One group of spawned minions is considered a wave and are basic building blocks for successful farming.

Waves can also be merged by skilfully minion thinning enabling for creeps to overwhelm a turret.

Value

Wave values in Summoner's Rift as per P5.19[1]
min 3x waves Gold.png  #wave CS Gold.png /10 Gold.png /10 + CS
3 355,50 3 355,50 171 526,5
4,5 359,60 6 715,10 342 1 057,1
6 363,70 9 1 078,80 513 1 591,8
7,5 367,80 12 1 446,60 684 2 130,6
9 371,90 15 1 818,50 855 2 673,5
10,5 376,00 18 2 194,50 1026 3 220,5
12 380,10 21 2 574,60 1197 3 771,6
13,5 384,20 24 2 958,80 1368 4 326,8
15 388,30 27 3 347,10 1539 4 886,1
16,5 392,40 30 3 739,50 1710 5 449,5
18 396,50 33 4 136,00 1881 6 017,0
19,5 400,60 36 4 536,60 2052 6 588,6
21 451,20 39 4 987,80 2223 7 210,8
22,5 455,80 42 5 443,60 2394 7 837,6
24 460,40 45 5 904,00 2565 8 469,0
25,5 465,00 48 6 369,00 2736 9 105,0
27 469,60 51 6 838,60 2907 9 745,6
28,5 474,20 54 7 312,80 3078 10 390,8
30 478,80 57 7 791,60 3249 11 040,6
31,5 483,40 60 8 275,00 3420 11 695,0
33 488,00 63 8 763,00 3591 12 354,0
34,5 492,60 66 9 255,60 3762 13 017,6
36 548,70 69 9 804,30 3933 13 737,3
37,5 553,80 72 10 358,10 4104 14 462,1
39 558,90 75 10 917,00 4275 15 192,0

In Summoner's Rift, a undistributed wave consists from three melee minions, three caster minions and possibly a siege minion. This results that a wave has average value of 118.33 gold and its value is increased by 4,1 for each 90 seconds after the creeps start spawning as per V1.0.0.152. After 20 minutes mark waves value increases by 4,6 per 90 seconds. After 35 mins mark wave value is increases by 5,1 per 90 seconds.

Tools increasing waves value

See main article about the items with the Gold income effect for more detailed figures and info

There are few items that can increase the potential gold value of a minion wave.

Flow

Without player interference a lane's wave is neither advancing or retreating in any significant amount. A minion wave that catches up with its preceding wave starts pushing the lane towards enemy turret.

Turning the tide

When a player interrupts an enemy minions wave by ensuring his side is making more damage to the opponents minions than they are receiving, the lane starts to push i.o. the tide turns.

In simplest way this is made by killing every minion without interference from your own minions thus moving the point where the minion waves clash. On more sophisticated turning the player makes sure his side is making just slightly more damage thus allowing the wave to build up as the wave gets reinforcements before than the enemy wave.

References

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