- Waves every 30 s from 0:30
- Cannon every 3rd wave
- Every 2nd wave from 14:00
- Every wave from 25:00
Wave management is the skill that separates players who win lanes from players who win games. Every 30 seconds a new wave of minions leaves each base, and how fast you kill them decides where the next fight happens, whether you can recall without losing gold, and whether your opponent can farm at all. There are only four things you can do with a wave — slow push it, fast push and crash it, freeze it, or hold it — and this guide explains each one, when it wins you the lane, and the 2026 wave timings that make the plan work.
- Where the wave sits is where the fight happens — near your turret is safe for you, near theirs is risky.
- Crash before you leave. A wave that hits their turret while you recall costs them, not you.
- Freeze when ahead or when your jungler is close; never freeze a lane you can't defend.
- Cannon waves crash hardest — wave 3, then every 3rd until 14:00, every 2nd after, every wave from 25:00.
- Waves speed up: every 25 s from 14:00 and every 20 s from 30:00.
How minion waves work in 2026
Each wave has 3 melee and 3 caster minions. Patch 26.1 moved the first wave from 1:05 to 0:30; after that a wave spawns every 30 seconds until 14:00, every 25 seconds until 30:00 and every 20 seconds after. A cannon minion joins wave 3 (1:30) and every third wave after it until 14:00, every second wave until 25:00 and every wave from then on. After 14:00 a cannon wave has one fewer melee minion; after 30:00 every wave has one fewer caster.
| Window | New wave every | Cannon | Example cannon waves |
|---|---|---|---|
| 0:30 – 14:00 | 30 s | every 3rd wave | 1:30, 3:00, 4:30, 6:00 … |
| 14:00 – 25:00 | 25 s | every 2nd wave | 14:25, 15:15, 16:05, 16:55 … |
| 25:00 – 30:00 | 25 s | every wave | 25:15, 25:40 … |
| 30:00 + | 20 s | every wave | one fewer caster per wave |
Spawn times as the official wiki lists the sequence (13:30, 14:00, 14:25 … 29:25, 29:50, 30:10). Minions still have to walk to lane, so a wave reaches mid sooner than top or bot.
Slow push: build a big wave
Kill the enemy casters first and last-hit everything else. Your side of the wave survives longer, so the next wave joins it and the stack grows — two or three waves together hit a turret hard and take a long time to clear. Slow push before something: a recall (the stack crashes while you're gone), a dive with your jungler, a turret plate, or a drake or Herald fight where the enemy laner has to choose between the minions and the objective. Start it on a cannon wave for the biggest crash.
Fast push and crash: buy time
Use your abilities to kill the whole wave as fast as possible so it reaches the enemy turret. While their turret is busy with your minions, you have time — to recall without losing farm, to roam to another lane, or to help your jungler at the river. The rule is simple: crash, then leave. Recalling with a wave pushing towards you loses that whole wave under your own turret.
Freeze: deny the enemy farm
A freeze keeps the wave meeting point just outside your turret's range. You last-hit only, and keep the enemy side slightly bigger — a few extra enemy casters — so the wave keeps leaning towards you without crashing into your turret. Your opponent now has to walk deep into your half to farm, where your jungler can catch them. Freeze when you're ahead and want to stretch the lead, when your opponent has no escape, or when you need to stay safe. Don't freeze when your team needs you elsewhere: a freeze ties you to the lane.
Hold: keep it in the middle
When nothing is planned — both junglers far away, no objective up — keep the wave meeting in the middle by matching the enemy's damage. It gives neither side an easy gank and keeps your options open for the next slow push or freeze.
When to recall and when to roam
- Crash the wave first.
Push into their turret, then recall. You lose nothing; they lose time clearing it.
- Recall on a cannon wave crash.
The bigger wave takes longest to clear, giving you the most time back.
- Roam after a push, never before.
Leaving a wave on your side gives your opponent free farm and a free plate.
- Time objectives with your waves.
Push about 30 seconds before a drake or Herald spawns — the objective timer shows when.
- Catch side waves in the mid game.
From 14:00 waves come every 25 seconds: an uncollected wave is gold for nobody, or for them.
Common wave mistakes
Pushing with no vision
A wave near the enemy turret means you're far from yours. Push only when you know where the enemy jungler is.
Breaking your own freeze
Auto-attacking minions out of habit pushes the wave. Last-hit only while freezing.
Recalling into a big wave
Leaving while a stack is heading to your turret loses the whole stack.
Ignoring the cannon
Cannons are worth the most gold of any lane minion. Never let one die to a turret.
Help with your laning
- Measure your farm: the CS & KDA calculator compares your CS with the minions your lane spawned.
- Learn it with a coach: 1-on-1 coaching — a Master+ player reviews your waves live or on replays.
- Read next: what is a good CS per minute.
- Official League of Legends wiki — minions (spawn sequence, wave make-up, cannon rules) · Patch 26.1 notes (first wave 1:05 ⇒ 0:30)
- The laning advice is our own. Checked 2026-10-24 for patch 26.21.
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Common questions
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