Hey everyone and welcome. Today, we have something really special for
you. How would you like to win your lane in the
first three minion waves of the game? Well I'm here to tell you, not only is that
completely possible, but actually a lot easier than you think. We'll be teaching you how to do this by using
the pro player Bang's Three Wave strategy. And for those of you who don't know who Bang
is, you're missing out. He used to play for the world renowned korean
team SKT T1 before coming to North America. And currently, he's actually the number 1
ranked AD Carry on the North American solo queue ladder. So if there's anyone who puts the Carry into
AD Carry it's this guy. Make sure you watch this video until the end,
because we even included a bonus tip of how to firstblood an enemy Leona. Yes, that's right, not only are you going
to learn how to completely stomp your lane, but also how to first blood one of the most
powerful, and popular supports at the moment. Alright, enough hype, let's jump straight
into it and learn Bang's Three Wave Win Lane Strategy. So let's start with an overview of our missions,
don't worry if you have questions, as I promise you, we'll be breaking down these missions
in more detail as the guide progresses. Each mission will be tied to each minion wave,
making things really simple. The first mission is executed on the first
wave, and is to establish a minion advantage. As Bang heads into lane as Aphelios, he clears
the first 3 melee minions and Vayne does the same. Okay, they're even in minions, so we haven't
accomplished the first mission yet. He then focuses down auto-attacks on the caster
minions, spreading out damage, but not actually killing them. This is a high level technique you'll be learning
later, so keep it in the back of your mind. During this time, notice how Vayne didn't
damaging the minions. This is how Aphelios establishes a minion
lead. Once the second minion wave arrives, when
we count the minions, he has 3 melees and 5 casters compared to the enemy minion wave
that has 3 melees and 3 casters. So he's ahead 2 caster minions and has accomplished
the first mission of establishing a minion advantage. With the second minion wave arriving this
leads into your second mission: slow push the wave. Some of you may be wondering, what exactly
do we mean by a slow push? Well, in League of legends you have two kinds
of pushes, a slow push, and a hard push. A hard push is when you use all of your abilities,
constantly auto-attack, and push the minion as fast as humanly possible into the enemy's
tower. A slow push is the opposite, where we build
a small minion lead, and then stop damaging the minions, except to last hit them. The small minion lead, will do the pushing
for us, but very very slowly. And you're about to learn why slow pushing
can be so valuable. So Bang follows mission 2, slow pushing the
wave, and making sure only to last hit now that he has the minion lead. Some of may be wondering, okay, why is the
enemy Vayne standing so far back? Keep in mind, this is the highest level of
solo queue. Since Aphelios has the minion advantage, it
means he's going to hit level 2 first. Specifically, off this melee minion. If Vayne tries to move up while Aphelios has
the early minion advantage, then she'll fall into a very basic level 2 trap. Aphelios and Braum will spike level 2 on them
while they're pushed up and still level 1, and immediately go aggressive, possibly all-ining
Vayne. And that's just another amazing thing about
this three wave strategy, it always opens you up to use this level 2 all-in on less
skilled opponents. Now, again, despite Aphelios and Braum being
level 2 while Vayne and Nautilus are level 1, you still need to follow mission 2: slow
push. It's not until the third minion wave arrives
do we enter into the mission 3: crash the wave into the tower. Notice how Aphelios is now focusing auto-attacks
and abilities onto the minion wave. You want to change from slow pushing to hard
pushing now, so you can crash the wave into the tower. So he quickly kills the enemy minions, and
look at what we're left with. Aphelios has created an absolutely massive
minion wave of his own. This is what you're looking to accomplish
by following these 3 missions. Great, but you're probably wondering, Vayne
is still full health, how in the world does this strategy win me my lane? Well, it's with this big wave that you deliver
the killing blow. I want you take note of two things that are
extremely important. First, how Aphelios focuses the tower at first. This is because the tower is currently focusing
the Melee Minion and then the Siege Minion. These minions are closer to the enemy's tower,
so Vayne can last hit them at a safer distance. Trying to harass Vayne at this point will
put him too far into the enemy's tower, and cause him to take tower shots. However, once these minions are dead, and
the only thing that's left are the caster minions, that's when you now want to focus
on landing as much harass as you can on the enemy AD Carry. This works due to the fact that the caster
minions are ranged and much further away from the tower, this causes Vayne to have to move
up more, letting us auto-attack her safely outside of the tower's range. This forces Vayne into two losing scenarios. Either go for the last hits on the caster
minions, but take a ton of damage, or stay back to avoid taking damage, but give up the
gold from the minions in the process. And it's really as simple, by harassing Vayne
at the end of mission 3, she now has half health, and is going to have use her health
potion. Aphelios is now ahead in health, sustain,
and due to forcing Vayne to have to last hit under tower which is inherently difficult,
is also ahead 6 minions. It's not even 4 minutes into the game, and
he's already won his lane. Some of you may be thinking, hey he didn't
win lane, where's the double kill. But league is more than just kills. A health potion is worth 50 gold, and 6 minions
is equal to a minion wave, which on average is worth 125 gold. So Bang has now earned himself a 175 gold
lead, while also keeping the enemy lower in health, which makes it difficult for them
to fight back in lane, and with no sustain, makes any continued harass even more effective. Most importantly though, was how safe and
consistent this was, he barely even fought the opponent and at no point were they able
to fight back. Let's jump into another replay of this being
used, but this time, it's being executed AGAINST Bang. That's right, even the rank 1 AD Carry can
fall victim to this strategy, showing just how potent it can be. Bang is playing Syndra and Leona with the
enemy on Senna and Tahm Kench. So Senna will be following mission 1 heading
into the lane: Establish a minion advantage. We saw in the first replay, how Bang was able
to achieve this by simply out damaging the minions on the first wave. In this case, the Senna uses a more high level
tactic, but still accomplishes the same goal. Bang and Leona are stuck having to the leash
for their jungler at Red. In the meantime, Senna and Tahm Kench don't
have to leash and so get to the lane early. When this dynamic occurs, it opens you up
to use a really strong tactic if you have the stronger level 1. Look how far the Senna and Tahm Kench are
positioned in lane. They are preventing the enemy Syndra and Leona
from being able to enter lane. By positioning so far up, they're actually
out of range of the enemy's minions aggro range and with the stronger level 1, they
can easily win any 2v2 trades. The main goal though, was to delay Syndra's
ability to push the wave with her Q ability, which does AOE damage. So they zone Syndra and Leona temporarily,
and then move back to lane as normal, the benefit being that Syndra wasn't able to get
a minion advantage by spamming her Q. And we're going to see how they're able to
accomplish the three wave strategy and execute all 3 missions, but in a slightly different
way. As the melee minions die in the first wave,
take note of the minions. Senna is ahead 2 melee minions currently,
and so she's accomplishing mission 1: establish a minion advantage. Syndra then uses her Q ability to last hit
the minions. With Syndra's Q on cooldown, all she has left
is her auto-attacks, and has an AP champion they don't do that much damage. Compare this to Senna who has her Q up, and
who is an attack damage champion and so who's auto-attacks do even more damage. This is why Senna suddenly turns on the aggression,
taking advantage of this timing window while Syndra's Q is on cooldown to further zone
the enemy. And what do we see at the end of this? Senna has 3 casters minions to the enemy's
2. She's ahead 1 minion and has accomplished
mission 1. So as the second minion wave arrives, she
transitions into mission 2, and what is this mission? To slow push the wave. Slow pushing the wave means, only last hitting
the minions, and letting our minion advantage due the pushing for us. In the first replay, we saw Bang not really
do anything during this time, just letting the second wave slow push. However, in this instance, we see a matchup
where Senna and Tahm Kench have a much stronger level 1 than Syndra and Leona. So they use this time to try and trade aggressively
on the opponent. Some of you may be thinking that this is crazy
as they're super pushed up and have drawn minion aggro. Here's the thing, it doesn't really matter
if they lose the trade or go even, since remember, due to their minion advantage, they're going
to hit level 2 first. So they'll have a huge buffer period in a
moment where they'll be a level up, and the enemy won't be able to do anything anyways. After trading, we see Senna follow mission
2, slow pushing and only last hitting. And what do we accomplish by doing this? We get the tried and true level 2 spike while
the opponent is still level 1. Syndra and Leona have to stay far back, unable
to fight back due to the level difference. Again, in your elo, a lot of players won't
realize this, and will overextend in this moment, leaving you open to all-in them with
your level advantage. Now, with the third minion wave arriving we
enter into mission 3: crash the wave into the tower. We immediately see Senna auto-attack and Q
the wave, into then hard pushing the remaining minions. Awesome, and now with the enemy's third minion
wave dead, a giant wave of our own crashes into the tower. We first focus the tower while our melee minions
are alive, But then once only the caster minions remain,
we look to harass the opponent. Hold on though, it doesn't look like Senna
is landing a lot of harass on the enemy during this moment. And that happens sometimes and is okay. Syndra is a much safer and higher ranged champion
than most AD Carries and so can be difficult to harass under tower. Compare this to the Vayne from before, who's
auto-attack range is 550. Syndra in comparison can use her Q to last
hit, which has a range of 980. Again, that's perfectly fine. Senna was still able to land harass in mission
2 as she slow pushed the wave and got a level advantage. This caused Syndra to have to play passive
and use 2 health potions. On top of this, since last hitting under tower
is inherently difficult, by the end of the third wave Senna has actually doubled Syndra's
CS, having 18 CS to 9. That's a 287 gold lead he's accomplished just
in the first 3 waves. Still, that doesn't address the fact that
we didn't exactly accomplish a ton on the third mission when we crashed the wave into
the enemy's tower. What if I told you? Not only can you win your lane, but also pressure
the map? I'm not kidding. Check out this replay of Bang playing Senna
with Soraka against Miss Fortune Ornn. The lane starts out with a crazy early level
1 trade. At the end of it, Bang is actually down 2
caster minions. He quickly stabilizes though and immediately
starts damaging the minions as much as he can to follow mission 1 and establish that
early minion advantage. Awesome, he's now ahead 2 melee minions Now that he has the minion lead, he transitions
into mission 2, slow pushing the wave. The third wave then arrives, so he finishes
with mission 3: hard pushing and crashing the wave into the tower. It's here we see something different though, Instead of using this wave to harass the enemy
under tower he uses it to create a timing window for him to roam. This works due to the fact that the enemy
bot lane is pinned to their tower, having to kill the remainder of the wave. Meanwhile, you already full cleared the wave,
so you can roam without losing anything. This can allow you to get deep vision in the
enemy's jungle, react to fights over the Scuttle in the river, or potentially even land a gank
on mid. Just make sure you do your best to get back
to your lane as the next minion wave arrives so you don't miss any of that sweet gold and
experience. Okay, so I'm not going to lie, this strategy
is starting look pretty awesome. However, there is a super common mistake players
when trying to execute it and that's to over push. Let's jump into a replay of Bang on Miss Fortune
with a Pyke support, who's Doublelift coincidentally, against an Ezreal Senna. The lane starts out with Pyke landing a Q
on Ezreal and both bot lanes trading some damage onto each other. Shortly after, we see how Bang has accomplished
mission 1: establish a minion lead, with being ahead 3 melee minions. Despite Bang immediately stopping damage on
the wave and only last hitting, we see the it's too late, and the caster minions actually
push too far before the second minion wave arrives. This is important so listen up. When you over push the first wave like this,
it causes the enemy's second minion wave to arrive significantly earlier than your own. This is due to the fact that since the wave
is further up the lane, the enemy's minions reinforce faster. This then prevents you from being able to
accomplish mission 2 and get a slow push going, since the enemy can quickly clear the remaining
caster minions before your second wave arrives. And what do we see? We failed Mission 1, the second minion wave
has arrived, and the enemy is even in minions with us. To make matters worse, not only are they even
in minions, but the wave is actually much closer to the enemy's tower. This triggers what's called "The Even Minion
Rule". The even minion rule dictates that if both
waves have the same number of minions, the wave will push in the opposite direction that
it's closest to. So since the wave is closest to Ezreal's tower,
it's actually pushing towards Miss Fortune's. The reason why this occurs is due to how when
a wave is close to an enemy's tower, their minion wave will reinforce faster. This will cause the enemy to actually have
the push advantage heading into the third and fourth wave. So how do we avoid this from happening? Well, let's go back and see what Bang did
wrong. First, he starts out by applying damage onto
the melee minions. That in and of itself isn't bad, he's trying
to get that minion lead for mission 1. Now, during the trade with the enemy, take
note of how the enemy's minions have aggro'd onto him and Pyke, while his own minions are
out of range. This means that his minions will be damaging
the enemy's minions, while the enemy's minions are focusing him. This causes his wave to push a bit harder. And what do we see right after that trade? Bang is ahead 1 melee minion. And it's here we see the pivotal mistake. Bang lands an additional auto-attack on the
melee minion, which isn't necessary since he already has the minion lead. Then Pyke uses his Spoils of War charge on
a minion, further pushing. At the same time, Miss fortune lands another
auto-attack. This is what it looks like when you over push
a lane. You need to be very aware of your minion lead
and how much damage you've done to the minions as to not over push. We can actually see a trick Bang used to accomplish
this in the first replay. As he gets into lane, all of the melee minions
die, leaving only the caster minions. We know we want to accomplish mission 1 and
establish a minion advantage. The problem is, we risk over pushing the wave
as we just saw. So Bang spreads his damage over the minions,
making sure not to actually kill any of them. This buys him enough time so that by the time
the second minion wave arrives, he can then kill the wave, keeping it in the center of
the lane, and preventing him from over pushing. So be aware, you can actually achieve a minion
advantage not just by killing minions, but by applying more damage, spread out across
the minions, and then once the next wave arrives, quickly killing them, turning that damage
into a minion wave advantage. Okay, so a bunch of you are probably now thinking
this is the best strategy ever and is completely unstoppable. Although it's true it is very strong, there
is a way to counter it. In this game, Bang is playing Senna with Tahm
Kench against Aphelios, who is actually C9 Sven with Thresh. The lane starts out with both sides trying
to accomplish mission 1: get the minion advantage. They're both focusing their auto-attacks and
abilities on the minion wave. This is key that you do this in order to prevent
the opponent from achieving a minion lead. Compare this to the first replay, where Vayne
gave up and stopped damaging the minion wave at the very start. Despite Senna's best efforts to fight for
the early minion lead, as the second minion wave arrives, we can see that Aphelios in
fact has the minion lead in the form of 1 melee minion. This means they're going to hit level 2 first,
and so Senna and Tahm Kench back off anticipating the level 2 spike. However, Aphelios and Thresh then back off,
and this puts Senna in range to start damaging the minions again. This is absolutely key. We know the opponent has entered into mission
2 and wants to build that slow push. To counter this, we need to take any opportunity
we see to damage the minion wave, thin it out, and push back. When Aphelios and Thresh move forward to harass
or trade, we can move back, but whenever we can freely damage the minion wave, we look
to do so. And by doing this, we thin out the enemy's
minion wave enough, that they're unable to crash the wave into the tower. Instead, as the fourth wave arrives, we've
actually cemented a nice 3 minion freeze in front of tower. In short, once you realize that you've lost
mission 1 and the enemy has the minion advantage, look for opportunities to sneak in and damage
the enemy minions whenever you can. By thinning out the wave, you'll prevent the
enemy from building a big enough wave to slow push and crash into the tower, and it will
turn into a freeze for you instead. This leaves us with one last unanswered question. What are the best champions to use for this
strategy? You definitely want two ranged champions that
have poke or crowd control. For example, in this game Senna and Thresh
are both ranged champions. Senna has poke with her Q and crowd control
with her W. Thresh has poke with his ranged auto-attacks,
and crowd control with his own Q. They quickly accomplish mission 1 getting
the minion lead. Transition into mission 2 and slow push the
wave. While all of this happens, they're able to
use their range advantage to land a ton of harass. Then as they enter mission 3 and crash the
wave, Thresh lands a hook, Senna follows up with her W, and they get a free kill on Leona. So The best ADCs to use this strategy with
are going to be ones with high range or harass abilities. Ashe, Caitlyn, Senna, Varus, and Jinx all
have high auto-attack ranges, while also having abilities that can poke from a distance. Sivir and Ezreal can also be good choices,
although lacking in auto-attack range, they have great push and poke with their abilities. Examples of bad ADCs would be Vayne, Lucian,
Kai'sa, and Draven. They either have low attack range, lack abilities
to harass from range, or a combination of them both. Keep in mind, this doesn't mean the strategy
won't work on them. To be clear, this strategy can work on any
combination of champions, it's just less effective. For supports, you're again looking for high
range and harass. Thresh, Vel'Koz, Zyra, Soraka, Nami, Karma,
Lulu, Yuumi, Sona, Morgana, Janna, Lux, will all excel with this strategy. Whereas melee champions with no ranged harass
will be worse. Most notably Leona and Alistar. If you're playing a melee engage support,
then you're probably better off implementing a roam off the third wave like we covered
earlier in this guide. Okay, congratulations to all of you who have
stayed until the end and as promised, we have a bonus tip, on how to counter Leona, one
of the most popular and op champions on the current patch. So you want to first start by implementing
the counter strategy we taught you earlier. Give up the minion lead to the opponent, but
make sure that you're constantly thinning out the wave when it's safe to do so. This will create a freeze in front of your
tower, making it very difficult for Leona to engage on you. There's more to this though than just freezing. With you being so close to your tower, you
actually want Leona to engage. Specifically, pay attention to when she uses
her E ability. There's a unique interaction with Leona's
E ability, where it will always follow the opponent. So as soon as she casts her E ability on you,
use your Flash to get yourself under your tower. Due to how Leona's E works, she'll follow
you, resulting with her now under your tower taking turret shots, making for an easy kill. Alright, that's going to do it for this video. We worked really hard on this one so if you
want to show us some support make sure to like, subscribe, and hit the bell icon. And let us know in the comment section below
what bot lane combo you think would be the strongest with this strategy. If you want to rank up and take yourself to
the next level, visit our website skill-capped.com, link in the description. That's going to do it for this one, I'm Hexadecimal,
signing off, and as always, good luck, and have fun, on summoner's rift.