion against a melee one, every auto you land while they walk up is free damage — hit, step back, hit again. As the melee champion, don't walk up in a straight line: wait for the window, use your gap-closer when they're committed to a last hit, and make the trade worth the walk. Turn on Show Attack Range while you learn; the settings guide shows where it is.
Trading near turrets
Turrets have their own aggro rule. A turret switches to an enemy champion who damages one of its allied champions within about 1,400 units of it, and it hits from 750 units (LoLTheory's breakdown of turret aggro, updated 7 November 2026). So:
- Never trade into their turret unless the trade is a kill. Even a won exchange costs you a turret shot or two.
- Bait under your own. If they hit you near your turret, it turns on them — walk back so the turret and your minions finish the trade for you.
- Mind the 1,400: the turret can switch to you before you're inside its 750 range if you hit a champion standing near it, and then you walk into the shots.
The full turret rulebook, including how shots ramp up on the same target, is in our tower diving guide.
Two-versus-two trades in bot lane
Bot lane trades follow the same rules with twice the moving parts. Both carries share XP — each gets 65% of a minion's — so level 2 comes later and matters more, and the support decides most trades: a hook, a root or a burst of poke opens the window, and the carry follows with autos. Three habits help:
- Trade when the enemy carry last-hits.
Same window as solo lanes, with a support who can make it stick.
- Watch both enemy cooldowns.
Their support's engage spell is the one that decides the next trade. If it just missed, you have the lane until it's back.
- Fight two-versus-one, never one-versus-two.
If your support walks in alone, either follow at once or tell them not to — a half-committed trade is the worst trade.
Summoner spells, starters and potions
Summoner spells are the biggest trade swing in lane because their cooldowns are so long. Data Dragon lists Flash at 300 seconds, Ignite 180, Exhaust 240, Heal 240 and Barrier 180. A trade that makes the enemy use Flash or Heal and costs you only health is a big win — for the next few minutes, any all-in or gank on them is far more likely to work. Note the time in chat or with a ping; our summoner spells guide covers each one.
Your starter decides how often you can trade. Data Dragon 16.22.1 costs:
Patch 26.22 trimmed Doran's Bow from 8 to 7 attack damage, so bow-starting carries lose a little early trade damage this patch. Health potions turn a close trade into a won one if you drink after the exchange and the enemy doesn't — and they're cheap enough that a back with spare gold should always restock.
Trading mistakes we see every day
- Trade as they reach for a last hit or a cannon.
- Step in from outside their wave and leave before their minions re-target.
- Count their main cooldown and their summoner spells.
- Hit the level-2 last hit first, then trade straight away.
- Score the trade on health, mana, cooldowns, spells and the wave.
- Auto the champion while standing in their full wave.
- Stay after your burst is gone when they win long fights.
- Trade inside their turret's range for anything but a kill.
- Miss a cannon to win a few percent of health.
- Answer a poke with a poke when your keystone is on cooldown.
Once your lane is ahead, the next step is turning health leads into pressure: a better wave state, a well-timed recall and a roam while the enemy is still healing.
Want someone to watch your lane with you? In 1-on-1 coaching a Master+ player goes through your replays and marks the trades you took, the ones you missed and why. If you'd rather climb while you practise, a Solo/Duo boost is played by a verified booster.
- Riot — Patch 26.22 notes (3 Nov 2026: Doran's Bow 8 → 7 AD, no lane-system changes) · Patch 26.9 notes (28 Apr 2026: Phase Rush removed) · Patch 26.1 notes (minion XP and gold, XP share)
- Official League of Legends wiki — Minion (aggro rules, 500 units, 60% damage to champions, V26.10 change) · Basic attack (attack resets) · Conqueror · Electrocute · Grasp of the Undying · Press the Attack · Champion experience (all read 8 November 2026)
- Riot Data Dragon 16.22.1 — champion.json (attack ranges) · item.json (starter and potion costs) · summoner.json (cooldowns, 16.21.1)
- LoLTheory — Tower diving: how turret aggro works (6 May 2026, updated 7 November 2026: 750 range, 1,400-unit switch)
- Level-2 timing is our arithmetic from the wiki's XP values. The example trade in the hero and the trade windows are BoostPirate's coaching advice. Checked 8 November 2026 on patch 26.22 — patch 26.23 is due on 18 November 2026; check its notes.
All free tools: calculators, percentiles & season countdowns →
Common questions
What is trading in League of Legends?
Why do minions attack me when I hit an enemy champion?
When is the best time to trade in lane?
Which keystone is best for trading?
Does attacking minions draw minion aggro?
Ready to climb the Rift?
More League of Legends guides
All League of Legends guides →
League of Legends and all related assets are © Riot Games; splash art via Data Dragon. BoostPirate isn't endorsed by Riot Games.










