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LoL · Laning · Trading

LoL Trading Guide (2026): Short Trades, Minion Aggro and Keystones

How to win trades in League of Legends lanes on patch 26.22: when to trade, short versus extended trades, how minion aggro really works, level-2 races, trading keystones, attack resets and range, turrets, bot lane and summoner spells.

Updated 2026-11-08 · 12 min read · by the BoostPirate crew
  • Minion aggro within ~500 units
  • Minions: 60% damage to champions
  • Level 2: 280 XP
  • Electrocute: 3 hits in 3 s
Laning · Trading · patch 26.22

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.

Youcombo · then walk out−28%
Lane opponentcaught on a last hit−42%
champion damageminion aggro — you hit a champion, their wave hits you
+14Net health in your favour — but more than half of what you lost came from minions. Trade from outside their wave and it's +30.
YOU THEM within ~500 units of their minions Minions deal 60% damage to champions
  1. WindowThey step up for a last hit, use a key ability or lose their wave. That's when they can't answer cleanly.
  2. HitYour full short combo — or the start of an all-in if your keystone and level say you win it.
  3. ExitWalk out before their reply, their minions and their turret get a say. Leaving is part of the trade.
  4. 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.

Short answer: trade when your opponent can't answer — while they last-hit, right after they use their key ability or the moment you hit level 2 first. Hit with your full short combo and walk out before their minions re-target you: hitting an enemy champion draws aggro from enemy minions within about 500 units, and minions deal 60% of their damage to champions. Pick a keystone that fits the trade you want — Electrocute, Press the Attack or Grasp for short trades, Conqueror for long ones — and score every trade on health, mana, cooldowns and wave position, not on who did the last hit.
Key takeaways
  • 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:

Healththe obvious one

Net health after potions and regeneration. Remember Doran's items and runes heal over the next seconds too.

Mana or energythe next trade

Winning one trade on your last mana means losing the next one. Mana-less champions can trade more often.

Cooldownswho has what up

If your main spell is down for the next ten seconds and theirs isn't, the window is theirs. Count it.

Summoner spellsthe big swing

Flash is a 300-second cooldown. A trade that burns theirs and not yours opens a gank or dive for minutes.

Wave and positionwhat happens next

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:

Short tradehit, then leave
ElectrocutePress the AttackGrasp
  • 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.
vs
Extended tradestay and stack
ConquerorFleet Footwork
  • 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:

  1. An enemy champion attacking an allied champion← that's you, mid-trade
  2. An enemy minion attacking an allied champion
  3. An enemy minion attacking an allied minion
  4. An enemy turret attacking an allied minion
  5. The closest enemy minion
  6. 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:

1 · The last hitmost common

An enemy walking up to last-hit a minion has to stand in range and commit an attack. Hit them as the animation starts.

2 · Their cooldowncount it

Their dash, shield or main damage spell just went on cooldown — on the wave or on you. You have until it comes back.

3 · The level spike2, 3 and 6

You hit level 2 or 6 a few seconds before them. One extra ability or an ultimate wins most even trades.

4 · The cannonevery third wave

Players will walk into bad positions to save a cannon minion. Be there when they do.

5 · The bad waveyour side is bigger

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.

League of Legends splash art of Darius, the Hand of Noxus, swinging his huge axe on a battlefield
Extended trades reward champions who get stronger the longer they stay. Darius has a 175-unit attack range in Data Dragon 16.22.1 — he has to walk up to trade, and he wants to stay once he does.Splash art: Riot Games via Data Dragon

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:

KeystoneTriggerThe trade it wants
Electrocute3 separate attacks or abilities on a champion within 3 s; 70–240 damage; 20 s cooldownShort trades: auto, ability, auto — then leave
Press the Attack3 basic attacks on a champion (stacks last 4 s); 40–160 damage, then +8% damage to champions; 6 s cooldownShort-to-medium trades for champions who auto a lot
Grasp of the Undying4 stacks after 4 s in combat; next hit: 3.5% max-health damage, 1.3% heal, +5 permanent health (melee; ranged 40%)Repeated short trades — poke every few seconds
Conqueror2 stacks per melee attack (1 ranged), 2 per ability; 12 stacks, 5 s; at 12: heal 8% of damage (5% ranged)Extended trades — stay and stack

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:

  1. Trade when the enemy carry last-hits.

    Same window as solo lanes, with a support who can make it stick.

  2. 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.

  3. 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.

League of Legends splash art of Caitlyn, the Sheriff of Piltover, aiming her long rifle across a city rooftop
Range wins free trades. Caitlyn's 650 range is the longest on our ruler — every auto she lands on a short-range carry walking up is damage with no answer.Splash art: Riot Games via Data Dragon

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:

Starters and potions · gold
Doran's Blade10 AD, 80 health, 2.5% omnivamp450 g
Doran's Shield110 health and regeneration450 g
Doran's Ring18 AP, 90 health400 g
Doran's Bow7 AD since 26.22, 15% attack speed400 g
Refillable Potionrefills at the shop150 g
Health Potionone-use heal50 g

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.

League of Legends trading on patch 26.22: minions within about 500 units turn on a champion who damages their ally champion and deal 60 percent damage to champions; Electrocute needs three separate hits in three seconds and has a 20 second cooldown; Press the Attack needs three attacks and then adds 8 percent damage against champions; Grasp of the Undying charges after four seconds in combat; Conqueror stacks to 12 and heals 8 percent of damage for melee champions, 5 percent for ranged; Flash 300 seconds, Ignite 180 seconds
The trade cheat sheet. The four trading keystones, minion aggro and the summoner spell cooldowns that decide a trade, all on one card.Graphic: BoostPirate

Trading mistakes we see every day

Do
  • 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.
Don't
  • 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.

Sources
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FAQ

Common questions

What is trading in League of Legends?
Trading is any exchange of damage between laners that doesn't end in a kill: you give up some health to take more of theirs. A won trade lets you stand closer to the wave, take more last hits and push for plates, so it decides most lanes even when nobody dies.
Why do minions attack me when I hit an enemy champion?
Damaging an enemy champion with a basic attack or most unit-targeted abilities draws aggro from enemy minions nearby, usually within 500 units, and that is their highest target priority. Minions deal 60% of their damage to champions, which is still the biggest part of many early trades, so trade from outside their wave.
When is the best time to trade in lane?
When your opponent can't answer: as they walk up to last-hit a minion, right after they use their main ability, when you reach level 2 or 6 first, or when their wave is much smaller than yours. Hit with your short combo and walk out before their minions and cooldowns come back.
Which keystone is best for trading?
It depends on the trade you want. Electrocute (three separate hits in three seconds), Press the Attack and Grasp of the Undying reward short trades; Conqueror stacks to 12 and heals, so it rewards long fights. Phase Rush was removed in patch 26.9.
Does attacking minions draw minion aggro?
Not any more. Patch 26.10 removed the trigger that put a champion who attacked minions on the enemy minions' priority list. Only damaging an enemy champion pulls their wave onto you.

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