Mastering Early Waves and Jungle Pathing (Vocabulary)
Overview
- Purpose: Learn how to master the first five waves in every lane in solo queue by understanding jungle pathing, wave management, and gank timelines. Not a full pro-guide for every matchup, but a comprehensive framework you can apply to most situations.
- Author and context: Rogue, League of Legends coach and former pro player. Emphasizes pre-planning and wave control to enable ganks, crab contests, and safe farming.
- Promo note from transcript (context): Rogue promotes coaching sessions and a Patreon with coaching content and live-session recordings; links provided in video description.
Key Concepts
- Wave management basics
- Push: advancing the minion wave toward the enemy turret to create lane dominance.
- Crash: when a coming wave meets the previous wave near a turret, resulting in a reset or new wave state.
- Fast two-wave crash: crash wave 2 into the tower as soon as it arrives so the tower kills the second wave quickly and wave 3 resets toward the center of the lane.
- Slow two-wave crash: crash wave 2 slowly so the arriving wave 3 ends up in a position that creates a slow push back toward you.
- Wave states: the position and behavior of minion waves (centered, pushing toward enemy, or pushing toward you) that determine where you trade, where you ward, and where you can be ganked.
- Gank timing and windows
- The fastest reliable gank window in early lane phases often comes with wave 3 arriving; many early ganks target wave 3 when it’s near the tower.
- Common practical gank timer mentioned: t_{gank}^{fast} ext{ is around } [2{:}35, 2{:}40].
- Ward timings
- A two-wave ward (placed after wave 2) is a common defensive timing to scout jungle pathing and enable safer plays while you push/contest.
- Wards help you see approaching junglers who are pathing toward your lane and allow you to re-establish push safely after a gank attempt or crab contest.
- Recall synchronization
- Jungler first camp respawns at t_{ ext{respawn}} = 4{:}20. Synchronizing your recall with your jungler’s recall to head back to their side reduces your risk of becoming weak side again.
- Safe-side logic and lane isolation
- Drawing a line down the center of mid lane and not crossing it can help you stay on your safe side once you’ve designated a safe ward position.
- Warding strategy should align with the jungler’s path; when you’re on a supposed safe side, ward that side to designate a safe play zone.
- Scenarios and configurations (four total)
1) Both junglers path toward your lane (both sides pressure your lane).
2) Enemy jungler pathing toward you while your jungler pathing away (you are on the weak side).
3) Your jungler pathing toward you while the enemy jungler pathing away (you are on the strong side).
4) Both junglers path away from you (you’re isolated on your lane). - Mid lane specifics
- If possible, place a ward on the enemy raptor camp level 1 to learn enemy pathing. If not, ward between waves 2 and 3.
- Always consider designating a safe side and hugging that side to stay ungankable, especially in solo queue where you may lack vision control.
Jungle Pathing Configurations and Actions
1) Both junglers path toward your lane
- Example setup described: Kog'Maw vs Lucian with top-side Taliyah starting down to bot and enemy Kha'Zix pathing similarly.
- Early plan: take push and crash the second wave (Wave 2) to establish lane priority.
- Problem outcome described: Kog'Maw plays too safe due to fear of early ganks; bot-side jungle ends up exposed and the enemy jungler invades, taking blue buff and scuttle crab.
- Core strategy:
- Take push early and fast crash Wave 2 to establish lane priority and protection for your jungler’s crab attempts.
- Place a ward between waves (after Wave 2, before Wave 3) to reveal enemy jungler pathing and enable safe gank attempts or invades.
- After the crash, re-establish push so Wave 3 resets toward the center of the lane, enabling you to retake push and stack waves toward your opponent.
- If the enemy ganks you, you’re in a favorable position because your jungler is nearby for protection and crab control.
- Wave timing details
- Fast two-wave crash (preferred in this scenario): kill Wave 2 quickly so Wave 3 is reset toward center; then hit the entering Wave 3 to re-establish push.
- Slow two-wave crash (alternative): kill Wave 2 slowly so that Wave 3 arrives and is pressed by your minions, causing a slower progression that may invite pressure, but in this scenario fast crash is highlighted as critical.
- Practical takeaway: If both junglers path to your lane, do a fast two-wave crash and then push toward the crab; keep pushing and maintain lane control to support your jungler with invades.
Key formula/timing: fast two-wave crash aims to reset Wave 3 to center so you can re-establish push for ongoing control.
Note: The fastest gank window you should worry about is Wave 3 timing, which is why placing a ward after Wave 2 is important.
2) Enemy jungler pathing toward you while your jungler paths away (Weak Side)
- Concept: You are the weak side of the map; your job is to survive and enable counter-plays rather than seek dangerous trades.
- Strategy: Take push early to create a safe bounce-back opportunity and to avoid being easily ganked because you can create a bounce that makes your wave travel toward you.
- Example: Jhin vs an opponent where the jungler is pathing top while the enemy is pathing bot.
- Step-by-step:
- Take push on Wave 1 to force a larger minion wave and to set up a bounce path later.
- If overshooting, slow down the second wave crash to create a proper bounce; a slightly later crash can set up a slow push that comes back to you.
- After placing a ward between waves 2 and 3, you can step into river areas between waves to secure a safe zone as your jungler moves to contest or invade on the opposite side.
- With your jungler on the other side, your wave can stay in front of your tower and you remain ungankable while you last-hit.
- Additional patterns
- The second to last situation (strong side) and this weak-sider combination demonstrate how a late two-wave crash can set up a favorable gank window when your jungler is on the opposite side.
- The fast/wave-based bounce allows you to stay safe while the enemy jungler focuses on your opposite lane or invade attempts.
- Practical takeaway: On weak side, take push, execute a late two-wave crash to create a bounce that pulls the enemy wave toward you, then farm safely in front of your turret while your jungler handles the cross-map pressure.
3) Your jungler pathing toward you, the enemy jungler pathing away (Strong Side)
- Concept: You’re on the strong side; you can leverage your jungler’s presence to set up a gank opportunity for your lane.
- Example: Aloy (the Mundo content creator) demonstrates strong-side play with Jarvan starting blue and pathing toward him; GP on top is likely to be the vulnerable target.
- Strategy used:
- Start by hitting Wave 1 to push toward Wave 2 and then perform a late Wave 2 crash.
- This creates a slow push as Wave 3 arrives and is caught by your already-pushed wave, forming a wave that slowly pushes back into you.
- Trim the wave as it returns to maintain a favorable lane state for trades and to prevent the opponent from easily farming or stepping up for a favorable all-in.
- When the enemy top laner (Gangplank) is pressured and far from vision, you can execute a top-side gank with Jarvan after your team’s full clear; top lane state helps ensure the enemy jungler can’t respond easily.
- Ward and recall synergy
- A key benefit of strong side play is the lack of early vision for the enemy, allowing you to pressure without direct ward coverage. However, you should still consider warding the top-side river side to prevent surprise plays.
- Synchronize recalls with your jungler around the 4:20 mark when the first camp respawns; this helps head back to your side and avoid becoming weak side later in the game.
- Practical takeaway: On strong side, use late two-wave crashes to set up a gank opportunity while maintaining pressure and controlling ward timing. Synchronize recalls with your jungler’s second pathing cycle to stay ahead of the enemy.
4) Both junglers path away from you (Island)
- Concept: You’re isolated on your lane; you have significant freedom but higher risk if you mistime plays.
- Guidance:
- It can be a good idea to ward before you enter lane (just before Wave 1 arrives) since the main gank window is within the first three waves.
- If you don’t have warding information, you can still start with a push and play to your advantages, but warding helps reduce risk.
- Otherwise, do whatever helps you win the matchup: exploit your own wave management and keep yourself safe while farming and trading.
- Practical takeaway: When both junglers path away from you, you’re on an island; use the early lane phase to push and control your own space, with warding as a safety net if possible.
Mid Lane Tips
- Warding priorities:
- If possible, ward the enemy raptor camp at level 1 to reveal enemy pathing and inform lane decisions.
- If you can’t ward level 1, place a ward between wave 2 and wave 3 to monitor jungle movement and the potential drive-by gank timing.
- Safe-side strategy:
- Draw a line down the center of mid lane and avoid crossing it once you’ve designated a safe side; this helps you stay ungankable while enabling quick rotations if your jungler needs you for invade/crab control.
- Practical caveat:
- Mid lane tips are tailored for lane-control mechanics rather than matchup-by-matchup counters; the goal is to apply the same wave-control logic in mid as in side lanes, adapting to the unique mid-matchup dynamics.
Ward, Vision, and Safety Practices
- Ward between waves 2 and 3 (two-wave ward) to prepare for the earliest possible gank window and to keep control during the crucial transition from Wave 2 to Wave 3.
- Ward enemy raptor camp (level 1) if you can to gain information about enemy jungler pathing and adapt your lane strategy accordingly.
- Draw and maintain a center line in mid to keep your lane on the safe side and enable faster rotations toward potential invades or crab contests.
- Remember: vision controls and wave timing are the core levers that let you pre-empt enemy plays and protect yourself during the early game.
Synchronization with the Jungler
- Jungler respawn timing: t_{ ext{respawn}} = 4{:}20 after initial spawn.
- Strategy: If your jungler pathing includes crossing to your lane, recall before t_{ ext{respawn}} to avoid giving up a side advantage when the enemy jungler returns to your side to contest or invade.
- General principle: Plan your recalls to align with your jungler’s pathing and the first camp respawn so you’re not left vulnerable on the wrong side of the map.
Practical Examples from the Transcript (Summary Points)
- Kog'Maw vs Lucian example (both junglers pathing toward your lane):
- Kog'Maw takes push, crashes Wave 2; fears early gank due to immobility, but the enemy invades and secures blue buff and scuttle crab.
- Lesson: A mutual pressure on your lane from both junglers can backfire if you don’t maintain lane priority and vision; use a two-wave ward and fast crash to secure crab and prevent an invade.
- Jhin example (weak side, enemy jungler pathing toward you, your jungler away):
- Take push on Wave 1; slightly overshoot; position to create a bounce later; ward early; later perform a late two-wave crash to initialize safe wave control.
- Result: The gank timing around 2:35–2:40 is the window to look for a gank that could be avoided by a safe wave bounce; if you keep the wave in front of your turret, you remain ungankable.
- Aloy Mundo example (strong side, your jungler toward you, enemy jungler away):
- Start by slightly pushing Wave 1, then execute a late Wave 2 crash to generate a slow push. The third wave then gets caught on your wave, creating a continuous slow push back into you.
- Advantage: This creates a sustained top-side pressure and scouting for warding opportunities; the enemy GP on weak side lacks early ward coverage and is forced to make difficult choices between farming and risking a gank.
- Synchronization: Jarvan’s top-side full clear timing and recall coordination with the enemy jungler’s recall helps set up the next phase of the map state.
The Bottom Line: Four Core Scenarios to Remember
- If both junglers path to you: do a fast two-wave crash, push after, and press for crab; maintain waves to keep lane priority.
- If you’re weak side: take push, perform a late crash to produce a bounce, and stay safe in the 2v1 while your jungler pressures the other side.
- If you’re strong side: take early push and perform a late crash to set up a gank with your jungler’s proximity, and sync recalls with the jungler’s second path.
- If both junglers path away: you’re on island—ward before lane if possible, otherwise push and play to win your matchup with safe wave control.
Next Steps
- Watch the recommended follow-up video: "Everything laners need to know about jungle" for related concepts and further depth on jungle-lane interactions. A link is provided in the video description.
- Remember the core practice: pre-plan the first four to five minutes, know your wave states, and align with your jungler’s pathing to maximize protection and opportunities for play.
Quick Reference Timings and Concepts (LaTeX-formatted)
- Fast gank window timing: t_{gank}^{fast} ext{ around } [2{:}35, ext{ }2{:}40].
- Two-wave ward timing: place ward after Wave 2, before Wave 3 arrives.
- First camp respawn timing: t_{ ext{respawn}} = 4{:}20.
- Recall synchronization guideline: aim to recall before t_{ ext{respawn}} to avoid becoming weak side.
- Wave crash types:
- Fast two-wave crash: crash Wave 2 quickly to reset Wave 3 toward the center, enabling quick re-push.
- Slow two-wave crash: crash Wave 2 slowly so Wave 3 gets caught and returns toward you for a controlled bounce.