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Farming is the act of killing waves of Minion icon minions and Monster icon monsters to gather Gold gold and Experience icon experience. Farming is an essential component of early-game laning, when players try to overpower the enemy through an arms-race. Early game is the safest time players can farm to buy items and learn abilities that increase their power.

Last Hitting

How to Farm

Gold is granted to the champion that deals the killing blow on a minion or monster. This is known as a 'last hit' and is considered one of the most important skills in League of Legends. Last hitting will increase a champion's 'creep score' (CS), which represents the champion's total farm. In the early and mid game, CS and Kill to Death Ratio (KDA) can be used to a gauge a player is doing compared to their respective lane opponent. Many players will use their basic attack to Last Hit, but several champions, especially AP champs, also have low cost executes or area burst to last hit. Melee minions can take two tower shots and be easy to attack for most ad champions. Caster minions are best to hit once after taking a single tower shot.

Farming Under Turret

Farming Under Turret

How to farm under turret

When to farm

The early game, also known as the Laning phase, is the safest phase for farming, when champions are not well equipped for fights. Because of this deficit, progression in the game is more focused on gaining power rather than claiming objectives. Once the first tower is claimed, farming becomes secondary priority as champions will start to focus on other objectives.


Wave Management

Players have adopted a number of techniques to manipulate the minion wave to their advantage.

Freezing

Freezing a minion wave is often done to secure a safe location to farm, it can also act as a preparation to slow push the wave. To keep a minion wave in place, a laner essentially attempts to maintain the equilibrium of the two opposing forces. This is determined by gauging a negative correlation between the timing of the allied wave's arrival to the fight versus how many extra enemy minions are already fighting (ergo, if the allied wave will arrive sooner, more extra enemy minions are needed alive).

Freezing becomes ideal during the early game when champions are not powerful enough to claim objectives, and therefore the fight maintains within the territory limits where freezing is easier to manage.


Slow Push

A slow push will accumulate a bigger minion wave, which can pressure a tower and serve as a distraction for the enemy. A minion wave will naturally push towards a direction if it overwhelms the opposing wave, increasing in total size with each victory. In enemy territory, the numbers advantage will have to be even greater to counteract the quick timing of enemy reinforcements. To create a slow push, a laner would allow a generous minion advantage to their wave. It is recommended to remove only caster minions because they have no resistances to stall the push.

Slow pushing becomes ideal when a laner is required elsewhere and cannot maintain the lane pressure, such as when teams gain enough power to start focusing on kills and objectives. By leaving their wave at an advantage, it will eventually accumulate into a formidable push that substitutes the need for a champion.

Fast Push

A fast push accumulates a minion advantage very fast, creating immediate lane pressure ideal for quick responses. It differs from a slow push in that one would remove only melee and siege minions from the enemy wave.

Fast pushing becomes ideal when one desires to create immediate lane pressure, such as a response to enemy inattention, or to pressure the enemy out of tower defense.

Wave

A wave in Summoner's Rift consists from six to seven minions and has value of at least Gold 355.5. As the passive gold gain is 19 gold per 10 seconds this translates that being able to clear each minion in a wave generates roughly double the amount than simply standing around. As wave value slowly increases over time clearing out a merged wave can result in a significant burst of income.

Table Chart

Below there's an updated (Season 8) table chart for the perfect CS at given minutes up until an hour of gameplay. Times are for when the next wave spawns, (e.g. first wave spawns at 1:05, second wave at 1:35, meaning, up until 1:35, only 6 CS are possible). The table does not take super minions or jungle monsters into the calculations.

CS Chart
Minions Minutes:Seconds
6 1:35
12 2:05
19 2:35
25 3:05
31 3:35
38 4:05
44 4:35
50 5:05
57 5:35
63 6:05
69 6:35
76 7:05
82 7:35
88 8:05
95 8:35
101 9:05
107 9:35
114 10:05
120 10:35
126 11:05
133 11:35
139 12:05
145 12:35
152 13:05
158 13:35
164 14:05
171 14:35
177 15:05
183 15:35
190 16:05
196 16:35
202 17:05
209 17:35
215 18:05
221 18:35
228 19:05
234 19:35
240 20:05
247 20:35
253 21:05
260 21:35
266 22:05
273 22:35
279 23:05
286 23:35
292 24:05
299 24:35
305 25:05
312 25:35
318 26:05
325 26:35
331 27:05
338 27:35
344 28:05
351 28:35
357 29:05
364 29:35
370 30:05
377 30:35
383 31:05
390 31:35
396 32:05
403 32:35
409 33:05
416 33:35
422 34:05
429 34:35
435 35:05
442 35:35
449 36:05
456 36:35
463 37:05
470 37:35
477 38:05
484 38:35
491 39:05
498 39:35
505 40:05
512 40:35
519 41:05
526 41:35
533 42:05
540 42:35
547 43:05
554 43:35
561 44:05
568 44:35
575 45:05
582 45:35
589 46:05
596 46:35
603 47:05
610 47:35
617 48:05
624 48:35
631 49:05
638 49:35
645 50:05
652 50:35
659 51:05
666 51:35
673 52:05
680 52:35
687 53:05
694 53:35
701 54:05
708 54:35
715 55:05
722 55:35
729 56:05
736 56:35
743 57:05
750 57:35
757 58:05
764 58:35
771 59:05
778 59:35
785 60:05
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