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League of Legends Wiki
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{{redirect|CS|the map|Crystal Scar}}
 
'''Farming''' is the act of a [[champion]] killing multiple [[minions]] to gain [[gold]]. Certain champions have abilities which aid them in farming. Farming early game will allow you to purchase better items, making your late game stronger. Later in the game, farming opportunities will be fewer.
 
   
Farming is an essential component of early-game laning. Champions try to out-farm the enemy and "win" the lane.
+
'''Farming''' is the act of killing waves of {{tip|minions}} and {{tip|monsters}} to gather {{g|gold}} and {{as|{{sti|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.
   
  +
The minion kill count is a tracked score, commonly referred as ''Creep Score'' (CS). In the early and mid game, CS and [[Kill to Death Ratio]] (KDA) can be used to gauge a player's performance compared to their respective lane opponent.
  +
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{{tocright}}
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[[File:Last Hitting.png|500px|left]]
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{{clr}}
 
== How to Farm ==
 
== How to Farm ==
Gold is granted to the champion that deals the killing shot on any 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 champions "Creep Score" (CS) noted at the far right of champion stats in the tab stats, or top right corner for the player's champion. In the early and mid game, CS can be used as a gauge for comparing how well a player is doing against their respective lane opponent along with KDA. Many champions will use their [[Autoattack]] (AA) 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 hits and be easy to AA for most ad champions. Caster minions are best to hit once before taking a single tower hit, then AA'ed again for the Last Hit.
+
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. 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.
   
  +
[[File:Farming_Under_Turret|center|How to farm under turret]]
== Game Phases ==
 
=== Early Game ===
 
This is the main phase for farming. Many champions have abilities which aid farming, either by making it easier to land the killing hit (e.g. {{cai|Disintegrate|Annie}}), or by [[Gold#Gold from champion abilities|granting extra gold]], such as {{cai|Parrrley|Gangplank}} or {{cai|Loaded Dice|Twisted Fate}}.
 
   
  +
== When to farm ==
It is harder to get CS when your lane is pushed to your tower, since the turret's attacks are stronger than your own, causing it to kill many minions. On the other hand, you can push the lane to the opponent's tower, where ''they'' will lose CS. However, this is risky, as it opens the lane up to ganks.
 
  +
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 inability, progression in the game is more focused on gaining power rather than claiming objectives. Once players attain access to all their abilities, farming becomes less of a priority as objectives start to become viable goals.
   
=== Mid Game ===
+
== Wave Management ==
  +
Players have adopted a number of techniques to manipulate the minion wave to their advantage.
When teamfights begin, gold will come from killing champions, lane minions, and clearing the jungle monster camps. When possible, lanes can still be farmed, though your absence can hurt your team in a teamfight.
 
   
=== Late Game ===
+
=== 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).
Now the game will mainly focus on teamfights, meaning that farming is secondary. Despite this, minion waves will slowly accumulate (usually in side lanes where teamfights are not taking place). These can provide large gold/experience boosts, though as stated before, your absence can potentially hurt your team.
 
   
  +
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.
== Wave ==
 
: ''Main article [[wave]]''
 
A [[wave]] of [[creep]]s in [[Summoner's Rift]] consists from six to seven creeps and has value of at least 355,50{{g}}. As the passive gold gain is 19 gold per 10 seconds this translates that being able to clear each creep in a wave generates roughly double the amount than simply standing around. As creep waves value slowly increases over time clearing out a merged wave can result for a significant burst of income.
 
   
 
=== Fast Push ===
[[es:Farming]]
 
  +
A fast push aims to accumulate a large minion wave by allowing a given wave to push with a numbers advantage, creating immediate lane pressure ideal for quick responses. To create a fast push, a laner would remove all but the weak caster minions (they have no armor/magic resist) as an easy force for the allied wave to overtake.
   
  +
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.
==Table Chart==
 
   
  +
=== Slow Push ===
Below there's an updated (Season 6) table chart for the perfect CS at given minutes up until an hour of gameplay. Times are for when the next wave arrives, (e.g. first wave arrives at 1:40, second wave arrives at 2:05, meaning, up until 2:05, only 6 CS are possible to last hit in that lane). The table '''does not take '''super minions into the calculations.
 
  +
A slow push accumulates a large minion wave by allowing it to push at the slowest possible rate while maintaining advantage, the resultant wave can pressure a tower and serve as a dangerous concern for the enemy. In enemy territory, the numbers advantage will have to become greater and greater to counteract the quicker timing of enemy reinforcements. To create a slow push, a laner would remove all but melee minions (they have armor/magic resist) as a formidable force for the allied wave to overtake. Seige and Super minions will need to be removed due to their sheer impact on the battle.
   
  +
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 force that substitutes the need for a champion.
'''Add + 5 seconds for top and bot lane'''
 
   
 
== Wave ==
[https://redd.it/451dpw Source for the pattern]
 
 
A wave in [[Summoner's Rift]] consists from six to seven minions and has value of at least {{g|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 10) 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.
  +
  +
Super minions only spawn on lanes where enemy inhibitors are destroyed, 7 minions per wave for 5 minutes in this order: super minion, 3 melee minions and 3 casters minions. When all enemy inhibitors are destroyed, super minions are doubled on each lane until one of them respawns, creating waves of 8 minions each.
   
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100px;"
 
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[[de:Farmen]]
 
[[es:Farming]]
 
[[Category:Gameplay elements]]
 
[[Category:Gameplay elements]]
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[[Category:Techniques]]

Revision as of 07:00, 10 February 2021

Farming is the act of killing waves of Minion icon minions and Monster icon monsters to gather gold 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.

The minion kill count is a tracked score, commonly referred as Creep Score (CS). In the early and mid game, CS and Kill to Death Ratio (KDA) can be used to gauge a player's performance compared to their respective lane opponent.

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. 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.

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 inability, progression in the game is more focused on gaining power rather than claiming objectives. Once players attain access to all their abilities, farming becomes less of a priority as objectives start to become viable goals.

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.

Fast Push

A fast push aims to accumulate a large minion wave by allowing a given wave to push with a numbers advantage, creating immediate lane pressure ideal for quick responses. To create a fast push, a laner would remove all but the weak caster minions (they have no armor/magic resist) as an easy force for the allied wave to overtake.

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.

Slow Push

A slow push accumulates a large minion wave by allowing it to push at the slowest possible rate while maintaining advantage, the resultant wave can pressure a tower and serve as a dangerous concern for the enemy. In enemy territory, the numbers advantage will have to become greater and greater to counteract the quicker timing of enemy reinforcements. To create a slow push, a laner would remove all but melee minions (they have armor/magic resist) as a formidable force for the allied wave to overtake. Seige and Super minions will need to be removed due to their sheer impact on the battle.

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 force that substitutes the need for a champion.

Wave

A wave in Summoner's Rift consists from six to seven minions and has value of at least 355 355.5. 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 10) 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.

Super minions only spawn on lanes where enemy inhibitors are destroyed, 7 minions per wave for 5 minutes in this order: super minion, 3 melee minions and 3 casters minions. When all enemy inhibitors are destroyed, super minions are doubled on each lane until one of them respawns, creating waves of 8 minions each.

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
184 15:35
190 16:05
197 16:35
203 17:05
210 17:35
216 18:05
223 18:35
229 19:05
236 19:35
242 20:05
249 20:35
255 21:05
262 21:35
268 22:05
275 22:35
281 23:05
288 23:35
294 24:05
301 24:35
307 25:05
314 25:35
321 26:05
328 26:35
335 27:05
342 27:35
349 28:05
356 28:35
363 29:05
370 29:35
377 30:05
384 30:35
391 31:05
398 31:35
405 32:05
412 32:35
419 33:05
426 33:35
433 34:05
440 34:35
447 35:05
454 35:35
461 36:05
468 36:35
475 37:05
482 37:35
489 38:05
496 38:35
503 39:05
510 39:35
517 40:05
524 40:35
531 41:05
538 41:35
545 42:05
552 42:35
559 43:05
566 43:35
573 44:05
580 44:35
587 45:05
594 45:35
601 46:05
608 46:35
615 47:05
622 47:35
629 48:05
636 48:35
643 49:05
650 49:35
657 50:05
664 50:35
671 51:05
678 51:35
685 52:05
692 52:35
699 53:05
706 53:35
713 54:05
720 54:35
727 55:05
734 55:35
741 56:05
748 56:35
755 57:05
762 57:35
769 58:05
776 58:35
783 59:05
790 59:35
797 60:05