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Guideby achedon12

Experience lane: win your lane without ever killing anyone

The experience lane is gained from the wave of minions and the turret, not from the duel. Which changes everything in the way you play it.

The lane of experience produces more bad habits than any another position, because it resembles a duel. She is not one of them.

What the position actually pays

An experienced lane player brings three things: experience, thrust pressure, and a body available for half goals top of the card. None of these three things require killing one's direct opponent.

A lane where both players farm quietly is a neutral lane. A lane where you are three waves ahead and one turret less on the opposing side is a won lane — even with a score of zero deaths, zero elimination.

Calculating the wave

The useful rule can be summed up in one sentence: never leave the lane without having pushed the wave. Starting in rotation leaving a wave in the middle of the lane is offer free gold and let the wave return to your turret.

Conversely, pushing the wave before leaving forces the opponent to stay for defend it. This is the only way to create a numerical advantage elsewhere on the card without taking the slightest risk.

When to join the fights

Almost never before the first turret. Cross the map for a fight five uncertain, dropping two waves, is generally a net loss, even if the fight is won.

The exception is clear: the lord. There, the presence is worth more than the wave, because the objective changes the state of the entire map.

The most common mistake

Chase a low life opponent out of the lane. The maximum gain is elimination; the cost is two lost waves, an unknown position, and a opposing jungler who was just waiting for this. Calculation loses almost everyone the moves, and yet this is what costs the most games in this position.